Ledger, a leading provider of hardware wallets for cryptocurrency, has been making waves in the virtual world by entering The Sandbox and creating a gamified experience to amplify its educational program. By building its brand in this new and exciting space, Ledger is reaching a broader audience and engaging with people in an entertaining way. It is just the beginning.
So how did Ledger create an experience where players spent 50 minutes on average?
Ledger amplified its overall marketing educational program by tapping into The Sandbox community with an interactive gamified experience as part of The Sandbox Alpha Season 3 event (September to December 2022).
“The Sandbox is an engagement layer. It is up to the brand to decide, what is the experience that you want your user base to be engaging with. From there you can start building in a variety of immersive content that you couldn’t put in a video or in an article or any other form of communication that is available to you.” says Mohsen El-Sayed, Head of Community & Education at Ledger.
In the case of Ledger, users were invited to play & learn in a series of adventures about crypto & NFT security and fight off hackers and scammers. After completing all 20 quests, the players received a Black chest NFT and the best ranked players were rewarded with a Golden Armor NFT.
Mohsen continues: “In traditional Web2 Education content, you don’t necessarily have the incentives to assimilate concepts. Once you bake digital assets into the mix, you will get rewarded with NFTs as a proof of knowledge, a social identifier within the community”.
Mohsen also highlights the fact that:
“Players actively achieved a total of 4.6 million quests over the 8-weeks period the experience was open. It’s more valuable to us than 4.6 million passive views on YouTube or TikTok.”
“To achieve that, storytelling and gameplay are key to success, because people come to The Sandbox to have fun.” explains Max Vedel, the Co-founder of Swipe Back, builder of the Ledger’s experience. “What really helps to create this environment are key characters, gameplay elements that help players recall the information more easily such as enemies, easter eggs, unique NPC interactions….”
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But it’s not just about education …
Ledger started onboarding its experience’s 110K+ Unique Users on a long journey
By offering play-and-earn mechanics, Ledger created an Ownership Relationship Management (ORM) giving them the ability to nurture their community towards future activations, giving the NFT Rewards uplifting utilities both inside and outside of The Sandbox.
Ariel Wengroff — VP Communications at Ledger explains the opportunity that web3 brings to marketers:
“Distribution today is extremely difficult. If you are a brand and you want to reach your customer, your customer is either the retailer, or the duopoly of Google and Meta that you’re paying and you never really know where it is going to go.“
“The Sandbox is an incredible new distribution tool, because at the end of the day the engagement that you’re creating in the Sandbox, you know exactly what it is.”
Mohsen continues: “What is interesting, is that you now have tokenized your engaged community through NFT rewards with the players who went through the first experience. This newly created community of players will be rewarded in the future through a second The Sandbox experience but also in the broader Ledger ecosystem. That is really key when you start looking at how you can do community building and how you can leverage on the metaverse in order to make it much more immersive and entertaining.”
Ledger leveraged The Sandbox to build their brand within the web3 subculture while nurturing their community on the long run with NFT utilities.
Stay tuned to learn more about the next chapters of The Ledger School of Blocks experience.
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What Can Brands Learn from One of the Top Experiences Led by Ledger? was originally published in The Sandbox on Medium, where people are continuing the conversation by highlighting and responding to this story.