Advanced Theory

PVP Generation

Understanding and targeting those who grew up in zero-sum games

+-----------------------------------------------------------+
|                    PVP GENERATION                          |
+-----------------------------------------------------------+
|                                                           |
|   2024: AU university enrollment down 9% (15% since 2016) |
|   2023: CN stopped publishing youth unemployment data     |
|                                                           |
|   The "vast opportunity" world is now PVP arena           |
|                                                           |
+-----------------------------------------------------------+

1/ What is the PVP Generation

Those born after 2005 who never experienced any boom era.

China's rise, the internet wave - all exhausted before they came of age. Local competition is fiercer than ever.

Positive-sum games are as distant to this generation as brick phones and feature phones


2/ The Essence of PVP

Before crypto, this generation's only way to transcend their living environment was livestreaming and becoming TikTokers.

The essence is transferring money from others' pockets to your own.

Economic activity doesn't expand. Even China's export e-commerce just captures local small businesses' revenue abroad.


3/ Three Fundamental Judgments

We can safely say:

1. Zero-sum or negative-sum games are truly the mainstream of history
2. A generation raised in PVP environments will destroy all "universal frameworks" of previous generations
3. Behavioral expressions of various groups will become increasingly extreme

4/ Significance for Scheme Operators

First: From the Three-Ponzi Theory audience perspective, the PVP generation is almost naturally suited for crypto. They're accustomed to zero-sum environments with no moral judgment or aversion to PVP concepts.

Second: Since it's PVP, everyone pursues faster "money transfer from others to self." Any slow, delayed-feedback design will be eliminated, while products that improve PVP speed and win rate will be welcomed.

Finally: PVP's instantaneous intense feedback makes this generation's attention brief, indifferent to insufficiently stimulating content.


5/ Extreme Demands

To attract the PVP generation requires:

  • Extreme ideas
  • Extreme projects
  • Extreme visual expression

Only sufficiently novel and stimulating content can gain their attention and participation - they don't care about "right or wrong" internally


6/ 2025 Scheme Operator Strategy

Audience Selection: Precise Matching

Audience TypeCharacteristicsMatching Product
Old users (pre-2000)Accept long cycles, complex logic, large capitalDeFi or DeFi wrapped in new narrative
PVP GenerationPursue speed, stimulation, simplicityProducts with gambling elements

Design Strategy: Ponzi + Gambling Combination

High-Level Design: Three-Ponzi Theory still applies

Pump.fun is essentially a mutual-aid split ponzi, through rapid splitting of targets, repeatedly letting profits change hands between operators and users - devs on other tokens are just as much retail, endlessly cyclical.

To C Design:

  • Extremely short process
  • Rapid profit/loss results
  • Exaggerated sensory stimulation of gains/losses
  • Reject complex payback periods and profit rate narratives

Execution Strategy: Flash Campaigns

Create First Impression: Only 30 minutes to gain user attention

  • Launch token = marketing
  • Meme first, project second
  • Attract eyeballs with memes and novelty culture, project logic secondary

Simplify Process:

  • Hide complex mechanisms in backend
  • First stage only highlights "quick in, quick out" experience

A dev rushing over and flashing them is more likely to gain their following than opening a Space


Core Insight

This is the worst era for Boomers
This is the best era for Zoomers

PVP Generation Design Principles:
├── Speed > Depth
├── Stimulation > Logic
├── Participation > Understanding
└── Extreme > Moderate

Next: Arbitrage Principle