---
id: wiki-2026-0508-play-and-earn
title: Play and Earn
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [P&E, Play to Earn 진화, Sustainable Play-and-Earn]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [monetization, web3, tokenomics, game-economy, play-and-earn]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: solidity
  framework: hardhat
---

# Play and Earn

## 매 한 줄
> **"매 fun-first, earning은 byproduct"**. 매 2021-2022 P2E 붕괴 (Axie Infinity death spiral) 의 lesson 으로 emerge 한 hybrid model — 매 game 의 핵심은 entertainment, token reward 는 retention sweetener. 매 2026 sustainable Web3 game 의 dominant frame.

## 매 핵심

### 매 P2E vs P&E
- **P2E (2021)**: 매 earning 이 primary motivation. 매 grinding farm. 매 mercenary players → token dump → economy collapse.
- **P&E (2024+)**: 매 fun 이 primary. 매 token 은 long-term retention reward. 매 player base 의 50%+ 가 non-earners 이어도 ok.
- **결정적 차이**: 매 game 의 token 없으면 still fun? P&E = yes, P2E = no.

### 매 economic design pillars
- **Sink/Faucet ratio**: 매 token issuance ≤ token burn (장기 deflationary 또는 stable).
- **Non-token utility**: 매 cosmetics, social, competitive ranking → 매 non-earner motivation.
- **Soulbound progression**: 매 character XP / achievement 는 non-transferable → grinder farm 차단.
- **Skill gate**: 매 earning rate 가 player skill 에 비례 → bot resistance.

### 매 응용
1. Pixels (Ronin) — 매 farming-sim 으로 daily active 600k+ 유지 (2025).
2. Off the Grid (Avalanche) — 매 Battle royale, AAA quality, optional NFT.
3. Illuvium — 매 auto-battler + open world, token earning은 ranked play 에 한정.

## 💻 패턴

### Reward emission curve (deflationary)
```solidity
// SPDX-License-Identifier: MIT
pragma solidity ^0.8.24;

contract PlayAndEarnReward {
    uint256 public constant INITIAL_DAILY_EMISSION = 100_000 ether;
    uint256 public constant HALVING_PERIOD = 180 days;
    uint256 public immutable startTime;

    constructor() { startTime = block.timestamp; }

    function currentDailyEmission() public view returns (uint256) {
        uint256 halvings = (block.timestamp - startTime) / HALVING_PERIOD;
        if (halvings >= 10) return 0;
        return INITIAL_DAILY_EMISSION >> halvings;
    }
}
```

### Skill-gated earning
```typescript
function earnedTokens(matchResult: MatchResult): number {
  const base = matchResult.won ? 10 : 2;
  const skillMultiplier = Math.min(matchResult.mmr / 1500, 3.0);
  const dailyCapRemaining = getDailyCapRemaining(matchResult.userId);
  return Math.min(base * skillMultiplier, dailyCapRemaining);
}
```

### Soulbound progression
```solidity
contract SoulboundXP is ERC721 {
    function _update(address to, uint256 tokenId, address auth)
        internal override returns (address)
    {
        address from = _ownerOf(tokenId);
        require(from == address(0) || to == address(0), "Soulbound: non-transferable");
        return super._update(to, tokenId, auth);
    }
}
```

### Sink: cosmetic burn
```typescript
async function craftCosmetic(userId: string, cosmeticId: string) {
  const cost = COSMETIC_COSTS[cosmeticId];
  await burnTokens(userId, cost);
  await mintCosmetic(userId, cosmeticId);
  await emitTelemetry({ type: 'sink_burn', amount: cost, source: 'cosmetic' });
}
```

### Non-token leaderboard
```typescript
interface SeasonReward {
  rank: number;
  cosmetic: string;          // soulbound
  tokenBonus?: number;       // top 10% only
  title: string;             // permanent
}
```

### Anti-bot detection
```python
def is_likely_bot(user_session) -> float:
    signals = {
        'click_variance': click_timing_variance(user_session),
        'movement_entropy': mouse_path_entropy(user_session),
        'session_regularity': cron_like_score(user_session.history),
    }
    return weighted_sigmoid(signals)
```

### Emission throttle (treasury-controlled)
```solidity
function adjustEmission(uint256 newDaily) external onlyDAO {
    require(newDaily <= currentDailyEmission() * 110 / 100, "Max +10%/epoch");
    require(newDaily >= currentDailyEmission() * 90 / 100, "Max -10%/epoch");
    dailyEmission = newDaily;
    emit EmissionAdjusted(newDaily, treasuryRunwayDays());
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| Casual mobile audience | Token-optional (P&E) |
| Hardcore competitive | Skill-gated earning |
| F2P with whales | 매 hybrid IAP + token reward |
| Pure speculation play | 매 avoid — P2E 함정 |

**기본값**: 매 P&E + skill-gate + soulbound progression.

## 🔗 Graph
- 변형: [[Free-to-Play]]
- Adjacent: [[LiveOps]]

## 🤖 LLM 활용
**언제**: 매 Web3 game economy design 시 — 매 sustainable token model 이 필요할 때.
**언제 X**: 매 traditional F2P (token 없이) — overkill.

## ❌ 안티패턴
- **Pure P2E**: 매 earning 이 fun 의 substitute. 매 mercenary churn → death spiral.
- **Unlimited token mint**: 매 inflation. 매 Axie SLP 의 답습.
- **Transferable XP**: 매 grinder farm. 매 Ronin botting outbreak.
- **No sink**: 매 token velocity 0. 매 price collapse.

## 🧪 검증 / 중복
- Verified (Sky Mavis post-mortem 2023, Ronin Network reports 2024-2025).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — P&E vs P2E 구분, sustainable design pillars 추가 |
