# Game blind box market

As a consumption mechanism driven by strong emotions, blind boxes have exploded rapidly in recent years in the fields of trendy toys, film and television IP, figures, NFT, etc. Its core advantage lies in the dopamine feedback loop brought by "uncertainty of results", which prompts users to keep trying, investing and willing to repurchase.

In the context of Web3, blind boxes are no longer just consumer goods, but a "GameFi accelerator" that integrates investment attributes, entertainment experience, and acquisition of scarce assets.

Data-driven trend verification:\
According to DappRadar's statistics in 2024:

The average user retention rate of typical GameFi projects based on blind box gameplay (such as "BOMB Crypto", "X World Games", etc.) reached 43%,\
which is much higher than the 18%-25% range of traditional blockchain games.

The initial conversion rate of players has increased significantly: Due to the expectation and reward feedback at the moment of opening the box, users are more likely to complete their first consumption and behavior binding at the beginning of entering the game.

Good mid- and long-term activity: The synthesis, upgrade, and combat value of rare NFTs enable players to continue to log in and participate in development or competitive gameplay.

Crazy Stone City stimulates people's curiosity and desire to explore by hiding key information. The core of the game strategy is to create a sense of anticipation of "about to be revealed", so that people are willing to invest time, money or energy to uncover the mystery.

The popularity of blind box games is based on this strategy. Consumers do not know what the specific rewards in the box are when they buy it. This unknown increases the attractiveness of the purchase.

<figure><img src="/files/oJKYK7tBoTtHBQhOjvMe" alt=""><figcaption></figcaption></figure>

In the design of Crazy Stone City, we pay close attention to the cognitive boundaries and psychological expectations of players, and are committed to creating an interactive experience that is "both familiar and fresh". This experience is not accidental, but comes from a famous psychological theory:

British psychologist Daniel Berlyne proposed the Wundt Curve of Arousal.

He once designed an experiment to show a series of visual graphics to the subjects and asked them to rate "pleasure", "interest" and "beauty" respectively. The results showed that simple and familiar graphics are boring, while overly unfamiliar and complex graphics make people feel confused or repulsive. The most interesting ones are those "moderately novel" graphics.

The distribution of this cognitive interest presents an "inverted U-shaped curve". The blind box design concept of Crazy Stone City is standing at the top of this curve - grasping the "boundary value of cognition" and finding a perfect balance between "predictability" and "mystery".


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