As a seasoned researcher who has witnessed the evolution of blockchain gaming since its humble beginnings, I must admit that the rapid success of BANANA, powered by CARV, is nothing short of awe-inspiring. With a background steeped in understanding the intricacies of decentralized platforms and their potential to disrupt traditional industries, I’ve seen my fair share of projects promising the moon but failing to deliver.
The game called “BANANA,” which operates on the TON platform, has surpassed five million users and is now recognized as one of the swiftest expanding games within the TON community.
With support from CARV, a flexible data platform for gaming and artificial intelligence, BANANA successfully achieved its initial significant landmark by amassing one million users in just the first 72 hours after its debut.
So far, BANANA boasts over a million daily active users, 1.4 million linked social media accounts, and approximately 45 million in-game missions accomplished.
In the game BANANA, participants immerse themselves in a banana-themed universe where each banana possesses distinct traits and scarcities. When you click on these bananas, you accumulate points called PEELs and potentially win opportunities to swap them for prizes, such as USDT. The top reward can amount to 500 USDT. This captivating setup keeps players actively engaged within the game.
The core of BANANA’s appeal lies in the CARV Protocol, a groundbreaking data layer that gives users control over their in-game data. Through CARV, players can own, control and even monetize their data, allowing them to directly benefit from their participation in the game.
“Leo Li, Chief Growth Officer at CARV, stated that the surge in games similar to BANANA demonstrates the potential when you blend Telegram’s vast user base with interactive and rewarding gameplay. Since approximately 50% of Telegram’s 950 million users engage with mini-apps each month, we are merely scratching the surface of its potential.”
Banana’s popularity demonstrates the wider expansion of games within the TON platform. Similarly, other games such as Hamster Combat and Coin of the Hamster (Notcoin) have attracted millions of users via Telegram, indicating TON’s potential for widespread acceptance of decentralized apps.
Moving forward, CARV intends to nurture additional growth within the TON network, seek partnerships with other TON-related initiatives, and delve into in-house video game creation.
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2024-08-21 15:15