OP Research: Web3.0 Opens the Door to Decentralized Applications
The original author: OP Research
It is human nature to try to change the status quo. When this drive is combined with science and technology, capital, information and data, human society will inevitably change and develop towards a new social form and relations of production. Web3.0, the next phase of the Internet, is the best example of this process. Based on the development of blockchain and related technologies, Web3.0 is gradually approaching, and the concepts and applications of metauniverse, GameFi, SocialFi, X-to-Earn, DID and so on have come into the public view, setting off a wave of enthusiasm. It's not just a flood of new apps, new ways to play, or a capital-driven investment binge. It's more about what's left when the tide receded. Projects may die, applications may be replaced, and capital may travel to different circuits, but the underlying logic and values of Web3.0 will have a profound impact on human society under the current Web2.0 paradigm. Change will not happen overnight, it will happen gradually, but in the end we have entered a new era.
Undeniably, human beings have obtained great convenience under the life and economic mode shaped by the Web2.0 paradigm, and Web2.0 has also promoted the continuous progress and development of human society. But perhaps because people are so familiar with the lifestyle shaped by Web2.0 and so used to the phenomena that occur under this paradigm, it is difficult for people to perceive the "mystery". Under the Web2.0 paradigm, everyone is essentially a "consumer product" of this mode. Although compared with the earlier traditional era, Web2.0 has endowed people with more choice space and cash channels, people are still "subordinate products" of this mode, a screw under this mode, and have no real control ability.
At the same time, not only individuals, but also businesses, companies, and organizations are subject to the various rules set by Web2.0, and need to design products and operate according to the inherent set of rules. Although enterprises, companies, and institutions have more power and money than individuals to optimize some Settings, they cannot completely break out of the Web2.0 paradigm they are part of, and sometimes need to sacrifice the user experience of the product or application or abandon the concept of the design in order to achieve profitability.
The good news is that we have not lost the ability to reflect, and the good news is that technology is constantly evolving. Just as in real life, everyone can control their own destiny at important life intersections, in the virtual world of the Internet, we should have the same ability.
This paper will compare Web3.0 and Web2.0 applications from the perspectives of "business model", "incentive mechanism of economic model" and "ownership of information assets" to see what changes, breakthroughs and problems Web3.0 has compared with Web2.0 applications. More importantly, it explores whether people have more ability to control their "on-chain destiny" and whether they can truly own their own world under the new narrative of Web3.0.
Web3.0 brings a new business model to traditional Web2.0 applications, solves the problem of single profit mode of Web2.0 application companies from the root, and also brings interactive experience improvement and objective income to users, among which the most obvious is the revolutionary change to social media and transfer payment applications.
Social media Web2.0 applications, limited by their own single source of revenue, have to sacrifice user experience, add stiff membership mechanisms and introduce advertising. In order to get more advertising, social media apps are moving away from their product positioning, chasing traffic and monetizing traffic to make a living. However, due to the platform nature of social media applications, they can be based on the impact of the user's work, and take a percentage of the advertising, which is now maturing in Web2.0.
For example, AD posts on Twitter and Weibo, video AD sharing on YouTube, and AD placement on TikTok. In fact, the system already has Web3.0 shadow in it, but most platforms rely on their own platform advantages to squeeze the distribution ratio of platform creators. For membership payment in advance to obtain services, Web3.0 applications are also used, but Web2.0 chooses to sacrifice user experience and online so-called member-only advertising and members ahead of the point, violating the original commitment of the membership mechanism, eating very ugly.
Web3.0, on the other hand, is based on the open source of smart contract code and the introduction of white paper economy model, which completely transparently charges users and provides corresponding services. For example, Mirror generates NFTS to validate each article, allowing users to create without fear of copying, copying, or being deleted. At the same time, the creator can initiate crowdfunding under the article, by issuing share tokens -- "article NFTS" -- to the users who participate in the crowdfunding, in order to share dividends with investors for each transaction. And the proportion of dividends is clear, the final amount can be obtained by the article trading volume to calculate, everything is transparent and credible.
Although Mirror's economic model is relatively light and there is no dramatic monetization opportunity, many creators have migrated from Medium to Mirror due to its comfortable user experience and crypto native nature. Monaco, another example, is a phenomenon SocialFi application that has been around for a short time, but it turns on the buzz of SocialFi and the enthusiasm of the project owners to take the life out of Twitter and Twitter. Since then, SocialFi projects have innovated on the basis of user-determined ownership and governance and content-based mining. In Monaco, users earn revenue from both the content they post and the interactions they receive (like recomments). Again, this revenue is transparent and predictable, allowing users to share and interact, and the project side to take a fair share of the revenue.
Lens Protocol, developed by Aave team and deployed on Polygon by SocialFi, is attracting more attention. Lens Protocol defines itself as "an open, composable Web3.0 social media protocol that allows anyone to create unhosted social media profiles and build new social media applications." Specifically, Lens's open social graph can be plugged into by any application, and users own their data through NFTS that can be deployed to any application built on the Lens protocol. NFTS determine user voting weight and revenue distribution. But Lens Protocol just went live, and it will take time to see if its business model is sustainable.
In addition to Mirror, Monaco and Lens Protocol, other media Web3.0 projects have also broken the valuation bottleneck, such as Audius. As a decentralized music streaming media protocol, Audius has solved the problems that the creators have too weak control over the copyright and difficult to trace the source, the creators have too little income and the distribution channels of works are monopolized on the traditional music platform. In the current royalty distribution of Web2.0 music applications, musicians can get less income. Usually 42% of the royalty of a song is distributed to the record company (such as SONY, Universal, etc.), about 30% to the operating system (such as Android, iOS, etc.), about 20% to the Internet playing platform (such as Spotify, QQ Music), lyrics and songwriters can get a total of 8%, and singers are mostly settled by the record company. If the lyrics and songs are represented by multiple agents, the royalties will also be divided up and less will go to the creators.
And that's even if copyright is clear, timely and transparent. In contrast, Audius, its songs in the music listening, sharing, the collection of his works, the royalties are divided into different dimensions, such as, free creation, the creator and fans directly linked, breaking the original monopoly and inefficiencies in the industry, not only increased the income to encourage the creation of the creator, also improved the audience user interaction experience and collecting requirements, The subsequent NFT spin-off market can give creators and projects even more revenue. This makes it with 6m monthly active users and 26k wallet addresses, that is, 13%Crypto users, to obtain a current market value of $311.7m and a fully released market value of $478.5m. Spotify, the world's largest music platform, has 428m monthly active users and a market cap of just $21.9bn.
It can be seen that the changes in industry business models brought by Web3.0 social media applications not only provide project parties with more diversified sources of income and more durable and stable cash flow, but also provide users including creators with unprecedented fairness and freedom, as well as smooth interactive experience. The high composability of Web3.0 applications also gives them more imagination space for their future development.
In terms of transfer payment applications, electronic transfer payment has become an important way of life for people. In real life, people almost do not carry cash, but a mobile phone. By downloading Web 2.0 applications such as third-party payment apps (Alipay, Paypal, etc.), daily transfer and payment needs can be completed. However, as the demand for electronic transfer payment becomes more frequent and the amount of money is increasing, people are increasingly concerned about the function of centralized institutions to handle the transfer payment. The main business model of centralized institutions is to collect service fees for transfer payment, amount withdrawal and other services; To obtain rebates on financial products sold on behalf; To place advertisements; Based on user deposits to make loans to earn interest rates and so on.
In addition, due to inter-bank isolation and international foreign exchange controls, inter-bank and cross-border transfer procedures are very complicated. Banks or transfer payment apps may charge high fees and limit the single and total amount of money transferred. These monetization points do not actually improve their products and services, but rather affect the user experience. However, apps such as Alipay and Paypal have introduced payment methods such as face scanning payment to optimize users' payment experience, but they have not used it as a profit point. Most centralized institutions take the spread between deposit interest and loan interest as their main source of income. For example, the deposit interest rate of banks is about 1-2%, while the loan interest rate is about 3-4%. For other installment services, interest rates can be as high as 10% annualized. It can be seen that the centralized organization extracts a large amount of revenue, which the user has to accept, because there is no second choice.
Payment applications based on blockchain decentralized services, such as MetaMask (Little Fox wallet), TP wallet, etc., can earn commission or spread by accessing centralized financial services and decentralized mining agreements in essence, and can place advertisements or sell derivative products such as hardware wallet, as well as collect Swap fees as profit points. However, compared with the traditional Web 2.0 method, the transfer process is simpler and more convenient, with lower commission and no restrictions. Especially when dealing with cross-border payment transactions, it is more timely and operable.
From this point of view, it seems that Web3.0 payment applications are similar to the centralized institutions in the field of Web2.0 transfer and payment, both of which are based on services beyond the functions of the products they provide to maintain profits, while Web3.0 wallet even cannot host user assets and carry out interest-bearing investment. However, the smart contract wallet based on multi-signature wallet can break this deadlock. It can get rid of the leakage of private key through an NFgated method and allow users to transfer their wallet without trust, such as selling, renting, agent operation, etc. This will make a qualitative change in the business model of transfer payment. On the basis of smart contract wallet, a series of functions can be developed to optimize user experience and even subvert the traditional payment and transfer mode, such as privacy payment, binding payment, payment as a contract and so on. The profit point of this kind of smart contract wallet can be built on these innovative functions provided by it. In addition, it can also add money to users' assets in an open and transparent way based on the smart contract, and distribute the income according to the agreed proportion, instead of unilaterally earning the point spread.
More importantly, for Web 3.0, wallets are not only used in the field of money transfer and payment, but also an important entry point for people to enter Web 3.0. Many blockchain projects use wallets for identification and login, spawning a range of groundbreaking features and patterns. Payment applications in the Web 3.0 era have gone beyond the basic function of transbank payment itself to more or less incorporate social and metacosmic colors.
Another big leap forward in the application of the Web3.0 era compared with the Web2.0 era is that on the basis of determining the ownership of information and assets, a complete incentive model can often be formed inside the project, which can be seen as the internal display of the Web3.0 business model. Through an incentive system for all ecological participants in the system, Web3.0 will have more full driving force and more vitality than Web2.0, which will also change the life of every user involved. The following will take Web3.0 applications in different fields as examples, focusing on the incentive model to compare the main differences between Web2.0 and Web3.0.
Study and exercise are lifelong activities for most people. For example, many people like to turn on their phones to memorize words during their commute, read novels, read news, or work out at the gym. People often achieve "delayed satisfaction" through their own self-drive, such as "I think memorizing words will be beneficial to my study abroad", "I want to lose weight through exercise", or external pressure, such as "if you want to pass the exam, you have to memorize words", "the school requires daily recess exercises", etc. (Delayed gratification refers to a willingness to forgo immediate gratification for a more valuable long-term outcome, as well as the self-control demonstrated during the waiting period). In the Web2.0 era of learning/sports applications, how to get users to use "anti-human" applications and maintain persistent incentives to achieve delayed gratification is a problem that all application developers face, but now this difficulty may be solved in the Web3.0 world.
In the current web application, can do little economic incentive, by contrast, most application needs to pay or learning services, or set membership threshold in order to obtain the membership fee income, or to join the advertising with the aid of flow liquid, obviously, this has nothing to do with incentive mechanism, not only has prevented the enthusiasm of the people to learn and exercise. News apps demand payment to watch key stories, word memorization apps require members to unlock key features, and advertisements are placed in front of them at various times... Examples abound.
As a main knowledge sharing platform of zhihu, from the initial industry acclaimed Daniel Shared cognition, to today's column demonology, and filled with every corner of the advertising, although this let platform users have a certain level of profitability, but its ultimate goal is to attract more readers become able to expand the flow, in order to obtain higher advertising quotation, This has dramatically changed the business logic of Zhihu and seriously damaged the user experience. Wikipedia, on the other hand, does not charge users a membership fee, nor does it allow advertising. As a result, Wikipedia, as a product with high demand for use, has struggled to monetize. Getting users to share information on a whim is not sustainable or stable. So Wikipedia is a good service, but not a good commercial product.
The Token economy of Web3.0 can solve this problem. In fact, traditional Web2.0 applications have also tried to use the concept of Token economy. The best example is the point system: The app rewards users with points for their contributions, which can then be redeemed for some product or service or other value exchange. However, the limitations of Web2.0 have greatly restricted the points system. The use scenarios of points have not been opened, and there is no guarantee of users' rights. This makes the emergence of Web3.0 applications even more revolutionary. The introduction of Token economy makes self-drive generate economic benefits, thus forming certain externalities.
For example, the recently popular APP StepN allows users to get tokens by running outdoors, which enables users to have more motivation than just self-drive. Moreover, the mentality of users is different from that of traditional gold mining GameFi, because even if they don't earn money, they also exercise and gain health. In fact, this is basically the same as the mechanism of the current "learning group for gambling". Users pay a certain fee in the early stage based on their own learning expectations, and obtain continuous income through learning actions. And the reward system is based on the user's movement behavior in real time. Users can clearly see the different dimensions of their running speed/length/route and get corresponding rewards. This kind of immediate feedback economy system is built to conform to human nature. Many users experience the same addiction-like feeling after using StepN, and this mechanism is at work.
Finally, Token economy also introduces certain externalities to it, such as running, reading, quick task completion guide, etc., which attracts more users into related industries, puts pressure on traditional Web2.0 applications, and urges more applications to focus on product quality based on certain economic models to provide better user experience. Instead of figuring out how to attract traffic, incorporate advertising, or find ways to make money.
In this era of accelerating pace of the game has become quite important one plate of modem life, with the study and application of sports, game class used for the purpose of entertainment, the shorter the positive feedback, so set on incentive model, with a slightly different, in front of the class used in games, The self-drive of users mainly depends on game and entertainment, while the incentive model is more focused on resource allocation and asset right confirmation.
In the era of Web 2.0, game developers generally adopt the mode of centralized investment, centralized development and player consumption. Traditional games control almost 100 percent of the return of game profits, and players are pure consumers: Tencent, for example, controls almost all the direct profits of its King of Glory.
But just like the previous learning and sports apps, game apps have also made many similar attempts to optimize the incentive model and use the Token economy concept: Dota2 TI Series prize money is shared by the profits of players' purchases of game products. Players can win prize money through competition. Players can not only get game-related equipment, but also contribute to the ecology of Dota2. EVE game all props, items, spacecraft vehicles, etc. are produced by the player, by the player to complete the complete industry chain from mining raw materials - processing - market sales, and the formation of the in-game economic system; The economic model of Fantasy Journey to the West has been repeatedly studied as a good example of Gamefi, a game that is nearly 20 years old, with an economy that is still mature and dynamic, and equipment that is still appreciating...
Undeniably, a considerable number of games in the Web2.0 era have achieved certain success in these aspects, but based on the limitations of Web2.0, these progress is still not enough. For example, Dota 2, although it has achieved a very high amount of bonuses by adopting this mode, has also enabled both players and professional players to participate in ecological contribution and sense of achievement. But it doesn't actually generate cash profits for real users who invest real money, who are still essentially consumers; Although EVE and Dream Journey to the West are complete and have a mature economic system and free market, in order to avoid the collapse of the game's economic system, the project party repeatedly adjusted the intervention economic model, pursued long-term development of the game, suppressed studios and merchants, and damaged the interests of some players. Moreover, without the support of blockchain technology, The game is difficult to guarantee the user game assets, information and core interests.
While these games' attempts at new mechanics and economic models in the Web2.0 era have achieved remarkable results, these attempts should lead to some thoughts on the application of Web3.0 games: Unlike traditional Web2.0 games, in Web3.0 games, developers take a very low rate and most of the profits are returned to the players themselves: For example, the Axie Infinity agreement, once the leader in Play to Earn games, generates revenue by charging a 4.25% fee when players buy and sell Axie NFTs in the game's marketplace, compared to the 100% royalty rate of traditional games. Most of the revenue generated by the game is returned to the players themselves.
而在埃隆. 马斯克的妈妈梅耶. 马斯克作为经理人的游戏, 币安 MVBIII 排名第一的项目链游 Radio Caca 中,这一市场抽佣率为百分之十,且这笔费用将全部用于 Token 的和 NFT 的回购。另外,Radio Caca 通过销售 RACA NFT 赚取了超过 60,000 BNB。并且 Radio Caca 将用部分收益购买数十亿 RACA 来燃烧,减少市场流通量,同时还将大部分收益投入到流动性池中。
According to statistics, in the past two years, Axie Infinity has led more than 200,000 people to participate in employment in the Philippines, Venezuela, Vietnam and other places, with a peak DAU of more than 1 million and an income even higher than the level before the spread of the epidemic. In this sense, the player community is the most important part of the Web3.0 game economy model, which means that the entire game economy model is peer-to-peer, and in most cases, the player provides the money, transactions, and liquidity for the player, not for these Web2.0 game developers. In this model, gamers will move from being mere consumers to co-developers, eco-builders and marketers.
The position of the game developer will be more of a platform service than a manager and controller, and the player will be able to participate deeply in the game in various ways, from producing game items, building game facilities, forging the NFTS needed for the game to shaping the world view, creating the history of the game, and so on. The famous Sandbox, for example, builds a meta-universe on the Ethereum blockchain, on which players are free to create their own virtual worlds, using their creativity and imagination, and customizing them as they wish. Powered by blockchain technology, the Sandbox allows players to own everything they create in the game: every in-game asset on the Sandbox is automatically converted to an NFT (non-homogenizing token). It will allow players to verify the uniqueness and ownership of assets.
Imagine an area based on block chain technology MineCraft: players can fully in accordance with the personal willingness to build games and yuan universe world, as in the kingdom of their land to build, market, or even performing arts venues, sports, and to carry out various art exhibitions, concerts, or games, even rely on these activities to obtain income. Sandbox targets become rely on the driver's decentralized game platform and yuan universe world, this means that the game players is the core, in addition to enjoy the joy of the game of the game itself, will also because of their choice and try to enjoy the game even investment development of real returns, it will allow players to better play the role of game marketers and builders.
An important proposition of Web3.0 is to give users real ownership of information and data. For the change of business model, or the change of economic model and profit model, this change can be said to be a change of underlying values. People play games on Web2.0, register and operate their own We-media accounts, and even transfer and pay. It seems that the game equipment, platform accounts, and funds in bank cards belong to them, but they do not really own them. In the centralized operation mode of Web2.0, assets that seem to belong to people are actually under "danger" all the time: equipment, accounts and funds are kept in the centralized server of the platform. If a certain platform destroys these assets and data, users will have "nothing". Web3.0 should change this situation. Since users have invested time, energy and money, the assets acquired by users naturally belong to them, and users can use, control and manage them at will.
In the process of the development of the traditional game of Web2.0 era, game developers and agents has always had almost all of the assets control and final interpretation, this means that players even pay more for this game, players are still pure consumers, game developers can modify the game even in conditions allow players to personal data. However, in games in the Web3.0 era, players will really own their own game assets, and the ownership of game assets will be guaranteed by the underlying blockchain technology.
And the real ownership of game assets will greatly give game assets financial attributes and narrative attributes. Imagine if you owned a weapon from the first World of Warcraft release, or a skin from a professional player's highlight moment in Dota2, and these game assets were permanently preserved in the form of NFTS (which are becoming or have become one of the underlying elements of the Web3.0 era). This is undoubtedly very tempting. You can collect them as a game enthusiast, or you can sell them at a high price to make a profit. According to the survey, 71% of players who have spent money in a game say they would be willing to spend more money on an asset if they could actually own it and sell it. That would be a huge boost for the industry -- less than 2 percent of traditional games pay, and that's a $40 billion market.
"Identity" is extremely important for each of us, because only by proving "I am myself" and having a credit base, can related activities be carried out in an autonomous identity. In real life, the way to prove their authority is to have their own ID card, the photo on the ID card and the number of their own is the passport to participate in various activities in real life. When individuals constantly interact with each other in the society, such as taking a bank loan, taking a job, paying social security, and traveling by means of transportation, all kinds of information and data are constantly attached to the individual marked by ID card, and a person's identity in the society is formed.
In the Internet world, "identity" is still very important, even increasingly become a major personal asset. Under the current Internet framework of Web 2.0, since there is a special identity layer to provide users with authentication, people usually register their account password on the APP or use mobile phone number, ID card number and other ways to authenticate when using various apps. On the one hand, this method increases the difficulty of user identity management. Although there is a "one-click login" method, not all apps support this login method. On the other hand, personal digital information, data, and "traces" left by online activities are stored on the centralized platform. The platform can use and reveal personal information without users' permission, but the information that originally belongs to individuals is not owned by users. Further, when individuals become a platform of KOL, "web celebrity", big V influential figures, such as the user that a precious asset "identity" practical grasp on the platform, the platform can be used for user accounts and optional, delete, block, current limiting, users have been used or loss under the risks of the asset.
Web 3.0 is an attempt to break this pattern by making identity management easier and returning the value attached to identity to the user. DID (Decentralized Identity) -- Web 3.0 user identity construction system. In the DID system, based on blockchain technology, individual identity exists on the chain, which naturally has the attributes of decentralization, tamper-proof, interchangeable and truly owned by users. Litentry, for example, acts as a decentralized identity aggregator that links user identities across multiple networks. Users can manage their identity through it, and DApp can get real-time DID data of identity owners across different blockchains.
The user's personal information, behavior, digital assets, credit, etc. on the blockchain will be aggregated and summarized to become the user's comprehensive identity information. For example, Litentry summarizes all the activity data on the chain at each address, and users can produce proof in a decentralized manner by submitting active addresses such as IDO/ airdrop whitelist. Spruce, for example, attempts to build a cross-platform and cross-chain identity authentication system to realize the intercommunication and integration of Web 3.0 public chain address and Web 2.0 accounts. A KOL with millions of fans may get more favorable mortgage rate and interest rate when making loans. Domain name projects such as ENS and.bit can bind blockchain addresses, social accounts, email addresses, and store personal information, other information and all digital resources, marking individual identity in the form of a human-readable domain name.
The shaping of the individual body on Web 3.0 is also a process of continuous enrichment and three-dimensional. For example, Project Galaxy, an on-chain behavior authentication project, dynamically updates the user's identity status. Such projects do not give users a DID, but are more like the continuous supplement of the user's DID. Updating and supplementing the user's identity is also an important part of Web 3.0. Since users are constantly engaging in interactive behaviors, individual identities and data are also constantly changing, real-time updating of user's behavior is also a necessary step to create more "accurate" "identity". DID application builds its own comprehensive and rich identity certificate for Web 3.0 users. Users can manage, control and use their identity information independently. DID can be used to better carry out activities in the field of Web 3.0 and blockchain, obtain benefits, and avoid the use of user identity information by the centralized platform to squeeze user value.
People often encounter these situations when they transfer money. When they transfer money to the other party, the APP shows how many hours it will take for the money to arrive. The withdrawal shows that a period of time must pass before the funds can be raised; Being told it will take a few working days to return the money after returning it online or booking a refund; There are also strict limits on how many times and how much money a user can transfer each day. These signs indicate that the money in a user's account is just a string of numbers, and the real assets may have been used by a centralized institution, so the Web 2.0 payment service providers are sometimes unable to respond immediately to the customer's demand for money to move.
Users can see how much money they have on their account every day, but the joke is that this is just a bunch of data, not what they actually own. Based on block chain technology transfer payment is distributed, decentralized, money does not exist in a centralized organization, but the very real possibility of exists in the user's own wallet, account, the user can freely transfer payment, not restricted by time, space, not used by malicious tampering and centralized institutions, also need not be centralized institutions divide high fees, Behind the account data is real money. The transfer and payment function has been a basic function since the birth of blockchain technology, which is both fundamental and transformative. While the use of block transfer is not yet common in the real world, we believe it will be very useful in the future, based on the concept of giving users real ownership of their assets.
Web3.0 applications have fundamental advantages over Web2.0 applications, but new things often advance in twists and turns, and new trends always go through the pains of growth: At present, Web3.0 application maturity is not enough, and the resources required for application development are huge. For Web3.0 developers and even entrepreneurs, they still face certain difficulties, such as the lack of infrastructure, the lack of Web3.0 application development experience and so on. For traditional entrepreneurs, it is more difficult to transform and the cost of transformation is high. In addition, the application in the era of Web3.0 often means that entrepreneurs have to change from the mode that 100% of the sales profit of APP flows to developers to the mode of sharing and symbiotic with users, which may reduce the return expectation and lengthen the return cycle. Considering this series of difficulties, there are still challenges for both current Web3.0 developers and entrepreneurs and traditional Web2.0 entrepreneurs to enter the Web3.0 space.
另外,Web3.0 时代区块链应用的高门槛也是目前亟需解决的问题:在当前阶段,相比于传统 Web2.0 时代 APP,Web3.0 应用仍然有着较高的用户进入门槛,例如至少需要一个钱包地址,熟悉钱包操作,或者购买公链 Token 并且要求有基本操作常识等。这无疑为普通用户群体的大量进入制造了困难。同时,目前大多数公链都有较大的运算速度限制,没有跟上在其链上所搭建的产品数量的暴增和迅速涌入的流量步伐,这意味着这将导致链上交互成本非常高,这将导致用户群体使用成本大大提升,直接影响 APP 使用体验,甚至为整个项目的正常运转带来困难。
In the long run, however, Web3.0 application will have a more extensive customer base, with personal information and the security of assets and counterpoising truly, plus more excellent and conform to the law of business model, economic model of internal incentive blessings, allows more users to join Web3.0 ecological economy, and the user and the developer to form deep alliance. It is believed that these will become the core driving force for the long-term development of Web3.0 applications, and after the initial pain, the future will definitely belong to Web3.0.
The views of BlockBeats are not reflected in this article.
Welcome to join the official BlockBeats community:
Telegram Subscription Group: https://t.me/theblockbeats
Telegram Discussion Group: https://t.me/BlockBeats_App
Official Twitter Account: https://twitter.com/BlockBeatsAsia