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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-08 12:24:15 +09:00

5.4 KiB

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

// 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

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

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

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

interface SeasonReward {
  rank: number;
  cosmetic: string;          // soulbound
  tokenBonus?: number;       // top 10% only
  title: string;             // permanent
}

Anti-bot detection

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)

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