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在巴黎NFT期間,Beincrypto有機會採訪了Sandbox的聯合創始人兼首席運營官SébastienBorget。由於元市場預計將達到1003億美元的價值
During NFT Paris, BeInCrypto had the opportunity to interview Sébastien Borget, co-founder and COO of The Sandbox.
在巴黎NFT期間,Beincrypto有機會採訪了Sandbox的聯合創始人兼首席運營官SébastienBorget。
The metaverse market is projected to reach a value of $103.6 billion by 2025. Platforms like The Sandbox, a decentralized, community-driven virtual world built on the Ethereum blockchain, are at the forefront of this digital revolution.
預計到2025年,薈萃分市場的價值將達到1003億美元。像沙盒這樣的平台是一個以太坊區塊鍊為基礎的分散,社區驅動的虛擬世界,是這項數字革命的最前沿。
Beyond his pivotal role in shaping the metaverse, Borget has also co-founded Artverse, a digital art gallery and cultural hub nestled in Paris’s vibrant 3rd arrondissement. Established in 2024 alongside Arthur Madrid, Artverse bridges the gap between digital and physical art, offering a space where artists, collectors, and enthusiasts converge to explore and celebrate digital creativity.
Borget除了在塑造Metaverse中的關鍵作用外,還與Artverse共同創立了Artverse,這是一個數字美術館和文化樞紐,坐落在巴黎充滿活力的第三座中。 Artverse於2024年與亞瑟·馬德里(Arthur Madrid)建立,與數字藝術和物理藝術之間的差距橋樑,提供了一個空間,藝術家,收藏家和愛好者聚集在一起探索和慶祝數字創造力。
In this conversation, Borget delves into the future of the metaverse, the evolution of digital art, and the innovative endeavors of The Sandbox and Artverse.
在這次談話中,博爾特(Borget)探討了元視頻的未來,數字藝術的演變以及沙盒和藝術品的創新努力。
By 2024, the metaverse seems to have fallen short of expectations. What do you believe were the primary reasons?
到2024年,薈萃分析似乎已經沒有期望。您認為主要原因是什麼?
“While early expectations may have been overly ambitious, projecting the sci-fi vision of a virtual reality-based metaverse, the ecosystem is still very young and ripe with opportunity for those willing to experiment with its current and future capabilities.
“儘管早期的期望可能過於雄心勃勃,但預測了基於虛擬現實的元評估的科幻願景,但生態系統仍然非常年輕,有機會,對於那些願意嘗試其當前和未來能力的人來說。
As with any emerging industry, success comes to those who prioritize building their core community while developing their product and ecosystem together. With that in mind, we’ve remained focused on our core products—Game Maker, Game Client, and VoxEdit—creating a more robust ecosystem that fosters creativity, connection, and fun.
與任何新興行業一樣,那些優先建立核心社區的人在共同開發其產品和生態系統的同時,取得了成功。考慮到這一點,我們一直專注於我們的核心產品(遊戲製造商,遊戲客戶端和Voxedit)創造了一個更強大的生態系統,從而促進了創造力,連接和樂趣。
At the same time, we’ve developed programs that support our creators and players through unique reward incentives, strong brand partnerships, and community-driven initiatives that unite our global user base in meaningful ways. These community-centric efforts, grounded in a strong, easy-to-use product, have allowed us to surpass over 2,000 new experiences published on The Sandbox Map, over 6.3 million wallets connected, and engagement with over 580,000 unique players during Alpha Season 4 last fall.
同時,我們開發了通過獨特的獎勵激勵措施,強大的品牌夥伴關係以及社區驅動的計劃來支持創作者和參與者的計劃,這些計劃以有意義的方式團結了我們的全球用戶基礎。這些以強大,易於使用的產品為基礎的以社區為中心的努力使我們能夠超過在沙盒地圖上發布的2,000多種新體驗,與630萬個錢包相連,並在去年秋天的Alpha第4季期間與超過580,000名獨特的玩家互動。
One of the biggest challenges has been fragmentation across blockchain platforms, making interoperability and cross-project collaboration a work in progress. This has required projects like The Sandbox to innovate new ways to collaborate and bring more value to Web3 users. Unlike traditional Web2 gaming platforms, we’re eager to collaborate with other Web3 projects and brands, curating avatar collections, offering LAND swaps so projects can launch their game in our ecosystem, and more, all in an effort to bring the broader Web3 ecosystem closer together and create more cross-platform value for our communities.
最大的挑戰之一是區塊鏈平台之間的分散性,使互操作性和跨項目協作成為了正在進行的工作。這需要像Sandbox這樣的項目來創新新方法來協作並為Web3用戶帶來更多價值。與傳統的Web2遊戲平台不同,我們渴望與其他Web3項目和品牌合作,策劃阿凡達(Avatar)藏品,提供土地掉期,以便項目可以在我們的生態系統中啟動遊戲,以及更多的東西,以使更廣泛的Web3生態系統更加緊密地結合在一起,並為我們的社區創造更多的跨平面價值。
Social gaming and metaverse platforms like The Sandbox are steadily growing, proving that the vision of a user-driven, decentralized virtual world is still very much alive.”
社交遊戲和諸如沙盒之類的元平台正在穩步增長,證明了用戶驅動的,分散的虛擬世界的願景仍然非常活躍。”
State of the metaverse in 2024
2024年的元元狀態
“Last year was a defining one for the metaverse—less about hype and more about tangible growth and evolution. While the industry as a whole navigated challenges like interoperability and shifting market expectations, we also saw significant strides in user experience and engagement.
“去年是對元評估的定義,而無需炒作,而更多地是關於有形的增長和進化。儘管整個行業都面臨著互操作性和市場期望轉移的挑戰,但我們也看到了用戶體驗和參與度的重大進展。
Advances in VR, AR, and AI have revolutionized user interaction with virtual worlds, enhancing immersion and accessibility. At the same time, the demand for connectivity between different metaverse ecosystems became more pressing, prompting companies to develop solutions for greater interoperability and cross-platform functionality.
VR,AR和AI的進步徹底改變了用戶與虛擬世界的互動,增強了沉浸式和可及性。同時,不同元元生態系統之間連通性的需求變得更加緊迫,促使公司開發解決方案,以提高互操作性和跨平台功能。
For The Sandbox, 2024 was a year of strong momentum, particularly in user-generated content (UGC). Our no-code Game Maker tools empowered more creators than ever, resulting in over 1,500 experiences published on The Sandbox Map.
對於沙箱來說,2024年是強大的勢頭,尤其是用戶生成的內容(UGC)。我們的無代碼遊戲製造商工具比以往任何時候都賦予了更多的創作者,從而在沙盒地圖上發表了1,500多個體驗。
Our creator community grew, surpassing 25,000 LAND Owners and 62,000 Avatar Owners, reflecting rising demand for digital assets. Alpha Season 4 was a success, drawing over 580,000 unique players who engaged with content, completed quests and transacted on-chain. This growth proves that people want to create, explore, and play in the metaverse, and as we move into 2025, we’re excited to continue expanding opportunities for creators and players, shaping the next era of virtual experiences.”
我們的創建者社區成長,超過了25,000名土地所有者和62,000個頭像所有者,反映了對數字資產的需求不斷上升。 Alpha第4季取得了成功,吸引了580,000多名獨特球員,他們從事內容,完成任務並進行了交易。這種增長證明了人們希望在Metaverse中創建,探索和發揮作用,並且隨著我們進入2025年,我們很高興能繼續為創作者和玩家擴大機會,從而塑造下一個虛擬體驗時代。”
What are three factors that can revive the Metaverse hype in 2025?
可以在2025年恢復元宣傳的三個因素?
“Alpha Season 4, which concluded in December 2024, reinforced the global appeal of socializing and playing in the metaverse. People crave new experiences they can enjoy with friends, whether through casual games, chat rooms, or friendly competition.
“ Alpha第4季,於2024年12月結束,加強了全球在社會上進行社會化和比賽的吸引力。無論是通過休閒遊戲,聊天室還是友好的比賽,人們都會渴望與朋友一起享受新的經歷。
Alpha Season 4 delivered on this demand, and in 2025, we’re committed to expanding and enhancing these interactive experiences even further. As the appeal for social gaming metaverses grows more mainstream, seamless player onboarding will be critical.
Alpha第4季按照這一需求交付,在2025年,我們致力於進一步擴大和增強這些互動體驗。隨著社交遊戲元演出的呼籲越來越多的主流,無縫的玩家入職將是至關重要的。
In Web3, players must create a wallet and complete KYC verification,
在Web3中,玩家必須創建一個錢包並完整的KYC驗證,
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