Marketplace Economy

Marketplace System

1. Fee and burn system

  • Buy transactions: 5% platform fee (1.5% burned)

  • Resale transactions: 5% platform fee (1.5% burned)

  • Auction transactions: 5% platform fee (3.5% burned)

  • Swap System: 0.1% platform fee

Transaction fees and a burn-in system help deflate the total supply of $PAR over time, increasing its scarcity.

2. Transaction Volume Targets

  • Year 1 Goal: 500,000 daily transactions.

  • Year 3 Goal: 2M+ daily transactions (top 5 gaming marketplace globally).


Comparison to competitors

Feature
$PAR Marketplace
Top-1 Competior

Player Profit

100% of sale value ( 5% fee)

85% (Valve takes 15%)

Asset Liquidity

Cross-chain swaps via XRPL DEX

Locked to Steam

Economic Control

Players dictate prices via supply/demand

Valve-controlled crate drops

Token Utility

$PAR required for all trades

Steam Wallet (closed system)

Projected Marketplace Growth

Metric
Year 1
Year 3
Source of Growth

Daily Active Traders

2,500

20,000

Mobile app adoption, clan incentivization

Avg. Transaction Value

15 $

25 $

Rare item speculation, inflation-adjusted economy

Annual Burn (Tokens)

82M $PAR

1B $PAR

Rising volume + fixed burn rate

Calculated at a price of $PAR = 0.001 XRP


Marketplace-Driven Tokenomics Flywheel

  1. Player Engagement: Multiplayer player activities β†’ Earn $PAR β†’ Buy rare items.

  2. Speculative Trading: Flip items for profit β†’ Demand for $PAR liquidity.

  3. Deflationary Pressure: Fees burn tokens β†’ Scarcity β†’ Price appreciation.

  4. Network Effect: More players β†’ More items β†’ More trading β†’ More burns.


Roadmap to Dominance

  • Phase 1 (Launch): Beta marketplace with 250+ tradable items.

  • Phase 2 (6 Months): Player-to-player services, marketplace release with 1,000+ tradable items.

  • Phase 3 (Year 2): Partnerships (e.g. items are sold on third-party marketplaces).

The information presented here is for planning purposes only and does not necessarily represent the final implementation or features.

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