Matchroom - Centralized gaming communities on one platform and a revolution in the gaming industry with blockchain technology

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The success of my friends all! On this occasion I will explain to you guys about Matchroom. Let's just go to the main topic.

Growth of eSports

The eSports public now has 256 million people worldwide and Southeast Asia, the fastest growing region in the world, is expected to reach 40 million by 2019.

Although athletes ESport is dominated by players from the West, Asia
* increasingly dominates the best eSport athletes in international tournaments. Although television interest is increasing and flowing
* Tournaments of the game, this has not yet reached the level of perfecting of professional sports such as tennis and soccer. But today is closer.

Meanwhile, eSports athletes have benefited from the success of management talents of the last century and are ready to become true 360 ​​stars. they no longer wait to retire as regular sports stars before responding to comments - today's eSports stars are easily switching between game tournaments and comments.

Meanwhile, YouTube and Twitch, combined with the ease of making professional-looking videos, enables semi-professional and professional athletes to grow in the areas of influential digital individuals; The ESports stars can receive income from not only prize money in tournaments and competitions, but also generate revenue from the power of their games to celebrity status, create content, from practical videos to game reviews.

Top broadcasters are increasingly eager to buy eSports content, as the size of the fast-growing community stimulates the interest of traditional sports competitions for their digital partners.

About Matchroom
Hasil gambar untuk matchroom bounty icoMatchroom is a blockbuster technology based platform for gamers, created to enhance the interaction between all participants in the process. For gamers there is an expanded functionality, including news, source content, and communication with each other. Simple ways to monetize content, additional market opportunities. All this Matchroom

Games - one of the requirements, which is a big problem for computer users, because to be able to play games comfortably, all computer components must have good quality, especially VGA-card

GAME is a very powerful tool for the life and development of existing technologies. Gaming is an integral part of a child's life, in particular, it is something that can cause addiction to the person who plays it, and can be a tool for regenerating pengels of all the daily routines we have been through. with Matchroom.io - a new digital platform, configured to connect players across regions, and more, in all ways that allows users without risk and expense.

Matchroom is designed with most of its provocative functions with various blocking advantages. Matchroom will manage the block chain in solving many problems that can make the platform operationally unsuitable for entering secure positions that must be adopted in the industry:

Facilitate daily game activities
Solve the modern game dilemma
Support for independent developers and organizers
An increase in industrial growth

Our goal

Matchroom aims to create communities individually, working to facilitate and stimulate the activities of all interested users, but especially for those at the grassroots level, from the gaming industry through a variety of platform functions designed specifically for this:

Help for communities and consumers; social media, coordination and communication, original content, news and updates.
Promote content creation; unique opportunities for monetization, the optimum space for publication.
Assistance to industrial operators; alternative sources of financing focused on marketing opportunities.

Problems that Matchroom resolved

In the gaming industry, it's a problem when customers are paid. While possible, the path for players to get subsidies is limited and it can take several days before work legally. Along these lines, Matchroom is created to solve problems that occur because the game is inserted. To be honest, businesses have received subsidies from the pioneers of the gaming industry that accompany them:

Hong Kong Cyber ​​Games Arena - Mammoth game industry is one of the largest eSports content provider and coordinator in Hong Kong, Macao and Taiwan. Thanks to their guaranteed local pride, the organization intends to expand its impact throughout Southeast Asia through the use of Matchroom.
Hoolai Games - Chinese portable designer and social site owned by TenCent and has more than 800 representatives through Shanghai, Silicon Valley and Beijing. The organization generates the best income and honors the winning entertainment in the Chinese market.

SQ2 Fintech - The world's innovations are tied to money that has spread to China, Singapore and Malaysia. Through the settings of your unique programs and tools (counting their IoT gadgets), they offer a restrictive blockchain arrangement called AURA; which inculcate blockchain innovations and IoT devices keeping in mind the ultimate goal of creating massive receptive biological systems through low-control gadgets.

Matchroom will oversee blockchain in determining possible problems in some ways, making the stages unsuitable from an operational point of view so as to ensure a position ready to enter the business.

Facilitate daily play activities
Solve the modern game dilemma
Supports independent developers and organizers
Grow industrial growth.

The game protection system for some time has been known as a fun action where most players are paid up to zero with the same game, building games and asylum skills through (Multi-player online game)

Evolution of the model

Game The gaming industry continues to maintain the pace of ICT development in general and has grown steadily over the years. The game market today can be divided into two main categories: Pay-to-Play (P2P) and Free-to-Play (F2P).

The Pay-to-Play (P2P) model is known as the traditional format in which the modeling of game results; in a P2P system you can buy games in full and pay a monthly subscription for temporary privileges to play games or a combination of them. This format has been dominating for years and enjoys with great success the speed of about 100% adaptability on all platforms (PC, console, etc.). No wonder its development, because the choice at that time is quite rare.

The proven model is not out of its own shortcomings. This is almost mandatory for games developed in the P2P model, for high-end options with strong unique selling points and wow factors; examples and initial marketing of these games should be advanced enough, so players agree to invest a considerable amount up front for what they can or can not use. In addition, games based on the P2P subscription model require a large and consistent monthly subscription to support game play and profitability.

The legacy of modern market space from a more traditional income model in the Free-to-Play (F2P) insurance system, which has so far conquered the world.

Players working in F2P systems have full access to the main game
is absolutely free, but must pay significantly for premium functions or bonuses (eg faster experience, access to characters or equipment for payment only, etc.), leading to the birth of Pay-to-Advance (P2A).

The main driver for the success of F2P and P2A is the fact that potential players are given the opportunity to personally evaluate and evaluate the game for a long period of time before deciding how much they should spend based on their experience. This is useful for game publishers and developers, but because it's much easier to attract new players when it's not worth playing; The availability of premium features and items also increases the upper limit of the unprecedented revenue potential.

Platform Advantages

MATCHROOM ICO

Token Sale Timeline ICO Pre-Sale: February 28, 2018 4.00pm GMT + 8. Pre-sales will expire on March 15, 2018. To purchase tokens in this period will be awarded a 30% bonus token MP. The main sales of ICO: March 15, 2018. 4.00pm GMT + 8. The main sales will expire on May 15, 2018. There will be 1.000.000.000 (1 billion) MR markers with a value of $ 0.02 each. 50% of MR tokens will be offered to qualified investors for this through ICO. 20% will be allocated to Matchroom founders, 15% will be allocated to Advisers and Partners, and the last 15% will be retained as backup or bonus.

The appropriate investor may subscribe to an unlimited number of MR tokens via ICO. ETH is the currency used to subscribe token MR. The minimum transaction amount is 0.01 ETH at the time of the Main Sale, with the maximum number of transactions not specified; while the minimum transaction amount is 1 ETH during Pre-Sale (with 30% bonus). Soft cover set at $ 1,500,000.

The ICO funds will be used as follows: 1. Development of matchroom platform - 40% a. Product improvement b. Implementation of communication unit c. Mobile apps 2. Marketing and user promotion - 30% a. Market expansion b. Cooperation with Influencer c. Sponsor and activities 3. Operation - 30% a. Server infrastructure b. Network and maintenance c. Attendance on site.

TOKEN STRUCTURES


Token can be used as

Roadmap


Our Team


Up here just an explanation from me, I hope you understand it and make you interested in this project, because this project will provide more benefits for its users. Immediately join before it's over.

If you would like to ask questions or find information on this project in more detail you can follow and visit the links I have included below:


I thank you all for joining this project. Good luck and good luck.

About me

Audrey

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