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  • Welcome aboard!
  • Overview
    • Executive Summary
    • Issue Statement
      • Content Creators
      • Consumers
      • Web3 Adoption
    • Our Solution
      • Content Creators
      • Consumers
      • Web3 Adoption
    • Aboat Ecosystem
      • Idea
      • Technology
      • Daily Tasks
      • Creator Ranking System
      • Subscription Model
        • Cabin Boy
        • Sailor
        • Lieutenant
        • Captain
      • Reward System
      • Aboat Master Entertainer (AME)
        • Staking/Farming
      • Decentralized Decision Making (DDM)
        • DDM Voting Power
        • DDM Flow
      • Creator NFTs
        • Creators Clubhouse
  • Products
    • Talkaboat
  • The Company
    • Aboat Entertainment
    • Vision, Mission, Values
    • Business Model
      • Key partners
      • Key activities
      • Key resources
      • Value proposition
      • Customer relationships
      • Customer Segments
      • Channels
      • Cost structure
      • Revenue Streams
    • Meet the Team!
      • Founder
      • Management
      • Team
  • Market
    • Market Analysis
    • Trend Analysis
    • Competitor Analysis
      • Direct Comparison
    • Market Entry Strategy
    • Target Groups
      • Private Users
      • Content Creators
      • Investors
  • Aboat Token
    • The Token
      • Details
      • Distribution
      • Fee Structure
    • Utility
    • Holder Benefits
    • Sale
      • Use of Funds
      • Vesting
  • Smart Contracts
  • Disclaimer
    • General Information
      • Restriction of buyers
      • Risks
    • Disclaimer
      • No Representations and Warranties
      • Updates to token sale details
      • Market and industry information
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  1. Market
  2. Target Groups

Private Users

The private users (consumers) make up the largest percentage of the community and the products are primarily built for the interaction between private users and content creators.

By combining blockchain technology, gamification and various incentives, users should be encouraged to engage in new content without feeling forced to do so. This is to give everyone the chance to discover new and unknown content creators who would normally have been lost in the flooded market.

At the beginning, the marketing activities are primarily aimed at users with experience in crypto, as blockchain platforms are already accepted here. In a later step, the target group will be expanded to include users with little or no blockchain experience. For this purpose, a product with the preliminary title "Training Room" is planned, which is intended to teach how to use blockchain technology and cryptocurrency in a playful and secure way.

In addition, the use of blockchain technology is not forced on anyone, so users also have the opportunity to use the platform regardless of the blockchain techniques used on it.

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Last updated 2 years ago

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