# Content generates influence.

<figure><img src="https://1246135799-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNS3yQXKZ612x0xrz9q0e%2Fuploads%2FjBFDyWPevPkoUKO2Xtx9%2F%E8%B5%84%E6%BA%90%202.png?alt=media&#x26;token=ac449a72-fb07-4d79-b2a0-705271822c46" alt=""><figcaption><p>The concept diagram of the first gameplay</p></figcaption></figure>

Everyone is looking for asset issuance methods during the new round of market fluctuations, which seems to have become the engine of every bull market. In this bull market, DOB is expected to be a substitute for NFTs.

The minigames of TON are continuously achieving success, marking the ongoing convergence of Web2 and Web3. If DOB still only has the attributes of investment or speculation, it might be challenging in the current phase. We are considering what other functional use cases DOB can exist as, beyond its similarity to NFTs.

NFTs, centered around IPs (Intellectual Properties), have been trying to strengthen their value by restricting the quantity, which is currently challenging. This approach is essentially 'monetizing influence,' and it has led to a sharp issue: IPs that have already been monetized no longer have the continuous drive to build, and users who have been 'harvested' are no longer willing to pay for elusive IPs.

Our solution is to gamify the transformation of DOB and allow IPs and games to exist in a modular form. This way, within the community, valuable IPs can be naturally filtered through the behavioral choices of users, and users and IPs are no longer troubled by the initial total quantity and the function of only being able to buy and sell.

CupRush is our attempt; we hope to convey the concept, 'With an abundance of DOB gameplay and a substantial DOB user base, would you like to participate or contribute to building it?'


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