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Design a playable system...

Isaac Laifer

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Design a playable system diagram that models the growth and gameplay dynamics of a platform called PikMe, a competitive taste market where users predict what content the crowd preferred.

The system should simulate three core layers:

Player growth and engagement
Crowd voting signal generation
Taste markets with prediction gameplay and rewards

The system should demonstrate two reinforcing flywheels:

• Taste signal flywheel
• Market liquidity flywheel

The diagram should simulate how increasing players improves the accuracy of crowd signals and the attractiveness of markets.

Core Concept

PikMe is a competitive platform where players test their cultural intuition/taste.

Players see two pieces of content (A vs B) and must predict:

Which one did the crowd prefer?

Before predictions open, a voting phase occurs where users rate/vote on content and give a value 1-10 (can have one decimal).

The aggregated crowd preference becomes the ground truth signal.

Players earn rewards based on prediction accuracy and prediction streaks.

System Entities

Create the following nodes:

1. Taste Players

Primary user base of the platform.

Players perform three actions:

• (rank) vote on content
• predict outcomes
• compete for rewards and leaderboard status

Growth driver for the entire system.

2. Crowd Voting Pool

Represents the votes/rankings cast on content.

Rankings generate the crowd taste signal that resolves prediction markets.

The reliability of the signal increases as rank/vote volume increases.

Signal fidelity improves with player growth.

3. Taste Signal Strength

A derived variable representing how reliable the crowd signal is.

Signal strength increases with number of voters.
Higher signal strength increases prediction fairness and user trust.

4. Taste Ratings

Players earn skill ratings based on prediction accuracy.

Similar to an Elo system.

Higher accuracy increases player reputation.
Elite tasters emerge and compete for rewards and leaderboard status.
This increases engagement and retention.

5. Taste Markets

Content-based markets where predictions occur.

Each market contains thousands of possible A/B matchups.

Example markets:

- sports highlights
- memes
- brand content
- celebrity/musician/athlete content (identify #1 fan)
- creator submissions

When more players participate, more brands/IP holders will want to get involved, thus creating larger content pool, and ultimately larger reward pools...leading to more taste players.

6. Brands / Creators / IP Owners

Entities that supply content to markets.

Examples:

• sports leagues
• media brands
• influencers
• digital artists: artists, musicians, photographers

Content supply increases with market size and reward pools.

Brands are incentivized because dormant content becomes monetizable.

Core Gameplay Loop

Model the following loop:

Taste Players: Vote on Content → Crowd Signal Generated → Prediction Markets Open → Players Predict Outcomes: either for free or place wagers in different pools → Rewards Distributed → Player Retention → More Taste Players

Prediction accuracy determines rewards and ranking.

Engagement Mechanics

Simulate the following mechanics:

Rapid prediction loop - Players play the taste market and try to predict correctly which one has a higher ranking. If correct, streak continues. If wrong, streak ends and they restart.

There are many ways to gamify this - with limited attempts, time-based, can pay when run out of free attempts, unlimited attempts and just whoever can get longest streak/have highest accuracy rating.

Leaderboards

Top taste players gain visibility and win pool of money.

Can open paid markets for people to compete on longest streaks and highest accuracy.

Higher rankings increase social status.

This increases retention and competition.

Growth Flywheel 1: Taste Signal

More Taste Players
→ More Votes/Rankings
→ Stronger Taste Signal
→ Higher Prediction Accuracy
→ Elite Tasters Emerge
→ Increased Engagement
→ More Taste Players

This loop represents the data network effect.

Growth Flywheel 2: Market Liquidity

More Taste Players
→ More Brands / Creators Supply Content
→ Larger Markets
→ Bigger Reward Pools
→ Higher Quality Content
→ More Interesting Markets
→ More Taste Players

This loop represents the market liquidity network effect.

Reward Economy

Players receive rewards based on prediction accuracy.

Rewards may include:

- cash prizes
- brand sponsored prizes
- platform tokens
- leaderboard status

Higher rewards increase prediction participation.

Brands/content providers receive 5% of all wagers placed in their respective market.

Content Supply originates from:
brands
creators
media libraries

For example:
100 pieces of content can generate 10,000 pairwise comparisons (100x100).

This creates high gameplay volume.

Trust System

Add system constraints that improve market fairness:

• vote thresholds required before markets open
• vote anomaly detection
• large sample sizes increase confidence

Higher trust increases prediction participation.

Key System Variables to Simulate

Machinations should simulate the following metrics:

• player growth rate
• vote volume
• taste signal strength
• prediction accuracy
• engagement rate
• reward pool growth
• content supply growth

Desired Output of Simulation

The playable diagram should demonstrate how:

1. Increasing players strengthens the taste signal.
2. Stronger signals increase prediction fairness.
3. Fair markets attract more players.
4. More players increase reward pools.
5. Larger reward pools attract more brands and content.
6. More content creates richer markets (higher quality content, more niche markets, more people wagering/higher volume per market).

Goal of the Model

The simulation should illustrate how PikMe becomes a self-reinforcing taste economy where:

• cultural intuition becomes a measurable skill
• players compete to predict crowd preference
• brands monetize content through engagement markets
• platform value compounds as participation grows

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Edited 26 days ago
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