StarChain
StarChain White paper V-1.0
StarChain White paper V-1.0
  • 🔵Part 1|Important Notes
  • 🔵Part 2|StarChain Overview
  • 🔵Part 3|Market and Narrative Contexts
  • 🔵Part 4|Technical Architecture and Innovative Design
  • 🔵Part 5|Ecological Products and Applications
  • 🔵Part 6|Token Economic Model
  • 🔵Part 7|Roadmap and Phase Goals
  • 🔵Part 8|Team and Consultants
  • 🔵Part 9|Ecology and Community
  • 🔵Part 10|Legal Compliance Statement
  • 🔵Appendix|Term Definitions and Supplementary Materials
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  • 3.1 Industry Trend: From Financial Assets to Entertainment Assets on the Chain
  • 3.2 Market Pain Point: “False Prosperity” and Practicality of Public Chain Ecology
  • 3.3 New Trend Directions:RWE(Real World Entertainment)
  • 3.4 RWE and current trends(RWA / GameFi / L2)
  • 3.5 RWE real market capacity and ceiling estimates.

Part 3|Market and Narrative Contexts

Part III|Market and Narrative Contexts

3.1 Industry Trend: From Financial Assets to Entertainment Assets on the Chain

Since 2020, blockchain technology has been widely applied to DeFi, NFT, GameFi and other scenes, giving rise to a series of infrastructure innovations. However, with the gradual fading of the narrative dividend, the active users and real transaction behaviors on the chain have dropped dramatically, and a large number of public chains have fallen into the predicament of “idle transactions and false ecological activity”. Meanwhile, the real-world online entertainment, interactive entertainment and digital entertainment markets continue to expand:

  • The size of the global entertainment digital market has exceeded US$3.5 trillion;

  • The digital gaming market is growing at a CAGR of 11.7%;

  • Web3 participants are increasingly shifting to high-frequency, lightweight interactive assets.

The next stage of the Web3 public chain ecosystem will shift from a “financial asset-based” to an “entertainment asset-driven” ecosystem.

3.2 Market Pain Point: “False Prosperity” and Practicality of Public Chain Ecology

Current Problems

Descriptions

📉 Interaction on the chain is falsely high

Serious data distortion due to the use of robotic trading, script swiping, and repetitive operations

👻 Low user participation

The number of wallet activations is much higher than the number of real users on the chain.

⛽ Gas model imbalance

The number of wallet activations is much higher than the number of real users on the chain in order to attract users to lower the handling fee, long-term lack of real revenue model support.

🧱 Lack of Consumption Scene in the Public Chain

Lack of on-chain scenarios that allow users to “consume and interact frequently”.

StarChain was created to solve the above structural pain points and to promote “Real Transactions + High-Frequency Entertainment + Revenue Closing Loop” as a new paradigm of public chain value.

3.3 New Trend Directions:RWE(Real World Entertainment)

RWE = Real World Entertainment Assets on the chain.

StarChain proposes a new Web3 trend paradigm, RWE, which defines the main direction of the next cycle:

RWE

Descriptions

Real

Real Transactions, Real Users, Real Consumer Demand

World

Targeting 4 billion entertainment consumers worldwide, covering cross-border interactions

Entertainment

Games, Guessing, IP Interactive, Live Streaming, Tickets, NFT Entertainment Assets

In the future, on-chain assets will no longer be just “investment targets” but will also be tokenized expressions of real-world entertainment interactions.

3.4 RWE and current trends(RWA / GameFi / L2)

Model

Representative trend

User frequency

Application Lifecycle

Market Capacity

RWA

Real estate, bonds, and gold on the blockchain

Low Frequency

Long cycle

Trillion-level (Finance)

GameFi

P2E game assets on-chain

Medium frequency

Very short cycle

High volatility, short life cycle

L2 Rollup

Optimization for scalability

No focus on asset class

Medium cycle

Depends on the main chain application density

RWE-StarChain

Entertainment assets on the blockchain (lottery/poker/IP)

High frequency

Strong viscosity

Unlimited consumer market

RWE is a new narrative thread that possesses the triple advantages of “real on-chain value + frequent user behavior + wide consumption scenarios”.

3.5 RWE real market capacity and ceiling estimates.

  • Global Online Gaming Market: Annual Value > $500B

  • Global digital game market (including IP licensing) > $300B

  • The NFT potential of global cross-border medical care, tourism, ticketing, performances and other scenarios is huge

  • The estimated value of "entertainment trading assets" that can be mapped into the chain exceeds $1 Trillion+

Compared with RWA's institutional, closed financial market, RWE targets 1 billion C-end users, with more than 10 million daily on-chain transactions.

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Last updated 19 days ago

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