Press Release
UniArt’s impossible art formula gallery bring bottom-up NFT appreciation with vote mining on 30th Sep
Preamble
Recently, “Loot” has been spreading virally throughout the crypto community. Industry key opinion leaders (KOLs), founders of quality projects, and investment institutions all pay close attention to the emerging “bottom-up” concept, and more community members are excited about it.
Despite the term bottom-up only recently coming into the limelight, in essence, the philosophy may be at the root of the entire crypto economy. Bitcoin, for example, breaks the rules of centralized government-issued fiat currency by enabling anyone that follows its PoW consensus algorithm to produce a new currency. On the other hand, Ether allows developers to build arbitrary dApps on top of it without permission, and its prosperity hinges on the frequency of this.
These two patriarchs of the crypto economy have opened up a bottom-up path outside the centralized internet. The bottom here can be anyone. The top is no longer governments or corporations but now code, algorithms, data, and consensus mechanisms. Loot is the first bottom-up non-fungible token (NFT), possessing similar intrinsic characteristics at the root of its explosion.
The most widespread application of NFT is currently in the art sector. Crypto community practitioners are working to bring NFT into the traditional art marketplace. To accomplish this, NFT must have general acceptance and market consensus, not just within a niche group of artists and appreciators. Take the most common financial application of collateralized lending, for example; a starving artist, globally unknown pledges his minted NFT to you, the potential lender. They claim it is worth US$10,000 and want to borrow against this collateralized value. Naturally, you are hesitant, unsure of its market value, and even if a current buyer is willing to purchase it at that price, you are still uncertain about its future value. In short, there is not enough market consensus for that NFT. However, let’s use CryptoPunk or BAYC as collateral in this example. Results would be the opposite because each of these digital assets already has widespread market consensus, having been classified as antiques in the NFT community. Therefore, the fair market valuation of NFT is critical to achieving market consensus in the financial sector. Exploring a suitable value solution for NFT is beneficial in a financial application, which opens up various other possibilities for NFT, leading to the further development of the whole crypto community.
UniArts aims to uncover NFT fair market valuation through its customized bottom-up Nominated Proof-of-Stake (NPoS) economic model, aspiring decentralized incubation of creators and their works. In this paper, the core concept of UniArts will be comprehensively explained using this bottom-up concept as the source idea.
Bottom-up NFT Fair Market Valuation
The term bottom-up can be understood differently in different contexts; building on top of a foundation is not a required characteristic. In the context of UniArts, bottom (in a non-pejorative sense) can be understood as what people define together and top as the fair value of NFT. This bottom-up approach is contrasted with more traditional top-down valuation, which was determined mainly by centralized auction houses or prominent collectors. Less renowned artists rarely gained any attention, and in the rare chance they did, their work would often be considered nearly worthless. Such an approach does nothing to showcase potentially exceptional pieces for the mere reason they are unknown, and they remain misunderstood by the public.
In the UniArts network, $UART holders are deemed “nominators,” pledging their tokens as “votes” for an NFT they admire. The more votes an NFT receives, the more people approve of it, and the higher the consensus level. When people are required to invest in their decisions, they become much more selective. Since there is value in $UART, the votes that an NFT receives indicate its fair market value. In the early stages of UniArts’ development, the small user base may not be sufficient to tie the word fair to an NFTs value, but as the network expands, it will become more and more convincing. This process can be referred to as the “flywheel effect.”
Appreciate to Earn
“Appreciate To Earn” is a new concept and a subset of “Play To Earn,” in that merely appreciating an NFT is akin to the process of playing. Axie Infinity, a chain game that has been popular in the crypto community for a while now, relied on this “Play To Earn” concept as the fuel to expand its user base. From this vetted example, we know that it is a viable business model.
UniArt’s Nominators pledge $UART and select an NFT they appreciate to earn more $UART, including a base pledge bonus and a block bonus for top-ranked NFTs. In this process, the word appreciate corresponds to the nominator, and the word earn corresponds to the earned $UART. In Axie Infinity, players buy a pet “Axie” as an entry ticket to the game and earn revenue in-game from this Axie. In UniArts, $UART is the entry ticket into the network.
Play to Earn can be viewed as a modern concept to attract new users. Traditional game companies pay third-party advertising companies to attract new users, but these users do not receive any income. Blockchain games use tokens to incentivize new users, which is a disguised way of attracting traffic; an alternative form of advertising, where the fees paid to advertising companies are instead attributed to the user. If this alternative form of advertising is integrated into a chain game’s economic model, one can only expect explosive organic user growth. Similarly, the Appreciate to Earn concept will cause natural growth of UniArt’s user base, eventually to the point where fair valuation is achieved.
Multi-Chain NFT Gallery “Impossible Art Formula”
UniArts is native to Polkadot, and one of its strategic plans is to spread the NFT gallery to more popular blockchains, the first stop being Polygon. Mechanically, the gallery will be similar to the NPoS economic model but not identical.
- Six NFTs will be presented in each issuance, and users can pledge $UART or $WETH to vote on their favorite NFT.
- There are a total of 3 revenue pools, including a casting pool, a general pool, and a bonus pool. The bonus pool added to the gallery is unique in comparison to the NPoS model mentioned above. The casting pool is a pool in which $UART is minted into an NFT based on the percentage of votes received by the NFT. The general pool allocates rewards based on the proportion of user votes to the total number of votes in the corresponding NFT.
- At the end of each voting period, NFT owners have the option to participate in the next three-day auction. The bonus pool is allocated to the corresponding NFT according to the ratio of the price sold in the auction to the sum of all prices traded in the auction for that period. This pool is then allocated to users that voted in the general pool, as mentioned in (2).
- Specific details can be found in the following chart:

UARTs tokens are capped at 200 million, with 10% held by the team and released after 3 years, 12% by early stage investors, 10% by the treasury, and the rest by NFT vote mining, “Appreciate To Earn”.
“Impossible Art Formula” demonstrates the lack of a perfect solution in art valuation as everyone has their unique preferences. Let’s solve this by using $UART to appoint the “Hamlet” we fancy.
Concluding Remarks
UniArts has customized the NPoS economic model for NFT with an Appreciate To Earn mechanism based on the bottom-up source concept, which helps NFT discover its fair value. This value discovery fills an essential gap in applying NFT to traditional art and financial systems, paving a new path in crypto circles.
The impossible art formula is accessible now and will be online on 30th Sep.
About Author
Disclaimer: The views, suggestions, and opinions expressed here are the sole responsibility of the experts. No Digi Observer journalist was involved in the writing and production of this article.
Press Release
apanese Anime Captures 60% of Asian Entertainment Revenue While K-Pop’s 150M Global Fans Dominate Music Charts
According to JapanNews.info, the Asia-Pacific region generated more than 60% of the global anime market’s $34.3 billion in revenue during 2024. Meanwhile, K-Pop continues its extraordinary global reach, with the genre accounting for approximately 2% of the world’s population as dedicated fans.
Many Asian growing up in Japanese anime and manga, and nowadays a striking divide in Asian entertainment dominance, with Japanese anime commanding over 60% of entertainment revenue across Asia-Pacific while K-Pop maintains its global music supremacy with an estimated 150 million fans worldwide.

According to comprehensive industry data compiled by Japan News Info and PR News Releaser, the Asia-Pacific region generated more than 60% of the global anime market’s $34.3 billion in revenue during 2024, driven by streaming platform expansion, merchandise sales, and cross-media adaptations. Meanwhile, K-Pop continues its extraordinary global reach, with the genre accounting for approximately 2% of the world’s population as dedicated fans.
Anime’s Regional Dominance
The anime industry’s stronghold in Asia reflects decades of cultural integration and recent digital transformation. Market research indicates Asia-Pacific held between 38.7% to 62.7% of global anime market share in 2024, with total regional revenue projected to reach $18.1 billion by 2030.
“Asia-Pacific dominated the anime market with the largest revenue share in 2024, driven by increasing consumption of digital content and the popularity of streaming services,” according to industry analysts. Japan remains the production epicenter, while China, South Korea, and Southeast Asian nations have emerged as major consumption markets.
Streaming platforms have accelerated anime’s accessibility across the region. Netflix expanded its anime catalog to 240 titles in 2024, while specialized platform Crunchyroll tripled its subscriber base from 5 million to over 15 million between 2021 and 2024. Notably, 69% of Gen Z respondents report watching anime content, compared to 57% of millennials.
The merchandising segment represents the largest revenue stream, accounting for approximately 29-32% of total anime market value. Popular franchises like Demon Slayer, Attack on Titan, and Jujutsu Kaisen generate substantial revenue through licensed products, games, and cross-media adaptations.
K-Pop’s Global Music Supremacy
While anime dominates Asian entertainment broadly, K-Pop maintains undisputed leadership in the global music industry. Industry estimates place the worldwide K-Pop fanbase at over 150 million individuals as of 2024, with the genre generating over $5.8 billion in annual revenue.
K-Pop’s influence extends far beyond Asia, with major markets in North America, Latin America, Europe, and the Middle East. Groups like BTS and BLACKPINK have achieved unprecedented international success, with BTS generating over $4.65 billion annually for South Korea’s economy and BLACKPINK’s music videos regularly surpassing one billion views.
Social media has proven instrumental in K-Pop’s global expansion. Over 7.8 billion K-Pop-related tweets were posted worldwide in 2021, representing a 16% increase from the previous year. The genre’s carefully orchestrated fan engagement strategies, multilingual content, and polished visual productions have created dedicated international communities spanning diverse demographics.
Major streaming platforms have recognized K-Pop’s commercial potential, with artists consistently appearing on global charts. BTS’s “Butter” spent 10 non-consecutive weeks at #1 on the Billboard Hot 100, while multiple K-Pop groups have achieved top-10 debuts on the Billboard 200 album chart.
Regional Dynamics and Market Trends
The entertainment landscape reveals distinct consumption patterns across Asia. While K-Pop enjoys strong popularity in Japan—with groups like Stray Kids and TWICE ranking among Japanese teens’ favorite acts—anime maintains broader entertainment market share through its integration with gaming, merchandise, and digital platforms.
Southeast Asian markets show particularly high engagement with both formats. Thailand and Indonesia report anime engagement rates of 59% and 56% respectively, while also hosting substantial K-Pop fanbases with dedicated concert audiences and streaming communities.
Industry experts note the genres serve complementary rather than competing roles. “Young Koreans are now openly consuming Japanese culture, including anime, without the historical stigma,” according to cultural analysts studying cross-border entertainment trends. Similarly, Japanese audiences have embraced K-Pop artists, creating a mutually beneficial cultural exchange.
Future Outlook
Both industries show robust growth trajectories. The global anime market is projected to reach $60-68 billion by 2030-2033, with streaming revenue expected to triple from $3.7 billion to $12.5 billion internationally. Technological innovations including AI-assisted production and virtual reality experiences are expanding creative possibilities.
K-Pop continues aggressive global expansion through strategic partnerships, multilingual releases, and international collaborations. Industry revenue surpassed $10 billion in 2020 and continues growing, with South Korea’s entertainment exports contributing over $5 billion to the national GDP.
The divergent success patterns—anime’s regional entertainment dominance versus K-Pop’s global music leadership—underscore how different content formats achieve international influence through distinct strategies and audience engagement models.
JapanNews.info provides comprehensive coverage and analysis of Japanese culture, entertainment, and society for English-speaking audiences worldwide. The platform delivers original reporting and data-driven insights on trends shaping Japan’s global cultural influence. (Market data compiled from Grand View Research, SkyQuest Technology, Parrot Analytics, IMARC Group, Mordor Intelligence, Korean Foundation for International Cultural Exchange, and industry reports published 2024-2025.)
Media Contact
Organization: PR NEWS AI LLC
Contact Person: Rachel Weiss
Website: https://prnews.ai
Email: Send Email
Contact Number: +19152134473
City: Dover
State: Delaware
Country:United States
Release id:39779
The post Japanese Anime Captures 60% of Asian Entertainment Revenue While K-Pop’s 150M Global Fans Dominate Music Charts appeared first on King Newswire. This content is provided by a third-party source.. King Newswire makes no warranties or representations in connection with it. King Newswire is a press release distribution agency and does not endorse or verify the claims made in this release. If you have any complaints or copyright concerns related to this article, please contact the company listed in the ‘Media Contact’ section
About Author
Disclaimer: The views, suggestions, and opinions expressed here are the sole responsibility of the experts. No Digi Observer journalist was involved in the writing and production of this article.
Press Release
Japanese Anime Captures 60% of Asian Entertainment Revenue While K-Pop’s 150M Global Fans Dominate Music Charts
According to JapanNews.info, the Asia-Pacific region generated more than 60% of the global anime market’s $34.3 billion in revenue during 2024. Meanwhile, K-Pop continues its extraordinary global reach, with the genre accounting for approximately 2% of the world’s population as dedicated fans.
Many Asian growing up in Japanese anime and manga, and nowadays a striking divide in Asian entertainment dominance, with Japanese anime commanding over 60% of entertainment revenue across Asia-Pacific while K-Pop maintains its global music supremacy with an estimated 150 million fans worldwide.

According to comprehensive industry data compiled by Japan News Info and PR News Releaser, the Asia-Pacific region generated more than 60% of the global anime market’s $34.3 billion in revenue during 2024, driven by streaming platform expansion, merchandise sales, and cross-media adaptations. Meanwhile, K-Pop continues its extraordinary global reach, with the genre accounting for approximately 2% of the world’s population as dedicated fans.
Anime’s Regional Dominance
The anime industry’s stronghold in Asia reflects decades of cultural integration and recent digital transformation. Market research indicates Asia-Pacific held between 38.7% to 62.7% of global anime market share in 2024, with total regional revenue projected to reach $18.1 billion by 2030.
“Asia-Pacific dominated the anime market with the largest revenue share in 2024, driven by increasing consumption of digital content and the popularity of streaming services,” according to industry analysts. Japan remains the production epicenter, while China, South Korea, and Southeast Asian nations have emerged as major consumption markets.
Streaming platforms have accelerated anime’s accessibility across the region. Netflix expanded its anime catalog to 240 titles in 2024, while specialized platform Crunchyroll tripled its subscriber base from 5 million to over 15 million between 2021 and 2024. Notably, 69% of Gen Z respondents report watching anime content, compared to 57% of millennials.
The merchandising segment represents the largest revenue stream, accounting for approximately 29-32% of total anime market value. Popular franchises like Demon Slayer, Attack on Titan, and Jujutsu Kaisen generate substantial revenue through licensed products, games, and cross-media adaptations.
K-Pop’s Global Music Supremacy
While anime dominates Asian entertainment broadly, K-Pop maintains undisputed leadership in the global music industry. Industry estimates place the worldwide K-Pop fanbase at over 150 million individuals as of 2024, with the genre generating over $5.8 billion in annual revenue.
K-Pop’s influence extends far beyond Asia, with major markets in North America, Latin America, Europe, and the Middle East. Groups like BTS and BLACKPINK have achieved unprecedented international success, with BTS generating over $4.65 billion annually for South Korea’s economy and BLACKPINK’s music videos regularly surpassing one billion views.
Social media has proven instrumental in K-Pop’s global expansion. Over 7.8 billion K-Pop-related tweets were posted worldwide in 2021, representing a 16% increase from the previous year. The genre’s carefully orchestrated fan engagement strategies, multilingual content, and polished visual productions have created dedicated international communities spanning diverse demographics.
Major streaming platforms have recognized K-Pop’s commercial potential, with artists consistently appearing on global charts. BTS’s “Butter” spent 10 non-consecutive weeks at #1 on the Billboard Hot 100, while multiple K-Pop groups have achieved top-10 debuts on the Billboard 200 album chart.
Regional Dynamics and Market Trends
The entertainment landscape reveals distinct consumption patterns across Asia. While K-Pop enjoys strong popularity in Japan—with groups like Stray Kids and TWICE ranking among Japanese teens’ favorite acts—anime maintains broader entertainment market share through its integration with gaming, merchandise, and digital platforms.
Southeast Asian markets show particularly high engagement with both formats. Thailand and Indonesia report anime engagement rates of 59% and 56% respectively, while also hosting substantial K-Pop fanbases with dedicated concert audiences and streaming communities.
Industry experts note the genres serve complementary rather than competing roles. “Young Koreans are now openly consuming Japanese culture, including anime, without the historical stigma,” according to cultural analysts studying cross-border entertainment trends. Similarly, Japanese audiences have embraced K-Pop artists, creating a mutually beneficial cultural exchange.
Future Outlook
Both industries show robust growth trajectories. The global anime market is projected to reach $60-68 billion by 2030-2033, with streaming revenue expected to triple from $3.7 billion to $12.5 billion internationally. Technological innovations including AI-assisted production and virtual reality experiences are expanding creative possibilities.
K-Pop continues aggressive global expansion through strategic partnerships, multilingual releases, and international collaborations. Industry revenue surpassed $10 billion in 2020 and continues growing, with South Korea’s entertainment exports contributing over $5 billion to the national GDP.
The divergent success patterns—anime’s regional entertainment dominance versus K-Pop’s global music leadership—underscore how different content formats achieve international influence through distinct strategies and audience engagement models.
JapanNews.info provides comprehensive coverage and analysis of Japanese culture, entertainment, and society for English-speaking audiences worldwide. The platform delivers original reporting and data-driven insights on trends shaping Japan’s global cultural influence. (Market data compiled from Grand View Research, SkyQuest Technology, Parrot Analytics, IMARC Group, Mordor Intelligence, Korean Foundation for International Cultural Exchange, and industry reports published 2024-2025.)
Media Contact
Organization: PR NEWS AI LLC
Contact Person: Rachel Weiss
Website: https://prnews.ai
Email: Send Email
Contact Number: +19152134473
City: Dover
State: Delaware
Country:United States
Release id:39779
The post Japanese Anime Captures 60% of Asian Entertainment Revenue While K-Pop’s 150M Global Fans Dominate Music Charts appeared first on King Newswire. This content is provided by a third-party source.. King Newswire makes no warranties or representations in connection with it. King Newswire is a press release distribution agency and does not endorse or verify the claims made in this release. If you have any complaints or copyright concerns related to this article, please contact the company listed in the ‘Media Contact’ section
About Author
Disclaimer: The views, suggestions, and opinions expressed here are the sole responsibility of the experts. No Digi Observer journalist was involved in the writing and production of this article.
Press Release
Xepeng Defines Merchant Outcome: Rupiah Settlement, Not Digital Asset Custody
Xepeng focuses on how merchants receive settlements exclusively in Rupiah without digital asset custody.
Denpasar, Bali, Indonesia, 2nd Jan 2026 — Xepeng today outlines the merchant outcome on its platform, focusing on how merchants receive settlements exclusively in Indonesian Rupiah (IDR) without any requirement for digital asset custody or management at any stage in the transaction lifecycle.

Xepeng’s design separates the initiation instrument, a customer’s digital asset, from the commercial event recorded by the merchant. The platform executes conversion and settlement so merchant cash flow remains bank-native, while Xepeng manages identity verification, risk controls, and conversion mechanics on the backend.
Merchants provide a transaction reference to confirm the commercial purpose. Funds are then transferred directly to the merchant’s bank account in Rupiah, maintaining familiar cash flow patterns. This approach means merchants never hold, store, manage, or account for digital assets at any stage. There is no need for wallets, private keys, or exchange registrations, reducing operational complexity.

The design supports standard practices in Indonesia, where merchants continue with Rupiah-based invoicing, reconciliation, accounting, and tax reporting. By handling all digital mechanics on the backend, Xepeng enables merchants to benefit from expanded international digital payment sources without altering their core operations.
“Merchants should not have to become asset custodians to accept new forms of international value,” said Budi Satrya, CMO of Xepeng. “Our role is to translate global value into clear Rupiah settlements so businesses can focus on service, not custody.”
Indonesia’s financial system prioritizes Rupiah for domestic transactions to promote stability and local circulation. Xepeng’s settlement model aligns with this by ensuring outcomes remain in local currency, supporting economic retention.
As international digital payments evolve, platforms like Xepeng provide merchants with a structured way to access new value streams while staying within established local practices.
About Xepeng
Xepeng provides a payment conversion platform that enables Indonesian merchants to receive Rupiah settlements from international digital payment sources without holding or managing digital assets.
Media Contact
Organization: Xepeng
Contact Person: Budi Satrya
Website: https://xepeng.com/
Email: Send Email
Contact Number: +6287862024247
Address:Jl. Cut Nyak Dien No.1, Renon
Address 2: Denpasar Selatan, Bali
City: Denpasar
State: Bali
Country:Indonesia
Release id:39776
The post Xepeng Defines Merchant Outcome: Rupiah Settlement, Not Digital Asset Custody appeared first on King Newswire. This content is provided by a third-party source.. King Newswire makes no warranties or representations in connection with it. King Newswire is a press release distribution agency and does not endorse or verify the claims made in this release. If you have any complaints or copyright concerns related to this article, please contact the company listed in the ‘Media Contact’ section
About Author
Disclaimer: The views, suggestions, and opinions expressed here are the sole responsibility of the experts. No Digi Observer journalist was involved in the writing and production of this article.
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