Paradise White Paper
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  • PARADISE GAME
    • Introducing Paradise
    • AI Influencers
    • Paradise Game
      • Gameplay
        • AI NPCs
        • Character editor
        • Real Estate
        • Vehicles
        • Map
        • Business
      • Game Design Document
      • Technical document
        • 👁️‍🗨️Nanite Virtualized Geometry
        • 👁️‍🗨️Ray Tracing
        • 👁️‍🗨️Lumen
        • 👁️‍🗨️Hierarchical Level of Detail (HLOD)
        • 👁️‍🗨️Meta Sounds
        • 👁️‍🗨️MetaHuman
        • 👁️‍🗨️PlayFab
        • 👁️‍🗨️Virtual textures
        • 👁️‍🗨️Unreal Engine
        • 👁️‍🗨️DLSS (Deep Learning Super Sampling)
    • ParadiseTap
  • MARKETPLACE
    • Marketplace Economy
    • Marketplace Items
  • MARKETING
    • Marketing strategy
  • TOKENOMICS
    • Token Info
    • Token Utility
    • Token Allocation
    • How to Buy $PAR
      • Rewards for TOP-5 IDO buyers
  • COMPANY
    • Company structure
      • Ultra Games Limited
      • Ultra Technologies
  • OTHER
    • Social media, other links
    • Disclaimer
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  1. MARKETPLACE

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 → Earn $PAR → Buy rare items.

  2. Speculative Trading: Flip items for profit → Demand for $PAR liquidity.

  3. Deflationary Pressure: Fees burn tokens → Scarcity → Price appreciation.

  4. Network Effect: More players → More items → More trading → 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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Last updated 2 months ago