This SIP proposes an immediate monthly event to distribute small amounts of SAND tokens in The Sandbox ecosystem to enhance user loyalty, encourage creative and community contributions, and promote positive activities while minimizing inflation risks. Additionally, it introduces a mandatory component where participants earn points in the most popular or trending games of the month to qualify for rewards, leveraging the existing ranking system. The goal is to foster sustainable growth by rewarding consistent and meaningful participation.
Motivation
The Sandbox is a metaverse platform centered around user-generated content (UGC) and gameplay, where sustained user engagement and loyalty are critical to its growth. Excessive token distribution could lead to SAND token inflation. This proposal aims to:
Encourage participation through modest rewards.
Establish a reward system focused on creation, community contributions, and engagement with trending content.
Mitigate inflation by limiting distribution amounts.
Proposal Details
Event Structure
Frequency: Distribution occurs on the second week of each month, based on the previous monthâs activity data.
Ranking Criteria:
Creative Contributions: Asset/game creation, community votes received, and asset sales performance.
Community Engagement: Constructive feedback on Discord/X, event participation, and tutorial creation.
Platform Loyalty: Continuous account activity duration and LAND ownership/utilization.
Trending Game Participation: Mandatory earning of points in the top 5 most popular or trending games of the month, as determined by player engagement metrics (e.g., playtime, visits, or votes) in the existing ranking system.
Reward Distribution:
Top 1â100: Total of 15,000 SAND (approximately 150 SAND per user).
Top 101â500: Total of 15,000 SAND (approximately 37.5 SAND per user).
Total monthly reward pool: 30,000 SAND.
Trending Game Event Requirements:
Participants must earn a minimum of 100 points across the top 5 trending games (e.g., through completing quests, achieving high scores, or other in-game objectives).
Points are tracked via the existing ranking system, ensuring transparency and fairness.
Failure to meet the point requirement disqualifies users from receiving SAND rewards for that month.
Inflation Mitigation Measures:
10% of distributed SAND is subject to a 6-month lock-up period.
Annual review of the reward pool size via community vote.
Implementation of SAND burn events (e.g., burning a portion of transaction fees).
Implementation
Ranking System: Utilize the existing ranking system to track activity data, including points earned in trending games. Enhance with algorithms to detect and prevent botting or abuse.
Smart Contract: Deploy a smart contract on the Polygon network to automate SAND distribution and lock-up mechanisms.
Distribution records will be publicly recorded on the blockchain.
Results Announcement: Monthly rankings, trending game lists, and distribution details will be published on The Sandbox website, Discord, and X.
Positive Objectives
Encourage Creation: Reward high-quality asset and game creators.
Strengthen Community: Incentivize constructive feedback and educational content creation.
Promote Long-Term Engagement: Reward sustained activity through loyalty metrics.
Boost Trending Content: Drive engagement with popular games, enhancing visibility for creators.
Expected Outcomes
Short-Term: Increased creative, community, and trending game activity; improved user satisfaction.
Long-Term: Controlled inflation, formation of a loyal user base, stabilization of SAND token value, and amplified exposure for trending content.
Risks and Considerations
Abuse: Implement random audits of activity data, including trending game points, to prevent ranking manipulation.
Reward Imbalance: Ensure lower-ranked users receive sufficient rewards to maintain engagement, while enforcing the trending game requirement to promote fairness.
Accessibility: Ensure trending games are accessible to all participants to avoid excluding new or casual users.
Community Feedback
The proposal will be posted on The Sandbox governance forum for three weeks of community feedback.
Revised proposals will be submitted for final approval via community vote.
Conclusion
A monthly low-amount SAND distribution event, with a mandatory trending game participation component, can enhance loyalty, promote positive activity, and spotlight popular content in The Sandbox ecosystem while minimizing inflation risks. With funding already secured, this event is ready for immediate implementation, pending community support.
Well, I was trying to use the ranking system of the staking catagory which is calculated with the number of sand and land. But the staking is gone. so it seems better to use this suggeston on the 6th alpha. Add one more ranking by the amount of sand and land on the 6th alpha.
Any thoughts on this as an idea? One question I would have for some of our creators would be if you think this sort of opportunity would help with the promotion/activation of your contributions?
I think the idea is interesting. Though whenever I come across reward systems Iâm curious about sustainability. Itâs nice when a reward system can generate enough activity that more SAND goes into the treasury and the rewards can continue. Otherwise this can become a short term project that maybe brings in a few new faces who might just disappear when the rewards dry up.
This reminds me of the early days of many e-commerce startups. They heavily relied on cashback incentives to boost user numbers, but it ultimately showed that users werenât loyal; they simply migrated to whichever platform offered the most attractive deals.
I really like the idea. Itâs the technical stack Iâm curious about. Sand Chest utilizes technology and tools that already exist. Sentences like
Asset/game creation, community votes received, and asset sales performance.
Constructive feedback on Discord/X, event participation, and tutorial creation.
Continuous account activity duration and LAND ownership/utilization.
Participants must earn a minimum of 100 points across the top 5 trending games
contain really dense requirements. The development needed seems significant. If @hwangdalki81 already has a solution in mind, then Iâd happily throw my full support behind this
For example: âParticipants must earn a minimum of 100 points across the top 5 trending gamesâ
could be broken down into
Tool for assessing participant list based on criteria
calculate 100 points means crawling tools and databasing values, meaning storage costs and scripts
top 5 trending games means continuous or periodic crawling of sandboxâs thousands of experiences (unless by trending OP means Sandbox.gameâs Trending Category)
âConstructive feedback on Discord/X, event participation, and tutorial creationâ
could be broken down into
constructive meaning a qualitative assessment with weighted value calculation, algorithmic or AI solution? OR manual evaluation
âfeedback on ___â meaning API bots that do crawls, each social media website with their own API requirements and varying degrees of free/fee-based access
I actually rather like this idea than if we were to compare to something like staking.
First of all, TSB as a platform has been P2E from the beginning, and while the ideal is to eventually move away from that model to focus on the âfunâ aspect, it seems that 1. this correlation has been too deeply ingrained in players that it has become a necessity and 2. no game has successfully build a large player base with an economy enough to say that rewards can be factored out. This might be a plausible solution.
My main concern is, as @Lanzer has mentioned, with development and implementation.
I am interested in the idea if execution is plausible.
The idea is certainly interesting. Many web3 ecosystems are transitioning towards different concepts like Proof of Play (PoP), Proof of Game (PoG), or whatever term fits best. This is strongly linked to gamifying ecosystems and granting airdrops to valuable community members. That said, we face many problems for a possible implementation of this:
The Sandbox exclusively holds access to a good portion of this data, and there isnât an API yet to access this information.
Previous programs, like the Creators Fund, showed that once the money runs out, people leave, as @hishmad indicated. This isnât helping to build a true golden circle between creators and the platform.
Currently, Alpha Seasons and other intermediate events focus on rewarding players. The Builder Challenge and Game Jam reward creators, meaning we already have several incentive systems for active participants in the ecosystem. This leaves out only the holders, who are the most inactive, and this proposal doesnât seem to be aimed at them.
I think continuing to create incentive systems without understanding how the platform can generate value for users beyond distributing SAND is something we shouldnât keep doing. Persistence is coming to the Game Maker, and thatâll be a new opportunity to connect with users who see real value in experiences. I believe thatâs the way forward.
It took me a long time put me up to date the API SIP. The variables already taken into account are sufficient to make it work. And as mentioned in that discussion, itâs best to keep it simple and small so we can have that API as soon as possible.