Business Model

Revenue Model

Revenue Line 1: Selling necessity in-game items and services
  • Avatar Related:
    • Premium clothing: Shirts, pants, caps, necklaces, gloves, glasses, shoes, socks, belt, etc
    • Premium avatar customization: Hair styles and color, facial shapes, wings on the back, etc
    • Luxury clothing: Watches, jewelry, etc
  • Basic needs:
    • Foods: Avatar needs to eat every 4h in-game. Give P2E games to earn token, use token to pay for food.
    • Drinks (serve as luxury item, no need to consume to play)
  • Home/Apartment:
    • Apartment rent: Give P2E games to earn token, use token to pay for apartment rent.
Revenue Line 2: PvP Transaction Fee
  • 4.5% uncapped per PvP transaction value
Revenue Line 3: In-Game Transaction VAT (Value-Added Tax)
  • Fairly compete with other user-setup banks who offer the same function
  • 4.5% VAT per transaction in-game
Revenue Line 4: DeFi Interest Revenue
  • DeFi spread between lending and borrowing
Revenue Line 5: Selling Game Passes to Special Events
  • Concerts, Battle Arena Tournaments, Season Quests (Season 1 to infinity)
Revenue Line 6: Selling Virtual Lands
  • Land Auction or ILO - Initial Land Offering
Revenue Line 7: Annual Property Tax
  • 2% land value per year. Open to free-tax subsidies.
Revenue Line 8: Self-operate services in game
  • Luxury Restaurants
  • Shopping Malls
  • Architects/Home Building
  • Fine Art
  • VIP Clubs

Value Drivers

Value Driver 1: Volume of Gamers
  • Marketing driven
  • Product driven
  • Network effect
Value Driver 2: Average Transaction volume per Gamer per period of time (day/month)
  • Product driven
    • Mini games
    • In-game items (design, utilities, meaning, collectible, etc)
    • Vibrancy of secondary market in-game
  • Marketing driven
    • Campaigns
Value Driver 3: Average Transaction value
  • Network effect
    • Market value of in-game items
  • Product driven
    • Designed value of in-game items
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Revenue Model
Value Drivers