The core logic of this airdrop gameplay is to create a user growth flywheel driven by incentives.
First, the project team reduces user trial costs through benefits and incentives, attracting a large number of new users to try the product. This is the first step in customer acquisition.
Once inside, users need to complete a series of simple tasks—such as transfers, interactions, and sharing. The purpose of these tasks is not only to distribute airdrops but also to help users gradually become familiar with the product's logic and features through practical operation.
After users have a basic understanding of the product, the project team deepens user engagement through ongoing activities, competitions, challenges, and other formats. During repeated interactions, users' use of the product shifts from unfamiliarity to habit, forming muscle memory.
As a result, users who initially came just to grab airdrops gradually become real users, and even active community members, forming an initial seed community.
Finally, these seed users and community members spontaneously invite and motivate others around them to join, restarting the entire cycle. New users continue to experience the product, complete tasks, develop habits, and become seed users… The flywheel keeps spinning.
This is the user growth logic behind airdrops—a complete closed loop from single-point customer acquisition to community viral growth.
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LiquidationKing
· 01-08 05:43
Basically, it's about turning farmers into villains... At first, they give you some sweet talk to lure you in, and as you play along, you get trapped inside.
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MintMaster
· 01-08 05:42
In other words, it's about turning those who exploit the system into genuine users. That's skillful.
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0xLuckbox
· 01-08 05:38
In simple terms, it's about exploiting opportunities until it becomes a habit, and the project team gradually traps you.
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FancyResearchLab
· 01-08 05:29
In theory, a closed loop is invincible, but in practice, it's a useless innovation.
Let me first try this smart trap and see how many people can truly become seed users.
The core logic of this airdrop gameplay is to create a user growth flywheel driven by incentives.
First, the project team reduces user trial costs through benefits and incentives, attracting a large number of new users to try the product. This is the first step in customer acquisition.
Once inside, users need to complete a series of simple tasks—such as transfers, interactions, and sharing. The purpose of these tasks is not only to distribute airdrops but also to help users gradually become familiar with the product's logic and features through practical operation.
After users have a basic understanding of the product, the project team deepens user engagement through ongoing activities, competitions, challenges, and other formats. During repeated interactions, users' use of the product shifts from unfamiliarity to habit, forming muscle memory.
As a result, users who initially came just to grab airdrops gradually become real users, and even active community members, forming an initial seed community.
Finally, these seed users and community members spontaneously invite and motivate others around them to join, restarting the entire cycle. New users continue to experience the product, complete tasks, develop habits, and become seed users… The flywheel keeps spinning.
This is the user growth logic behind airdrops—a complete closed loop from single-point customer acquisition to community viral growth.