In today’s internet landscape, social media and entertainment are dominated by traditional Web2 giants. Building large-scale social or entertainment products in this monopolized environment is incredibly challenging. However, I believe the way forward for blockchain lies in targeting peripheral markets, taking a “countryside encircling the city” approach.
Consider platforms like OnlyFans, which thrive on fan-driven economies. For KOLs (Key Opinion Leaders), adding a new platform offers additional revenue streams, and blockchain communities represent a largely untapped and incremental audience for these fan-driven platforms. Similarly, blockchain users have a strong affinity for competitive games. We can draw inspiration from Tencent’s early success with QQ Games (featuring chess, military chess, Go), which helped them gain significant traction. By developing similar competitive gaming products on blockchain, we could host tournaments to drive visibility and attract users.
The combination of blockchain technology with fan-driven economies, along with the community’s natural interest in strategy games, provides a unique opportunity to penetrate areas where Web2 giants haven’t fully established their presence, paving the way for broader blockchain adoption.