Telegram user portraits revealed for the first time on the Internet: Compared with WeChat, how long does it take for TON to achieve Mass Adoption?
Web3's Mass Adoption needs to meet demand and sustainability. Despite its advantage in Telegram users, the TON ecosystem still faces challenges in commercialization and platform dependence.
Written by: Evan, Joy, Aaron J, Waterdrip Capital
1. Now is the time to prioritize Mass Adoption
Mass Adoption has always been the core challenge of Web3. However, the market tends to focus on short-term wealth effects and ignore the sustainability of projects and the key factors for achieving Mass Adoption. Since the launch of BTC in 2009, looking at many tracks, only centralized trading platforms such as Binance have become the first typical products in the Web3 field to achieve Mass Adoption with their number of users exceeding 200 million.
With the passage of BTC ETF, the market has ushered in a bull market that belongs exclusively to BTC OGs and believers. In contrast, due to insufficient liquidity, the performance of new coins is not satisfactory, and altcoins are far from showing the phenomenon of flourishing in the last bull market. Most Web3 users have not enjoyed the prosperity of the bull market. In the last bull market, the number of crypto users increased rapidly from less than 50 million in 2019 to 420 million in 2022, an increase of about 10 times. However, from the beginning of 2024 to date, the number of global crypto users has only increased by 30 million users, which is much lower than the growth rate of the last bull market.
Global Web3 user growth chart, data source: Triple-A
From the perspective of first principles, the fundamental reason for the gap is that the Web3 field lacks Mass Adoption products that can effectively attract Web2 users and capital inflows. For this reason, now is the critical moment to put Mass Adoption in explicit construction.
2. Obstacles to Web3’s Mass Adoption
A16Z emphasized in its report “big-ideas-in-tech-2024” that simplifying the user experience is the basis for Web3 to achieve Mass Adoption.
Binance pointed out in its "Road to One Billion On-chain Users" report that achieving Mass Adoption requires two core conditions: one is that there are on-chain applications that users want to use; the other is that these applications must be easy to understand and access. Many products that have achieved product-market fit (PMF) and successfully passed the cycle have confirmed these two core conditions. At the same time, the crypto industry also needs to build the necessary infrastructure, tools, and public awareness to make the concept of "digital ownership" understandable and accessible to the global community.
To sum up, Web3 needs to meet the following conditions to achieve Mass Adoption:
1. Satisfy a real need (i.e. PMF);
2. The target market has at least billions of people or tens of billions of US dollars;
3. Low user adoption threshold and high product usability;
5. Ability to acquire users on a large scale and accurately;
6. Possess a long-term sustainable business model.
· PMF ≠ business model, a good product does not mean that it can make money
3. Advantages and challenges of TON ecosystem in achieving Mass Adoption
3.1 Advantages
Social fission network based on 1 billion users - able to acquire users on a large scale
Comparison of marketing methods and channel effects in the Web2 era, data source: Miniton
Highly integrated MPC wallet - low threshold, high ease of use
3.2 Challenges
Although users are the basis of funds, not all products and teams have the ability to monetize traffic. We believe that the current widespread phenomenon of insufficient payment ability of Telegram users is not an ecological problem, but a product form and team problem. For example: Catizen and a considerable number of Trading Bots/applets have captured the liquidity behind Telegram traffic very well. At the same time, in the high-income Web2 WeChat mini-games, about 60% of the traffic comes from decentralized product fission. Despite this, the TVL scale of the TON ecosystem is still unreasonable, which is mainly related to the lack of projects in its DeFi track. At present, STON.fi and DeDust account for 80% of the total TVL of the TON ecosystem.
Commercial services are not perfect
Developers usually focus on four aspects of the ecosystem:
1. Platform scale
2. Infrastructure perfection
3. Efficiency of reaching users
4. Support for traffic monetization
Among these four aspects, the third and fourth points are commercial services/infrastructure. In these two aspects, TON has only achieved 50% of each point.
· In terms of reaching users, TON has achieved large-scale and efficient reach: The current customer acquisition model of the TON ecosystem, excluding the sharing fission model, is mainly based on the non-performance marketing CPM method of Telegram Ads and the point wall diversion between mini programs. However, due to data privacy protection, accurate reach and performance marketing cannot be achieved unless Telegram violates its product principles and collects a lot of user privacy data.
· In terms of traffic monetization, TON provides excellent payment tools, such as Web3 payment tools Telegram Wallet and TON Space, and Web2 payment tool Telegram Star. However, most of the products that best match user needs are not suitable for paid monetization methods, such as free tools and light games. These free products that are not suitable for paid monetization often play a leading role in Mass Adoption.
Establishing a stable and reliable business model is an indispensable prerequisite for products to achieve Mass Adoption. The insufficiency of TON ecology in business services/infrastructure seems to have become the last unclear obstacle to building Mass Adoption products.
There is also no shortage of participants in the issue of business model sustainability. MiniTon is a commercial monetization service provider funded by the TON Foundation. It provides TaaS (Tournaments as a Service) profit solutions for casual and competitive game developers to help them get rid of the dilemma of relying solely on advertising for monetization. Based on the Friend Tech protocol, it reconstructs the social operation model of games to establish a sustainable and stable Web3 business model.
The profit model of competitive games (EF & RK) is listed as one of the three major game monetization models along with the profit model based on advertising (IAA) and in-game purchases (IAP). This model has been widely used in PvP games such as chess and card games. The annual market size of such games in the Web2 market exceeds 30 billion US dollars, and it has always been the best-selling category in social programs. It is known as the driving force of Mass Adoption in the Web2 field. MiniTon uses encryption technology to not only seamlessly combine the profit model of competitive games with Telegram. At the same time, the encrypted social protocol is used to optimize the operation model of PvP games with a market size of more than 30 billion US dollars.
MiniTon received key investment and incubation from Waterdrip Capital in the early stages of development. Currently, MiniTon has provided players with a social competitive platform. Through game battle contracts, players can also get the experience of e-sports in stand-alone casual games and establish new social connections. Developers can access the monetization solution provided by MiniTon in just 1.5 days of development time by accessing the SDK.
So far, MiniTon has completed the Alpha I closed beta test, with 30,000 users participating in the internal beta test and achieving a 1% payment rate conversion. It is expected that the Alpha II test version will be launched at the end of September, and the test scale will be expanded to hundreds of thousands of users.
It is worth noting that MiniTon's game contract is a multi-chain protocol that does not rely entirely on a single ecosystem, so it has a strong ability to resist systemic risks.
4. How much success and failure experience can the TON ecosystem learn from WeChat?
4.1 Is WeChat worth referring to?
Like Telegram, WeChat is a social product with communication and social relationships as its core. However, there is a huge difference between Telegram users and WeChat users. The following is the user data of Telegram in the past week based on third-party monitoring:
Telegram user data overview, data source: Waterdrip Capital
4.2 The user portraits of Telegram and WeChat users are different:
Excluding the differences in the geographical distribution of the population, the most significant difference between Telegram and WeChat lies in the user's usage habits:
· WeChat is a typical acquaintance social and strong social relationship application. Telegram is a pan-social relationship application, more similar to QQ.
· The average daily usage time of WeChat is 1.5 hours. The average daily usage time of Telegram is 0.5 hours.
As of the end of June 2024, the monthly active user scale of WeChat Mini Programs has reached an astonishing 930 million, with a penetration rate of over 90%. The customer acquisition advantage, plus WeChat's mature commercial service infrastructure, is the core reason for developers to succeed in the WeChat Mini Program ecosystem:
1. Ultra-light user access path: no need to download or enter URL, just click and use
2. Effective customer acquisition based on social relationships: about 60% of traffic comes from user sharing
3. New incremental market: According to data, the monthly active users of WeChat mini games in February 2024 will be 755 million, even exceeding the 650 million users of mobile game APP
4. Efficient commercial service system: Based on WeChat advertising and WeChat payment, the revenue of mini games will reach 3 billion US dollars in 2023
Telegram mini program already has the first 3 advantages of the above reasons. Compared with WeChat, Telegram’s shortcomings are also particularly obvious:
1. Weak user payment ability: Most users come from areas with low payment ability;
2. Unable to accurately deliver: Based on the principle of privacy protection, it is impossible to provide accurate marketing services similar to WeChat advertising, and it is difficult to obtain high-net-worth or target users;
3. Low payment penetration: Telegram wallet penetration is only 5%, and WeChat payment penetration is 92.4%.
But it is undeniable that Telegram is still the product with the highest penetration rate in the crypto track. Starting from the existing high-net-worth crypto track users, the current shortcomings of Telegram Mini Program can be offset. Therefore, the successful model of WeChat Mini Program is completely worthy of reference.
4.3 Project construction paths that can be referenced from the WeChat Mini Program/Mini Game Ecosystem
By combing through the development history of the WeChat Mini Game Ecosystem, we found that the survival of WeChat Mini Game developers is highly dependent on the developer service level provided by WeChat officials.
WeChat Mini Program Development Timeline and Project Examples, Source: Waterdrip Capital
WeChat Mini Program Wild Growth Timeline
· During this stage, WeChat operations lagged behind, and the ecosystem developed wildly: Since a large number of users can be easily obtained through fission sharing, there are a large number of "skin-changing" games that take 5 days to develop + 3 days to complete cost recovery after going online, resulting in relatively rough game quality.
· In this stage, the distribution of mini-games is decentralized, and the main source of customer acquisition depends on other mini-programs and WeChat advertising.
· The income of mini-games and free mini-programs in this period mainly comes from advertising (IAA) monetization, that is, importing users to other mini-games or mini-programs, and accessing WeChat advertising monetization plug-ins.
· It is worth referring to Web3 developers: In comparison, Telegram also belongs to the current stage. Excluding the phenomenal game "Pirates Are Coming" in this period, 98% of the top 50 games in this period are casual and casual competitive games. For example, "Happy Landlord", "Digital Match 3", "Brain Fight", "Geometry Escape", "I Want to Be the Emperor", etc. Among them, the gameplay of "I Want to Be the Emperor" belongs to the same type of gameplay as Catizen today.
2020 2022, ecological adjustment
· During the epidemic, there were certain macro-specificities in this period, such as the health code applet had 800 million users in 2020.
· As of October 2022, the monthly active users of WeChat applet reached 1 billion. On the one hand, the WeChat applet ecosystem focuses on increasing the scale of traditional industries, such as education, medical care, and catering. On the other hand, it guides the game industry to improve product quality, provides developers with more than 100 functions and interfaces, and continuously improves its own commercialization (IAA and IAP) services.
· During this period, the only phenomenal product of WeChat mini games was "Sheep Sheep". Due to WeChat's continuous improvement of the requirements for the quality of game content and the restrictions on sharing fission behavior, WeChat mini games have shown a smile curve. But judging from the results, WeChat's operation strategy is successful. Among the selected games, 50 games have revenues exceeding 50 million, and 7 games have revenues exceeding 100 million.
WeChat mini-game user "smile curve", source: Waterdrip Capital
It is worth referring to Web3 developers: The best-selling games during this period are still casual competitive products, such as chess and cards. From the perspective of gameplay: card, MMORPG, management, and placement games have the highest revenue.
2023 to date, stable and explosive
· Thanks to WeChat Mini Games' continuous guidance of developers to develop high-quality content and continuous optimization of technical underlying support for Mini Games, a large number of medium-heavy and high-income games have emerged.
· According to Tencent's Q1 2024 financial report, the total user usage time of WeChat Mini Programs increased by more than 20% year-on-year. The revenue of WeChat Mini Games in 2023 increased by 3 times compared with 2022, and more than 240 games had quarterly turnover of more than 10 million in one year.
· Reasons for the explosion of WeChat mini-programs/mini-games during this period:
1. WeChat mini-games and mini-programs are allowed to advertise on external WeChat platforms (such as TikTok), further improving the efficiency of advertising;
2. Live streaming has been added as a customer acquisition channel;
3· The top best-selling game categories have gradually changed from chess and card games to MMORPG, placement, cards and management;
4· Commercial monetization has shifted from single IAA or IAP to mixed monetization (both IAA + IAP).
4.4 Lessons TON can learn from the growth of WeChat Mini Programs
· Continuously work to solve the problems that developers are concerned about (PMF), such as improving compatibility with game engines, improving customer acquisition efficiency, opening external performance marketing channels outside Telegram to Telegram Mini Programs, increasing wallet penetration, and increasing support for commercial solutions;
· Have the same rapid market response speed as WeChat (in the early days of WeChat, there were multiple adjustments to its ecological operation policies every month);
· Provide support for every start-up product as much as possible, such as providing a special, free traffic support policy for each mini program (compared to the preferred policy of WeChat mini programs);
· Encourage the ecosystem to produce high-quality content.
References:
· https://cointelegraph.com/news/hamster-kombat-guinness-world-record-200m-users
· https://www.triple- a.io/cryptocurrency-ownership-data
· https://www.blocktempo.com/how-to-judge-web3-socialfi-mass-adoption/
· https://a16z.com/big -ideas-in-tech-2024/
· https://bothsidesofthetable.com/building-products-for-mass-adoption-e193e6c3226a
· https://mp .weixin.qq.com/s/n805J3icnFJB88eP4BQOhA
· https://defillama.com/chain/TON
This article is from a submission and does not represent BlockBeats Views
Disclaimer: The content of this article solely reflects the author's opinion and does not represent the platform in any capacity. This article is not intended to serve as a reference for making investment decisions.
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