Wise degen house

Description
Your favoirite exit liquidity
https://mirror.xyz/wisekim.eth
https://twitter.com/wisekim_eth
We recommend to visit

‌ارسال سوژه، انتقاد، پیشنهاد?
@hjAly

تبلیغات?
@TivaAds

Last updated 3 months, 2 weeks ago

ارتباط با ما:

@Igram_admin


https://www.microsoft.com/store/apps/9N0BDL47D76R

https://www.microsoft.com/store/apps/9N1CDQLP3G4Q

Last updated 5 years, 9 months ago

" اولین طنز پرداز مجازی در آذربایجان "


🔴فقط ارسال سوژه وسفارش تبلیغات
(عکس،کلیپ،وویس،جوک و...) ⬇ ⬇ ⬇

@reklam_z
.
.
.
.
اینستا پیجیمیز 👇

https://instagram.com/gadadan1
.
.
.
.
.
.
.
.
.
.
.
.

Last updated 3 months ago

1 month, 1 week ago

바이빗에는 조만간 수많은 코인들이 상장될것 😉

1 month, 3 weeks ago

*😡 *Why Are Telegram Games Struggling with Monetization and Retention?

I just read an interesting report from Helika, and here’s a summary:

1/ Telegram games have an average user retention rate of 5–20% (likely D+7), which is significantly lower than the traditional gaming benchmark of 20–30%.
2/ As a result, ARPU, a key metric for app profitability, is low and highly volatile.

Since i'm preparing to launch games on Telegram and LINE, I've analyzed why this is happening.

When we hear that Telegram games are struggling with profitability, we need to look at two key factors:
1/ Is the problem inherent to the Telegram platform itself?
2/ Or is it an issue with the games being developed?

I believe the underperformance of Telegram games stems more from the games themselves rather than the platform. Regardless of opinions on the TON blockchain, Telegram is an incredibly attractive choice for Web3 gaming projects, especially those building casual to mid-core games.

1/ The target audience is massive.
2/ Accessibility is high.
3/ Payments are seamless.
4/ It provides an opportunity to acquire regular users in CIS regions, where Telegram is the dominant messenger.

When the monetization infrastructure is ready, the issue lies with the games themselves if it fails to generate revenue.

*🤡 *So, What’s Wrong with Current Telegram Games?

In the digital space, there are two fundamental ways to make money:

1/ Share of Time (Monetizing traffic)
2/ Share of Wallet (Selling goods/services)

Most Telegram games today fall into the hyper-casual/ casual category. These genres rely heavily on ads revenue(Share of Time). While it lowers the entry, it also leads to relatively lower retention rates. This makes it difficult to generate revenue through in-game item sales, leading to low ARPU.

To maximize ads revenue, traffic quality is as important as traffic volume. However, most Telegram game traffic comes from regions like Nigeria and Indonesia, where ads revenue is low. Even when high-quality traffic is brought in, Telegram’s ad solutions are still very primitive, and there aren’t enough advertisers.

These two factors combined make it extremely difficult for a game to be profitable.

Assuming token value is closely linked to project profitability, tap-to-earn farming models essentially redistribute a portion of ads revenue to users via tokens.

The first movers, such as Notcoin and Dogs, successfully leveraged this traffic by channeling it into other projects via airdrop, effectively selling low-quality traffic at a premium. However, starting from Hamster Combat and an influx of Chinese hyper-casual reskins flooding the market, this traffice monetizing market has become increasingly fragmented.
As a result, it has become much harder to monetize traffic through token airdrops alone.

The high volatility in ARPU is likely because projects try to squeeze as much revenue as possible from in-game sales and traffic monetization before launching their airdrop campaigns.
*😎 *The Shift from Tap-to-Earn Casual Games to Mid-Core Gaming Is Inevitable

Hyper-casual and casual games will continue to launch on Telegram. However, from narrative perspective, they will struggle to stand out. Many of these projects don’t even focus on game development, instead using engines from China. This leads to unstable business models and low retention rates.

As traffic monetization on Telegram has already been proven, the next paradigm shift will be towards games or products that can generate sustainable revenue.
As hard-core can't be onboarded on Telegram, it leaves mid-core gaming as the only viable, unexplored market that can generate revenue within the game itself.

If we look at the history of Kakao and WeChat gaming—an initial wave of casual games followed by a shift toward mid-core titles. It’s too obvious.

And this isn’t just about Telegram games. In Web3 gaming as a whole, instead of inflating wallet counts and transaction numbers to sell ad slots or extract tokens from other projects, how many Web3 games are actually generating real revenue from gameplay?

1 month, 4 weeks ago

$VINE 이랑 $JELLY 는 정보기술 동전입니다

3 months ago

고수분들의 회고록을 읽으면서 한해를 마무리 합시다

3 months, 1 week ago
3 months, 1 week ago

이번 하락에 인공지능 비서와 과학 동전들은 좋은 대상이 될것이라 생각합니다

5 months, 1 week ago

Bakeryswap just launched wierd AI kinda dounat meme coin launchpad They claim to have price protection mechanism through burn and creating deflation (ponzi) So far, 2.5K ETH was raised which is around 8M FDV. Created a tracker to track the activities. DYOR…

5 months, 1 week ago
We recommend to visit

‌ارسال سوژه، انتقاد، پیشنهاد?
@hjAly

تبلیغات?
@TivaAds

Last updated 3 months, 2 weeks ago

ارتباط با ما:

@Igram_admin


https://www.microsoft.com/store/apps/9N0BDL47D76R

https://www.microsoft.com/store/apps/9N1CDQLP3G4Q

Last updated 5 years, 9 months ago

" اولین طنز پرداز مجازی در آذربایجان "


🔴فقط ارسال سوژه وسفارش تبلیغات
(عکس،کلیپ،وویس،جوک و...) ⬇ ⬇ ⬇

@reklam_z
.
.
.
.
اینستا پیجیمیز 👇

https://instagram.com/gadadan1
.
.
.
.
.
.
.
.
.
.
.
.

Last updated 3 months ago