Synesis One
  • Abstract
    • Ontology | Definition
  • 1. Overview
  • 2. Ecosystem: Synesis One
    • 2.1 Intention
    • 2.2 Ecological Landscape of Data Monetization
    • 2.3 Shared Economy - Distribution of Value
    • 2.4 Sustainability Through Wealth Creation
  • 3. Ecological Flow Part 1: Ontology Mining
    • 3.1 Overview
    • 3.2 Architecture
    • 3.3 Ontology Miners: Architect, Builder, and Validator
    • 3.4 User Interface
    • 3.5 Gamification
      • 3.5.1 Ontology Mining: The Architect, Builder and Validator Scores
  • 4. Ecological Flow Part 2 : Provenance Registering
    • 4.1 Overview
    • 4.2 Architecture
    • 4.3 Process
    • 4.4 Plug-n-Play Modularity with AI Systems
    • 4.5 Solana
    • 4.6 Meta-Data Database
    • 4.7 Mind AI as the First Beneficiary and Consumer
  • 5. Ecological Flow Part 3: Primitive Indexing
    • 5.1 Overview
    • 5.2 Architecture
    • 5.3 Process
    • 5.4 The Metaplex NFT Standard
    • 5.5 Synesis Metaverse
    • 5.6 Synesis Relevance Index (SRI) and Synesis Relevance Index Score (SRIS)
    • 5.7 Kanon
      • 5.7.1 Inspiration
      • 5.7.2 The Design
      • 5.7.3 Collectable
      • 5.7.4 Social Currency of Community Participation and Stickiness
      • 5.7.5 Multi-Language Support
      • 5.7.6 Release Schedule
        • 5.7.6.1 Kanon Collection Epoch Event and Chronological Sequencing
      • 5.7.7 Partnership with Digital Artists
      • 5.7.8 Economics of Claimable Ownership Reward
      • 5.7.9 Recruiting Mechanism
  • 6. Ecological Flow Part 4: Primitive Monetizing
    • 6.1 Overview
    • 6.2 Architecture
    • 6.3 Atomic Split
    • 6.4 Collateral-based Asset Transmutation (CAT)
    • 6.5 Potential DeFi Applications
  • 7. Ecosystem Element 1: SynesisDAO
    • 7.1 Intents
    • 7.2 Constituencies
    • 7.3 Overall Economics
    • 7.4 Governance
  • 8. Ecosystem Element 2: Kanon Exchange
    • 8.1 Motivation
    • 8.2 Revenue Model
    • 8.3 Gamification
    • 8.4 Community Events
  • 9. Ecosystem Element 3: Rewards | Subject to Changes
    • 9.1 Overview
    • 9.2 Mining Rewards
      • 9.2.1 Mining Requirement
      • 9.2.2 Release Schedule
      • 9.2.3 Synesis One Mining Rewards Equations
        • 9.2.3.1 Dynamic Maximum Rewards for Participants
    • 9.3 Kanon Ownership Claimable Rewards
      • 9.3.1 Claimable Reward Requirement
      • 9.3.2 Claimable Reward Release Schedule
      • 9.3.3 Kanon Ownership Claimable Rewards Equations
  • 10. Ecosystem Element 4: Mind AI
  • 11. Ecosystem Element 5: Synesis Foundation
    • 11.1 Intention
    • 11.2 Ethics Board
    • 11.3 Key Value Proposition
  • 12. Anatomy of Dual Token Model
    • 12.1 Overview
    • 12.2 On Synesis ($SNS)
      • 12.2.1 Inflationary Measure | Subject to Changes
      • 12.2.2 Deflationary Measure | Subject to Changes
    • 12.3 On Kanon (KNN)
  • 13. Conclusion
    • Why?
  • References
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  1. 8. Ecosystem Element 2: Kanon Exchange

8.3 Gamification

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Last updated 3 years ago

Play-to-Earn is the crank that powers all gamification initiatives to increase earning potential. The goal is to convert initial Kanon buyers into ontology miners through rewards, creating pressure to spend miners’ earnings to buy more Kanons and repeat the cycle.

There are four key initiatives to crank up this cycle:

  • UI/UX. We will design our UI/UX to be simple and easy-to-navigate but also fun and social. We will make it easy for members to see, trade, and grow their assets on the platform.

  • Community. Community management is the engine that needs constant fuel and maintenance. This will be among the top three on-going, operational priorities of Kanon Exchange and SynesisDAO at large. We intend to work closely with NFT influencers with strong financial incentives to drive growth and engagement.

  • Monetization and Security. Our inspiration comes from early in-game item and currency trading sites such as Itembay and Itemania in Korea, and IGE (Internet Game Entertainment) and Playspan in the U.S. Those sites were basically early adaptation of digital goods trading sites catered to the hardcore RPG, RTS, and FPS gamers. And the main UI/UX focus for those sites was ease of monetization and security. Average annual trading volumes have been in the billions in USD and they serve as the powerful secondary market for otherwise illiquid digital goods, largely controlled by game publishers who often ignore the value of gamer communities and maximize their rent-seeking, shareholder value maximizing business model.

  • Game of skill, not chance. Many elements of our UX will be inspired by RPG/RTS game communities like Lineage, World of Warcraft, World of Tanks, Rohan, and League of Legends. Mastering these persistent online games takes hundreds of hours of playing time and often demands the same level and in-game skill as any working professional to stay competitive in the community. In other words, we will not turn our site into an online casino for gamblers. It’s a subtle distinction, but an important design consideration.

Figure 25: Core Gamification Drivers of Play-to-Earn