Looking again at Notcoin, I emphasize more on 'transforming participation into capability'. Low-threshold tasks bring initial participation, stage goals maintain rhythm, and the usable outcomes determine whether one can continue to progress. As long as the outcomes can be reused in new scenarios or unlock deeper gameplay within the ecosystem, users will shift from passive participation to active planning.

I have added three items to the observation table: the frequency and scale of group cooperation, the number of derivative gameplay created spontaneously by users, and the ratio of secondary use of outcomes. If all three are positive, it indicates that network effects are starting to grow spontaneously. Conversely, if activities rely heavily on diminishing reward perception, more functions should be toolified and contextualized, allowing users to 'have something to do and something to use' within the application.

The significance of Notcoin is to ensure that first-time participants are not afraid, and to keep those already present curious. Light and heavy connect to form a slope, and time will be willing to stay.

@Daily Notcoin #Notcoin $NOT