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加密货币新闻

Sandbox联合创始人SébastienBorget在亚洲的区块链游戏主导地位和AI的影响

2025/01/29 01:02

该系列是由香港共识带给您的。来体验Web3和数字资产中最具影响力的活动,2月18日至20日。

Sandbox联合创始人SébastienBorget在亚洲的区块链游戏主导地位和AI的影响

Sebastien Borget is the co-founder of The Sandbox, a metaverse platform with over 6.3 million user accounts linked to crypto wallets. Its recent Alpha Season 4 event saw more than 580,000 unique players in just six weeks, generating 1.1 million blockchain transactions and 350,000 NFT sales.

Sebastien Borget是Sandbox的联合创始人,Sandbox是一个元式平台,有超过630万用户帐户链接到加密钱包。它最近的Alpha第4季赛事在短短六周内就有超过580,000名独特球员,产生了110万个区块链交易和350,000个NFT销售。

As a serial entrepreneur with a background in telecommunications, Borget has helped The Sandbox secure over 400 major brand partnerships and establish its native token, SAND, as the second-largest gaming token by market cap, according to CoinMarketCap.

根据CoinmarketCap的数据,作为一名具有电信背景的连续企业家,Borget帮助Sandbox确保了超过400个主要的品牌合作伙伴关系,并建立了其本地代币Sand,作为BAIRT CAP的第二大游戏令牌。

This series is brought to you by Consensus Hong Kong. Come and experience the most influential event in Web3 and Digital Assets, Feb.18-20. Register today and save 15% with the code CoinDesk15.

该系列是由香港共识带给您的。来体验Web3和数字资产中最具影响力的活动,2月18日至20日。立即注册,并在Code Coindesk15中节省15%。

Here, Borget, who will be a speaker at Consensus Hong Kong, discusses Asia’s dominance in blockchain gaming, The Sandbox’s approach to cultural localization and AI’s potential impact on the gaming industry.

在这里,将成为香港共识的发言人的博尔特(Borget)讨论了亚洲在区块链游戏中的统治地位,沙盒的文化本地化方法以及AI对游戏行业的潜在影响。

This interview has been condensed and lightly edited for clarity.

这次采访已被凝结和轻微编辑,以澄清。

What led you to start The Sandbox?

是什么促使您启动沙箱?

I’ve always been a tech geek and an early adopter of gaming hardware. My journey started with a Super Nintendo, and since then, I’ve owned nearly every console on launch day. That childhood passion fueled my dream of one day creating my own video games.

我一直是技术怪胎,并且是游戏硬件的早期采用者。我的旅程始于超级任天堂,从那时起,我在发布当天拥有几乎每个游戏机。那个童年的激情推动了我有一天创建自己的视频游戏的梦想。

My co-founder, Arthur Madrid, and I started working together in 2007, founding three companies — two of which we successfully exited. In 2011, we shifted to mobile gaming, launching The Sandbox as a 2D world-building game. It gained 40 million downloads and 70 million player creations, but we faced challenges in retaining game creators. App Store and Google Play limitations prevented us from sharing revenue, leading creators to leave over time.

我的联合创始人亚瑟·马德里(Arthur Madrid)和我从2007年开始合作,创立了三家公司,其中两家公司成功退出了这两家公司。 2011年,我们转向了移动游戏,将沙箱推出了2D世界建设游戏。它获得了4000万个下载和7000万玩家的创造力,但我们在保留游戏创建者方面面临着挑战。 App Store和Google Play限制使我们无法共享收入,这会导致创作者随着时间的流逝而离开。

By 2017-2018, I was experimenting with Bitcoin mining and blockchain technology. When CryptoKitties emerged, I saw NFTs as a game-changing solution — allowing players to truly own and monetize their creations. That’s when we decided to rebuild The Sandbox on the blockchain, making avatars, virtual land and assets into NFTs and launching our own token-driven economy.

到2017-2018,我正在尝试比特币采矿和区块链技术。当Cryptokitties出现时,我将NFT视为改变游戏规则的解决方案 - 允许玩家真正拥有并货币化他们的创作。那时,我们决定在区块链上重建沙箱,将化身,虚拟土地和资产制造成NFT,并推出我们自己的令牌驱动的经济。

How have you handled challenges like bear markets and shifting user expectations?

您如何处理诸如熊市和转移用户期望之类的挑战?

We’ve built through every market cycle. When we started in 2018, it was a bear market — fundraising was incredibly tough. We pitched over 100 investors before securing seed funding from Animoca Brands, True Global Ventures, Square Enix and HashKey — all based in Asia. That was our first indicator that Asia had a stronger appetite for blockchain gaming than the West.

我们已经在每个市场周期中建立了。当我们从2018年开始时,这是一个熊市 - 筹款非常艰难。我们在Animoca品牌,True Global Ventures,Square Enix和Hashkey获得了亚洲的Animoca品牌,True Global Ventures,Square Enix和Hashkey之前获得了100多名投资者。这是我们的第一个指标,即亚洲对区块链游戏的兴趣比西方更强烈。

Our Series B round in 2021 was led by SoftBank from Japan, reinforcing that trend. While 2022-24 were bearish years, we focused on expanding in Asia, where we saw continued interest. Over the past two years, we’ve grown small, agile teams in India, Singapore, Vietnam, Thailand, Korea, Japan, Hong Kong, Turkey and even Saudi Arabia. Today, Asia accounts for 40% of our audience, partnerships and revenue, making it a key pillar of our growth strategy.

我们2021年的B系列赛由日本的软银领导,加强了这一趋势。虽然2022-24是看跌时代,但我们专注于在亚洲扩展,在那里我们看到了持续的兴趣。在过去的两年中,我们在印度,新加坡,越南,泰国,韩国,日本,香港,土耳其,甚至沙特阿拉伯都建立了小型,敏捷的团队。如今,亚洲占我们的受众,伙伴关系和收入的40%,使其成为我们增长战略的关键支柱。

How is The Sandbox adapting to markets like Japan, Korea and Southeast Asia, which each have their own unique user base?

沙箱如何适应日本,韩国和东南亚等市场,它们每个都有自己独特的用户群?

Unlike some Western companies that prioritize the U.S. first, we built The Sandbox as a “metaverse of culture,” focusing on localization from the start. Instead of launching with a large centralized team, we embed small, regionally-focused teams in each country. This approach helped us to form strategic partnerships across key Asian markets, collaborating with Bollywood studios and music labels in India, securing high-profile projects in Korea such as Solo Leveling — one of the top webtoons — and even partnering with South Korea’s Incheon City. In Japan, a major milestone was our collaboration with Attack on Titan, a globally recognized franchise.

与一些首先优先考虑美国优先级的西方公司不同,我们将沙箱建造为“文化的“元”,从一开始就专注于本地化。我们没有与一个大型的集中团队一起成立,而是在每个国家嵌入了小型的,以区域为中心的团队。这种方法帮助我们在亚洲主要市场建立了战略合作伙伴关系,与印度的宝莱坞工作室和音乐唱片公司合作,确保了韩国的备受瞩目的项目,例如Solo Callinging(Proping talloing),这是顶级网络网站之一,甚至与韩国的Incheon City合作。在日本,一个主要的里程碑是我们与全球公认的特许经营泰坦的攻击合作。

Localization, for us, extends far beyond translation — it’s about integrating culturally significant brands that truly resonate with local audiences. This strategy has been instrumental in driving strong engagement across Asia.

对我们来说,本地化远远超出了翻译,这是关于整合具有文化意义的品牌,这些品牌真正引起了当地观众的共鸣。该策略在推动整个亚洲的强大参与方面起着重要作用。

How is The Sandbox using AI to engage creators and gamers?

使用AI的沙盒如何吸引创作者和游戏玩家?

AI is still in its early adoption phase in gaming, but we’re already exploring its potential in several key areas. For chat moderation, we’re leveraging GGWP AI to ensure a safe and well-moderated player experience. In motion capture, our partnership with Kinetix AI allows us to create realistic avatar animations directly from video captures. We’re also experimenting with generative AI for game creation, particularly in AI-powered level design based on text prompts, though full integration is still in progress.

AI仍处于游戏的早期采用阶段,但我们已经在几个关键领域探索了其潜力。对于聊天节制,我们利用GGWP AI来确保安全良好的播放器体验。在运动捕获中,我们与Kinetix AI的合作伙伴关系使我们可以直接从视频捕获中创建逼真的头像动画。我们还在尝试生成的AI来创建游戏,尤其是在基于文本提示的AI驱动级别设计中,尽管仍在进行全面集成。

Additionally, we’re considering AI-driven non-player characters (NPCs) and virtual agents capable of engaging in intelligent conversations and

此外,我们正在考虑AI驱动的非玩家字符(NPC)和能够进行智能对话和的虚拟代理

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