Inspiration
In today's market buying celebrity merch is expensive and quite diverse. There is not a single integrated marketplace where this merch can be bought together.
What it does
It is a web application based on Spotify's User Top Artist, they can get ** MM bucks ** and redeem and redeem discounts on further purchases of merch. It gives opportunities for up-and-coming artists their merch and increases their mass in music loving community.
This platform also provides a marketplace where artists can also sell their unique NFTs.
NFTs ** price depends on the popularity, demand and uniqueness of the NFT and when all these music **NFTs are sold at a single platform, it will bring in more users which primarily focuses on music NFTs which ultimately helps in increasing demand of these NFTs.
How we built it
Challenges we ran into
- I was not much aware about the NFT marketplace and integration of it in our website using ERC721 tokens
- Not aware of the way NFT JSON meta data was stored and published
- Read various docs providing ipfs and how to use OpenZepplelin as well
- Had problems implementing authentication for artists as well as users
- Publishing contracts and mints on the website
- Slow working Testnet server that might affect the User interaction ## Accomplishments that we're proud of
Gamification Model
MM bucks
- MxM asks the user to link their Spotify/Apple Music.
- MxM gets the list of top 10 artists that the user listens to most in a month. c. In that month, if the user buys the merch of their top artists, then they get 10%. For any purchases, they earn 10 MM bucks. d. These MM bucks will then be used for point redemption on merch. This way, designers are able to influence users' behavior and motivate them as "players" to do the expected actions via game elements such as challenges and rewards.
What's next for MERCH X MUSIC
- Buy MM Tokens with money.
- Subscriptions-based membership that will help in the revenue model altogether.
- Incorporating multiple platforms such as Apple Music, Prime Music and Gaana.
AR model:
- User will get to experience how the merch's look on them using AR. According to Statista, augmented reality, is valued at $30.7 billion, with around 810 million active mobile users.
- 27% of consumers returned goods because they were *not as described *. By allowing customers to virtually "try before they buy", it'll give customers more information to decide with and in, turn reduce return rates.
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