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  1. White Paper
  2. Page
  3. 1 of 72
  4. Version 0.
  5. 4
  6. Glossary
  7. Introduction
  8. Global gaming and cryptocurrency markets
  9. Global market
  10. ESports market
  11. Live game streaming and VOD market
  12. Markets Play2Live will operate in
  13. Setting the scene
  14. General principles and problem-solving philosophy
  15. Interaction on Play2Live platform
  16. Earning opportunities for platform users
  17. A constructor of eSports content
  18. Advertising on the platform
  19. Level Up Coin - the fuel that powers the platform
  20. Features of Play2Live platform. The first project based on Level Up Chain
  21. The platform crowdfunding system
  22. P2L platform as an escrow service for eSports tournaments organizers
  23. Totalizator for eSports tournaments
  24. Donation system
  25. Contribution to the broadcasts of favorite streamers
  26. Tasks for the streamers
  27. Peer 2 peer CDN
  28. Level Up Chain blockchain
  29. Main participants of Play2Live platform
  30. Design of the LUC token and its application within Play2Live project
  31. 15 Sources of revenue generation within the platform
  32. Project Team
  33. Roadmap of Play2Live
  34. Play2Live token sale specifics and Level Up Coin token features
  35. Token sale stages
  36. Summary
  37. Disclaimer
  38. Public sources of information
  39. White Paper
  40. Page 2 of 72
  41. GLOSSARY
  42. Betting Wagering on the outcome of a eSports event with a coefficient.
  43. Content
  44. (eSports)
  45. in application to eSports the term ‘content’ stands for stream
  46. broadcasts
  47. Daily Reward
  48. Pool
  49. The part of Play2Live economy which determines the reward
  50. equivalent received by a user for making a contribution or
  51. performing actions within the platform.
  52. DPoS Delegated Proof of Stake. It leverages the power of stakeholder
  53. approval voting to resolve consensus issues in a fair and
  54. democratic way
  55. Donation Voluntary reward from a viewer to a streamer.
  56. eSports A form of competition that is facilitated by electronic systems,
  57. particularly video games, and which forms a major part of the
  58. gaming industry.
  59. Gambling Games in which the winning outcome completely or to a large
  60. extent depends not on the art of playing, but on the randomness.
  61. Level Up Coin Play2Live platform utility tokens which provide a means of
  62. payment for the goods and services available on the platform.
  63. Level Up Chain A decentralized blockchain system for streaming, gaming and
  64. eSports projects.
  65. Revenue
  66. sharing model
  67. A model of sharing part of the revenue with a partner.
  68. Streaming Online media simultaneously recorded and broadcast in real
  69. time to the viewer.
  70. Totalizator A type of betting without a coefficient.
  71. The system of
  72. tasks
  73. A system in which viewers of a stream can assign various tasks
  74. to a streamer and vice versa.
  75. VOD Video on demand
  76. White Paper
  77. Page 3 of 72
  78. INTRODUCTION
  79. Video games and eSports markets, representing the largest part of the global gaming
  80. industry, have started to attract the attention not only of their core audience (gamers),
  81. but also of crypto community. The global market for video games has already
  82. surpassed that of the film industry, topping $105 bn in 2017. This should not be
  83. surprising given that the funds required to develop and release a video game is often
  84. on a par with the budget of a Hollywood blockbuster.
  85. At the same time, the tremendous growth of cryptocurrencies and dissemination of
  86. blockchain technology suggests that there are opportunities to unite eSports
  87. entertainment with a blockchain-based solution. This would address a number of
  88. inefficiencies and offer unique advantages over conventional streaming platforms,
  89. whose features have remained virtually unchanged over time.
  90. To date, more than 30 gaming industry projects have been launched that make use of
  91. blockchain technology, which is just a fraction of the vast number of token sales being
  92. launched daily, a figure which now exceeds 300 a month. It is evident that there is a
  93. gap in the market for a project that can unite blockchain with the gaming industry to
  94. create a solution that benefits all parties. Play2Live has the potential to become a
  95. trailblazer in this emerging market and to establish a major presence before other
  96. enterprises emerge in the space.
  97. White Paper
  98. Page 4 of 72
  99. PLAY2LIVE
  100. THE FIRST FULL-BLOWN DECENTRALIZED STREAMING PLATFORM FOR
  101. GAMERS AND ESPORTS FANS
  102. Based upon blockchain technology, Play2Live introduces a unique mixture of interactive
  103. features and monetizing tools, currently unavailable on existing streaming platforms. The
  104. further development of Play2Live’s Level Up Chain on the basis of Graphene fork allows to
  105. create the ultimate end-to-end solution for streamers, gamers and eSports fans covering all
  106. their needs, and also providing the key advantages of blockchain technology such as speed,
  107. transparency and availability.
  108. The eSports market is valued at $700M for 2017 and is growing rapidly, with huge
  109. numbers of tournament views stemming from broadcasts by the most popular
  110. streamers. These numbers already exceed those of the world’s most popular sports
  111. events such as NBA and MLB. Traditional sports clubs such as FC Barcelona,
  112. Manchester United and Galatasaray have been swift to recognize the potential of
  113. eSports and have already acquired a number of eSports teams. Twitch.tv and
  114. YouTube Gaming are two of the highest profile streaming platforms to have emerged
  115. dedicated to the eSports and video games markets, with the former sold for $970M to
  116. Amazon less than four years ago.
  117. With extensive experience of the eSports industry and a deep understanding of
  118. blockchain technologies and their potential, we have decided to focus on building a
  119. full-blown ecosystem for gamers. Play2Live streaming platform has been created on
  120. the basis of decentralization principles. One of its unique functions is the ability for
  121. any participant to influence the content generation process within the platform that
  122. allows to personally impact all stages of content generation. In other words, not only
  123. can the spectator watch the stream, but they can also act as a content creators. On
  124. top of that, any participant of the ecosystem has an opportunity to earn rewards. That
  125. approach is the antithesis of that offered by existing streaming platforms, where the
  126. viewer is obligated to spend funds on various activities and where their role in content
  127. creation is constrained or non-existent.
  128. Play2Live token sale is expected to attract the seed user base of the project, which
  129. constitutes the critical mass of users required to get the platform up and running. The
  130. growth of the user base is facilitated by a streaming service featuring video
  131. broadcasts of gaming and eSports content, which is the core function of Play2Live.
  132. Implementation of blockchain technology allows to attract content and service
  133. providers with an access to the user base.
  134. The number of cryptocurrency users in the world is still relatively low (tentatively
  135. 100M cryptocurrency wallets), while the monthly audience of Twitch.tv is 100M unique
  136. users. It is conceivable that at least 10% of these users become cryptocurrency
  137. holders. Gamers are regarded as the most tech-savvy segment of PC and mobile
  138. users, and it is plausible to assume that they will find it easy to make the transition
  139. from fiat money to cryptocurrency, as many already have.
  140. A primary concern when creating an ecosystem for gamers using blockchain
  141. technology is setting up an internal economy similar to the way countries issue money
  142. that is pegged to the value created by their residents. Similarly, blockchain systems
  143. issue cryptocurrency, which is pegged to the value of the businesses built around
  144. these systems and the belief of holders in its growth. At Play2Live, our goal is to build
  145. a full-blown ecosystem for all gamers and eSports fans that allowing any third-party
  146. projects and developers to freely integrate with the platform via API.
  147. White Paper
  148. Page 5 of 72
  149. GLOBAL GAMING AND CRYPTOCURRENCY
  150. MARKETS
  151. Below are the most up-to-date figures for the markets where Play2Live project is
  152. anticipated to operate in.
  153. GLOBAL MARKET
  154. White Paper
  155. Page 6 of 72
  156. ACCORDING TO FORECASTS, THE REVENUE OF THE GAMING INDUSTRY
  157. WILL REACH $115 BILLION BY 2018
  158. AND BY 2020 WILL REACH THE $130 BILLION MARK.
  159. The following excerpts are from a SuperData study:
  160. 665M people around the world tune in to sites like Twitch.tv and YouTube for
  161. content about their favorite games. Taking into account the 100M+ monthly active
  162. users of Twitch.tv and the total live broadcast, this audience is substantial. At the
  163. same time, data from the Chinese market are not included in the calculation,
  164. which significantly exceeds other regions in terms of viewership.
  165. eSports is one of the fastest growing tech markets, with only VR technology
  166. market outpacing it.
  167. ESPORTS MARKET
  168. eSports is one of the most dynamically developing segments of the gaming industry.
  169. By 2020, the market is expected to reach $1.5 billion.
  170. LIVE GAME STREAMING AND VOD MARKET
  171. Gaming and eSports have opened new channels of communication for viewers such
  172. as streaming and broadcasting platforms for gamers.
  173. White Paper
  174. Page 7 of 72
  175. According to SuperData, live game content and VOD in 2017 will generate $4.6
  176. billion in revenue.
  177. Twitch was acquired by Amazon for $970M and at present is the industry leader.
  178. Gaming and eSports streaming markets have huge growth potential. Interestingly,
  179. Twitch.tv has been a market leader in both gaming and eSports sectors, accounting
  180. for 70% to 80% of the global gaming market share according to various estimates.
  181. An in-depth market review of the gaming and eSports markets can be found in a
  182. separate document (Market Overview) that also contains an overview of the following
  183. markets:
  184. Market for trading of in-game items, betting and gambling
  185. White Paper
  186. Page 8 of 72
  187. The global cryptocurrency market
  188. The VR market
  189. MARKETS PLAY2LIVE WILL OPERATE IN
  190. Facilitating diverse features for a global gaming audience, Play2Live operates in all
  191. markets reviewed in the previous section.
  192. White Paper
  193. Page 9 of 72
  194. DIVERSIFICATION ALLOWS PLAY2LIVE
  195. TO BECOME A TRAILBLAZER IN VARIOUS MARKET SEGMENTS
  196. FACILITATING OPPORTUNITY-DRIVEN APPROACH.
  197. Therefore, Play2Live operates in the following markets:
  198. 1. eSports and gaming,
  199. 2. Betting and external items exchange,
  200. 3. Live and VOD broadcasting of the game content,
  201. 4. VR
  202. Orientation on the various markets provides numerous sources of revenue
  203. generation.
  204. Growth projections for Play2Live platform estimate tentatively 10M unique users per
  205. month by the end of the first year of operations after the product is launched. Each
  206. user registered in the system has a cryptocurrency wallet powered by Level Up Coin
  207. (LUC) token, the fuel that facilitates monetization opportunities for all users, from
  208. streamers to viewers.
  209. Play2Live introduces the brand-new streaming platform for
  210. gamers with several functional modules that provide users
  211. with a completely new level of virtual interaction. Diversified
  212. functionality of Play2Live platform is a significant
  213. advantage for the developing markets it operates in.
  214. White Paper
  215. Page 10 of 72
  216. SETTING THE SCENE
  217. The emergence of platforms such as Twitch.tv has opened up a new market of live
  218. broadcasting and given a huge impetus to the development of the eSports industry.
  219. The data on gaming and eSports markets compared to that of traditional sports
  220. markets outlined in the previous sections indicate that in the foreseeable future,
  221. people will watch more eSports broadcasts than traditional sports events.
  222. Despite the substantial growth of eSports, streaming platforms have scarcely
  223. changed in the last five years, with little in the way of innovation to enhance
  224. interaction between users and a streamer.
  225. White Paper
  226. Page 11 of 72
  227. PLAY2LIVE PLATFORM PROVIDES A COMPREHENSIVE
  228. SOLUTION FOR STREAMERS AND VIEWERS, ELIMINATING THE
  229. FOLLOWING WEAKNESSES OF EXISTING STREAMING
  230. PLATFORMS:
  231. 1. Limited opportunities for users and
  232. streamers to interact and no personalization options.
  233. 2. Restriction of users in the ability to earn from their hobbies.
  234. 3. Advertising is persistent and usually there is no option to disable it. The users
  235. are frustrated with the advertising and try to avoid it in any possible way.
  236. 4. Every user who wishes to stream their game and earn from this action cannot
  237. do it on a regular basis, while they expect to start earning money just after the
  238. registration in the system and wish to have more tools to monetize their
  239. streams better.
  240. USERS OF STREAMING PLATFORMS EXPECT A GREATER LEVEL OF
  241. INTERACTION AND PERSONALIZATION
  242. At the current stage of video game and eSports market development, fueled by the
  243. emergence of platforms such as Twitch.tv, it has become obvious that gamers can
  244. and wish to be more than mere viewers.
  245. The amount of money gamers spend on donations to their favorite streamers equates
  246. to hundreds of millions of dollars per year. The primary motivation for such donations
  247. is to attract the attention of a favorite streamer and to support them.
  248. There is clearly a use case for a platform similar to Twitch.tv that can offer viewers a
  249. new level of interactivity. Play2Live is the full-blown platform of such scale, facilitating
  250. numerous ways of interaction between a streamer and a viewer including a bilateral
  251. system of tasks, enhanced content generation process and many others. Compared
  252. to the simplistic chat communication and donation options provided by the existing
  253. platforms, it is a real step forward in terms of interaction. Play2Live opens possibilities
  254. for monetizing the streamers’ content, which leads to a better quality of entertainment
  255. and interaction for users.
  256. USERS DO NOT WANT TO JUST BE OBSERVERS - THEY WANT TO EARN FROM
  257. THEIR HOBBY
  258. Existing streaming platforms leave a user obligated to spend money on certain
  259. activities within the platform. These platforms also profit from advertising placements,
  260. which are often displayed to the irrelevant audience. In some regions, the use of ads
  261. blocking software is estimated to reach 80%.
  262. Introduction of an opportunity to earn from watching advertising is expected to lower
  263. that percentage as well as increase the loyalty of the users.
  264. USERS WANT TO INDEPENDENTLY SELECT/CREATE CONTENT ON THE
  265. PLATFORM
  266. Passive watching of streams or tournaments is no longer interesting. A good example
  267. is the amount of fees from ticket sales at The International Dota 2 championship,
  268. where 25% of the viewers watched the championship in Spectators Mode via the
  269. game client (Valve total revenue was $100m and EBITDA reached $70m). In other
  270. words, users were the creators of the stream.
  271. There is clearly a case for providing gamers and eSports fans with a tool that enables
  272. them not only to donate, but also to construct the content they wish to see. This next
  273. level of interaction includes the possibility to choose the board of commentators,
  274. decide on the outcome of the match and much more.
  275. White Paper
  276. Page 12 of 72
  277. USERS ESCHEW ADVERTISING
  278. The proliferation of ads blocking tools on platforms similar to Twitch.tv is extremely
  279. high. Gamers are frustrated with the advertising and try to avoid it in any way – thus, it
  280. is time for the new solution allowing users to choose the way of watching
  281. advertisement.
  282. CRYPTOCURRENCIES NEED ACCESS TO THE MASS MARKET
  283. Due to the emerging status of of eSports and the light regulatory environment, which
  284. mirrors that of cryptocurrencies, there is an opportunity for gamers and
  285. cryptocurrency holders to establish an interactive entertainment market. Once
  286. Play2Live platform is established, it is expected that an influx of users will serve to
  287. increase the number of cryptocurrency adopters.
  288. STREAMERS WANT TO START EARNING INSTANTLY
  289. Streamers do not have to wait to accrue a certain number of streamed hours and
  290. impressions to start monetizing their actions – they can start earning from their first
  291. stream. Streamers also want to be able to instantly withdraw and spend money they
  292. had earned without filling out application forms and submitting proof of ID.
  293. Obviously, streamers would marvel at the opportunity to monetize their hobby in
  294. diverse ways.
  295. White Paper
  296. Page 13 of 72
  297. GENERAL PRINCIPLES AND PROBLEM-SOLVING
  298. PHILOSOPHY
  299. Play2Live team combine years of experience working with such streaming platforms
  300. as Twitch.tv, Azubu.tv, Hitbox.tv, Boom.tv and Youtube Gaming. Play2Live platform
  301. boasts a significantly higher level of interactivity due to the use of blockchain. Our
  302. solution changes the rules of the game in the streaming market, giving the opportunity
  303. to earn not only for a streamer, but also for a viewer.
  304. White Paper
  305. Page 14 of 72
  306. PLAY2LIVE PLATFORM INTRODUCES THE FULLBLOWN
  307. ECOSYSTEM FOR ESPORTS AND GAMING
  308. WITH DEEP FOCUS ON CONTENT GENERATION AND
  309. PRACTICAL NEEDS OF THE STREAMERS, WHILE
  310. MOST OF CRYPTO PROJECTS IN ESPORTS AND
  311. GAMING ADDRESS THE SPECIFIC NARROW
  312. SOLUTIONS RESOLVING SOME MOMENTARY
  313. ISSUES OF CURRENT STATE OF ESPORTS MARKET.
  314. THUS, PLAY2LIVE DOES NOT COMPETE WITH MOST
  315. OF EXISTING CRYPTO PROJECTS IN ESPORTS AND
  316. GAMING. ON THE OTHER HAND, PLAY2LIVE IS ABLE
  317. TO ADD NEW PRODUCTS AND PARTNERS INTO THE
  318. ECOSYSTEM, AND OFFER THEM THE ABILITY TO
  319. INTERACT DIRECTLY WITH THE USERS OF LEVEL UP
  320. CHAIN.
  321. The philosophy of Play2Live hinges on the principles of freedom and scaling
  322. interaction between viewers and streamers with the aid of blockchain technology. The
  323. economic model of the platform is one that empowers streamers and users to
  324. determine the type of content, the way it is displayed and, most importantly, its
  325. monetization type.
  326. The main functions of Play2Live platform are the implementation and maintenance of
  327. technical functionality along with other areas of participation. The interaction of
  328. streamers and users is direct and transparent due to the use of blockchain
  329. technology. The DPoS consensus algorithm allows this to be implemented in the
  330. platform, the application of which is elaborated on in the section devoted to the
  331. economic model.
  332. Effectively, all users of the platform incur costs (for example, streamers can purchase
  333. promotion in the ratings on the main page, users pay for premium subscription etc.),
  334. but at the same time everyone can earn LUC including the viewers.
  335. INTERACTION ON PLAY2LIVE PLATFORM
  336. Play2Live team have been able to design and develop a cutting-edge system of
  337. interaction between viewers and streamers thanks to the technology that the
  338. blockchain provides. This includes:
  339. Advanced system of tasks, from viewers to streamers
  340. Betting system carried out while watching eSports tournaments
  341. White Paper
  342. Page 15 of 72
  343. By voting on Play2Live platform with LUC tokens, any user can set the price for
  344. performing a specific task for their favorite streamers. Examples include challenging
  345. the streamer to complete the game on the hardest difficulty level, to keep streaming
  346. for five hours or to start a stream on a different game etc. Any other user can support
  347. the tasks with LUC or assign their own task. A streamer can perform all tasks and
  348. receive all tokens or perform some of them and receive less. Likewise, users can bet
  349. on their favorite team with LUC in real time on the streaming platform while watching
  350. tournaments.
  351. The consensus on performing tasks and confirmation of a streamer's actions is
  352. carried out by collective voting during the course of the stream broadcast. Most
  353. actively involved users receive rewards in LUC. This allows for gamification of the
  354. entire platform; the more actively users participate in various activities, the more
  355. tokens they earn.
  356. More information about this and other features can be found in the section devoted to
  357. key features of the platform.
  358. EARNING OPPORTUNITIES FOR PLATFORM USERS
  359. For the first time a streaming platform allows not only streamers to earn, but also
  360. viewers.
  361. In particular, users are able to earn from:
  362. Advertising: For each impression shown a certain number of tokens is
  363. transferred to the user
  364. Voting and other kinds of contribution on the platform: the provision of consensus
  365. on certain actions is encouraged via various rewards
  366. Sharing its internet channel via P2P model allowing the streams to be broadcast
  367. to other users.
  368. Performing tasks set by streamers
  369. Betting and gambling: A user is able to place a bet and win LUC while watching
  370. an eSports tournament on the platform
  371. We are determined to introduce more earning possibilities for viewers in the future.
  372. The streamers are able to earn in 11 ways compared to 5 currently available for them
  373. at the existing streaming platforms.
  374. White Paper
  375. Page 16 of 72
  376. It is vital to understand that the goal of Play2Live ecosystem is to create favorable
  377. conditions within the platform for streamers so that they would like to transfer their fan
  378. base from the existing streaming platforms, attracting a seed audience to the
  379. platform.
  380. We plan to achieve this goal not only by implementing a set of new features, which
  381. would provide for increased earning opportunities for a streamer, but also by allowing
  382. them to edit the parameters of the economy (for example, allowing to choose
  383. subscription fees rates or percentage of revenue from advertising gone to viewers). In
  384. other words, we provide an opportunity to freely control numerous economic
  385. parameters that govern interaction between a streamer and a viewer. Thus, the
  386. steamer can fine-tune the parameters of the economy in the most suitable way for
  387. their audience. Play2Live platform acts as a technological backbone that facilitates
  388. their interaction thanks to Blockchain technology aimed to provide transparency and
  389. interactivity.
  390. Revenue streams Play2Liv
  391. e
  392. Twitch Youtube
  393. Gaming
  394. Advertising
  395. Channel Subscriptions
  396. Sale of distinction badges on the
  397. platform –
  398. Donations
  399. Interactive tasks for streamers – –
  400. Crowdfunding for streams – –
  401. Totalizator – –
  402. Betting – –
  403. Exchange for drawing prizes – –
  404. Purchasing of games at partner
  405. services –
  406. Rewards for activity within the
  407. platform – –
  408. White Paper
  409. Page 17 of 72
  410. A CONSTRUCTOR OF ESPORTS CONTENT
  411. The International championship mentioned previously is an example of direct
  412. involvement in construction of eSports content by users. The entire prize fund and
  413. costs of hosting of the World Championship for the game Dota 2 were covered by the
  414. purchase of internal virtual tickets, the fees from which amounted to $100 million.
  415. Different stages of collected fees resulted in various bonuses for players who were
  416. incentivized to help raise more money.
  417. Imagine an arbitrary project within Play2Live platform providing an opportunity for
  418. users to vote with LUC tokens for the creation of content (show matches with wellknown
  419. eSports teams, eSports championships, fan shows and fan matches of
  420. eSports stars including the most popular streamers etc). The partners of the platform
  421. such as streamers and tournament operators then implement and endeavor to
  422. accomplish the requests.
  423. Conversely, tournament organizers who wish to create a new tournament format and
  424. broadcast it but lack sufficient funds can place their championship on Play2Live
  425. platform and collect the needed money. Play2Live would essentially serve as an
  426. eSports Kickstarter enabling interested parties to raise funds and broadcast the
  427. resulting action on the platform for the benefit of all contributors.
  428. Users who have voted to implement certain types of content on the platform are able
  429. to decide on key metrics (format and timing, desired commentators and other
  430. parameters) and receive various benefits and perks during the broadcast thanks to
  431. the developed system of gamification. Play2Live provides a unique opportunity for
  432. broadcast organizers, streamers and tournament operators to place content
  433. according to the desires and interests of their target audience, maximizing the
  434. prospects of user engagement and retention.
  435. ADVERTISING ON THE PLATFORM
  436. Decisions regarding the display of advertising and its parameters (frequency,
  437. positioning during the broadcast, duration) are completely left to the discretion of the
  438. streamer.
  439. The streamer may specify video ads with the ability for viewers to skip the content, to
  440. limit the maximum time of the commercial, to position videos at the beginning of the
  441. broadcast or during breaks only and compete for their viewers. At the same time,
  442. viewers understand that by watching the advertising they directly support their favorite
  443. streamer and the platform, which facilitates their entertainment.
  444. Similar to Brave project with its Basic Attention Token, Play2Live hosts a mechanism
  445. for partial sharing of advertising revenue between platform users, which allows each
  446. individual to receive a portion of the revenue from advertising and to watch the most
  447. relevant and useful ads based on their preferences. This obviates the need for adblocking
  448. software, for users have no obligation to watch advertising.
  449. White Paper
  450. Page 18 of 72
  451. Moreover, Play2Live can boast an advanced referral system of work with eSports
  452. publishers. They are be able to craft their marketing campaigns fine-tuning them
  453. according to the functionality offered by Play2Live. In turn, streamers are the ones
  454. who will implement these campaigns.
  455. LEVEL UP COIN - THE FUEL THAT POWERS THE PLATFORM
  456. Gamers are a natural audience to adopt and benefit from the advantages that
  457. cryptocurrencies and blockchain technology can offer. These include:
  458. The ability to start earning as a streamer instantly, receiving LUC from the very
  459. first broadcasts. There is no need to pass a certain viewing threshold, fill out multipage
  460. forms to receive money, and endure a lengthy waiting period before funds
  461. are transferred to the streamer’s bank account.
  462. Any coin received for viewing ads, won at the totalizator or purchased in any other
  463. way can be transferred, spent or exchanged for fiat currency or any other
  464. cryptocurrency thanks to a gateway/API, which will allow to make transactions
  465. between the users convenient.
  466. Fast transactions and low fees.
  467. In the future LUC is expected to be used not only within Play2Live ecosystem, but
  468. also in other projects created on the basis of Level Up Chain.
  469. Free conversion of LUC to cryptocurrencies that may be provided by other gaming
  470. services
  471. Users registered in Play2Live system automatically become holders of
  472. cryptocurrency, helping to further grow the crypto community.
  473. White Paper
  474. Page 19 of 72
  475. PLAY2LIVE PRODUCT IS UNIQUE IN THE FOLLOWING
  476. ASPECTS:
  477. 1. A regular user is able to earn in 5 ways minimum which is a
  478. considerable advantage to conventional streaming platforms that
  479. have no embedded blockchain system.
  480. 2. A streamer is able to earn in 11 ways versus 4-5 regular ones
  481. offered by the existing run-of-the-mill solutions.
  482. 3. The platform profits from 15 revenue streams compared to 5 that
  483. are available for traditional streaming platforms.
  484. FEATURES OF PLAY2LIVE PLATFORM. THE FIRST
  485. PROJECT BASED ON LEVEL UP CHAIN
  486. Play2Live utilizes a number of technological solutions to implement all of the desired
  487. features. All transactions pertaining to Level Up Coin tokens are to be executed and
  488. confirmed via the Level Up Chain blockchain. In this section, we elaborate on some of
  489. the features of Play2Live platform in greater detail.
  490. The platform is anticipated to ultimately host more than 25 functional modules for
  491. users, 15 of which could generate revenue for users and at the same time provide an
  492. opportunity to spend earned tokens within the platform. We favor the possibility of
  493. adding new functional modules in the development process as we plan to interact with
  494. the community at all stages of the project and to solicit the feedback of both
  495. streamers and viewers.
  496. THE PLATFORM CROWDFUNDING SYSTEM
  497. The general logic of this feature is depicted in the diagram.
  498. A system of voting with LUC for streams is implemented on the platform.
  499. As shown in the diagram, three platform users want to watch the showmatch of the
  500. Fnatic team versus the Astralis team. They participate in a newly-created section in
  501. the voting system where, similar to Dota 2 compendium, they purchase internal
  502. tickets for this championship that provides them with various benefits:
  503. 1. Privileged status in the broadcast
  504. White Paper
  505. Page 20 of 72
  506. 2. Special features in chat
  507. 3. An opportunity to claim an increased percentage of revenue from any advertising
  508. placed inside the championship
  509. 4. The ability to choose properties of the championship (location, commentators and
  510. others)
  511. 5. Additional bonuses within the platform
  512. 6. Special digital gifts from the organizers
  513. 7. Interactions with participating teams
  514. In the course of voting (via donations) for a particular championship or other content,
  515. users are provided with an opportunity to construct the content according to their
  516. desires. For example, they can dictate the board of commentators, the format of the
  517. meeting and even the locations provided that a sufficient level of funds has been
  518. collected. Partners of Play2Live platform are in charge of the arrangement of these
  519. championships and other types of content.
  520. Funds can be collected for a large number of events simultaneously. This could be
  521. one large annual championship or regular monthly and even weekly championships.
  522. Users can choose the format of events they want to support. The crowdfunding
  523. system caters not only for creating eSports content, but also for the streamers who
  524. lack the required funds to launch a broadcast.
  525. P2L PLATFORM AS AN ESCROW SERVICE FOR ESPORTS
  526. TOURNAMENTS ORGANIZERS
  527. White Paper
  528. Page 21 of 72
  529. In eSports, problems often arise with the payment of prize funds in instances where
  530. the organizers arranging a championship delay payment or do not pay any at all.
  531. Play2Live platform solves this problem with the use of blockchain technology.
  532. Moreover, the tournament operator can receive additional funding for their
  533. championship, showmatch or any other streaming event if they launch the project on
  534. Play2Live. However, in cases where they desire additional means of audience
  535. incentivization, the platform will facilitate additional goals to be set according to the
  536. funds raised.
  537. As an example, a tournament operator manages to collect $10,000 for running a
  538. championship but needs additional funding. He sends fiat money through the
  539. gateway/API to the platform and transfers it to the Operations fund. Next, he obtains
  540. an additional 10,000 LUC from the users of the platform. Afterwards, upon reaching a
  541. funding goal, the funds flow to the escrow system of Level Up Chain. Upon ending of
  542. the championship and confirmation (if required) of its results by users, the prize is
  543. distributed to the crypto wallets of users according to their contribution.
  544. TOTALIZATOR FOR ESPORTS TOURNAMENTS
  545. White Paper
  546. Page 22 of 72
  547. Play2Live platform broadcasts various eSports content allowing users to bet on the
  548. totalizator directly on the platform in live mode.
  549. 1. Users have made bets on either team 1 or team 2.
  550. 2. In case of bets on the outcome of the whole match, they must be made prior to
  551. the start of the match. If the match is broadcast in live mode, bets are made in
  552. real time.
  553. 3. The platform charges a small commission for each bet made.
  554. 4. The result is confirmed by the tournament operator.
  555. 5. In our example, team 1 overtook team 2. The tokens were returned to the users
  556. who had bet on team 1 with less platform commission. These users also received
  557. tokens of the users who had bet on team 2 in proportion.
  558. The mechanism for betting is also linked to the time of placement of live bets on
  559. actions during the match (for example which team made the first FirstBlood or
  560. Headshot.)
  561. It is also possible to exchange in-game items for LUC tokens in order to place bets.
  562. This feature enhances the interactivity of the platform when viewing any eSports
  563. match.
  564. White Paper
  565. Page 23 of 72
  566. DONATION SYSTEM
  567. Play2Live offers a system of donations, inspired by the model that is used on existing
  568. platforms. Thanks to the deployment of this feature on the Level Up Chain blockchain,
  569. we are able to revamp the traditional donation system. The updated system has:
  570. Transparency for all participants for the purpose of honest fundraising
  571. Streamer is able to order a dump of data on users who previously made donations
  572. and reward them at his discretion.
  573. CONTRIBUTION TO THE BROADCASTS OF FAVORITE
  574. STREAMERS
  575. The platform implements a feature for contributing to the broadcast of a streamer in
  576. real time. For example, users are able to "like" the broadcast of their favorite
  577. streamers, rate it and upvote it in the process, increasing its visibility on the platform.
  578. Coupled with other ways of contributing to broadcasts, it serves to reward users from
  579. the Daily Reward Pool which is built into the platform. Thus, users who actively
  580. contribute to the platform are rewarded in the form of LUC tokens
  581. TASKS FOR THE STREAMERS
  582. It is conceivable that this feature will be warmly welcomed by the users due to
  583. thoroughly-crafted logic of interaction on all layers of the platform as well as
  584. blockchain system with DPoS consensus mechanism.
  585. White Paper
  586. Page 24 of 72
  587. 1. Several users want to assign various tasks to their favorite streamer at once. In
  588. our example, 3 out of 5 users made their choices for Task 1.
  589. 2. The streamer decided to perform only the Task 1, which was voted for by the
  590. majority of the users (65 LUC were allocated). In fact, the user ‘purchases’ some
  591. action from the streamer since the system holds the coins of the user before the
  592. streamer actually finishes this task. Tokens are returned to the users who voted
  593. for tasks 2 and 3 in case streamer did not choose these tasks
  594. 3. The streamer completed the task and confirmed its execution. According to the
  595. revenue sharing model, P2L platform received 25 LUC as revenue in the example
  596. and the streamer gained 40 LUC as a reward.
  597. Picture below depicts how the streamers’ performance is confirmed by the users.
  598. In the example below the figures are arbitrary and serve
  599. solely to demonstrate the mechanics of the tasks
  600. assignment. The resulting figures of the stakes of the
  601. revenue sharing model will be fixed with the release of a beta
  602. version of the platform. The stakes for the basic revenue
  603. sources will be fine-tuned according to the interests of the
  604. users. New features Play2Live intends to implement after
  605. consulting with lawyers, collecting user feedback and
  606. running tests will have stakes fine-tuned to cater for the
  607. users of the system.
  608. White Paper
  609. Page 25 of 72
  610. 1. Upon finishing task 1, the streamer confirms its execution.
  611. 2. Users on the stream (those who participated with tokens in the tasks and those
  612. who did not participate and just watched the stream) vote and confirm the action
  613. of the streamer. They receive a reward for their activity from the Daily Reward
  614. Pool of the platform and at the discretion of the streamer can allocate a pool of
  615. rewards from the collected funds, in our example 3.25 LUC.
  616. 3. In case 51% or more of the users in the votes pool confirm finishing of the task,
  617. the streamer receives a reward. If the streamer has not completed the task, the
  618. funds are returned to users and the streamer may be subject to penalties.
  619. 4. In case users deliberately placed faulty votes, an oracle is invited to settle the
  620. dispute, and if this fact is recognized by the oracle, users of the system will be
  621. penalized.
  622. This example demonstrates how is collective actions of the users contribute to the
  623. interaction during the stream.
  624. White Paper
  625. Page 26 of 72
  626. PEER 2 PEER CDN
  627. Deployment of P2P CDN service on the platform contributes to the cost optimization
  628. of Play2Live as existing streaming platforms rely on centralized solutions.
  629. The users of the platform will be rewarded for sharing their internet channel via P2P
  630. network. Blockchain Level Up Chain allows to implement this decision and thus to
  631. lower the expenditures of the project.
  632. Effectively, establishing a decentralized P2P CDN service will allow every user to earn
  633. LUC without the need to perform many actions merely by sharing a part of their
  634. computer resources with others.
  635. White Paper
  636. Page 27 of 72
  637. LEVEL UP CHAIN BLOCKCHAIN
  638. Level Up Chain is not a competitor to existing platforms. Rather, it is a decentralized
  639. suite of tools that can be used by these platforms jointly to bring value to the
  640. decentralized economy. Over time, as development of Level Up Chain ramps up, we
  641. expect to launch other gaming and eSports services to attract existing centralized
  642. market players.
  643. We aim to develop a solution that is indistinguishable from that of the existing
  644. platforms in terms of user-friendliness. The project is deployed on the Graphene
  645. platform, third-generation software with cryptographic protection and sustainable
  646. decentralized data registry. Graphene can handle large amounts of data providing
  647. privacy and high speed of confirmation as well signature of transactions.
  648. Use of Up Level Chain provides high security due to:
  649. Decentralized storage
  650. Level Up Chain utilizes a decentralized autonomous
  651. governance model. It forms a blockchain ecosystem for
  652. streaming and gaming projects, with Level Up Coin allowing
  653. for settlements within the system. Play2Live platform is the
  654. first project to launch, contributing to the network’s
  655. development and attracting streamers and viewers. The key
  656. goal is to establish a system that is transparent, userfriendly
  657. and most importantly has value, providing a set of
  658. features for users that is beyond those offered by existing
  659. streaming platforms.
  660. White Paper
  661. Page 28 of 72
  662. Immutable data records
  663. Transaction anonymity at three stages (sender, transaction, recipient)
  664. We are building an interaction system based on the delegated proof of stake (DPoS)
  665. consensus algorithm.
  666. Development of the platform, selection of community members, witnesses and
  667. management team of Level Up Chain are determined by the holders of the underlying
  668. asset Level Up Coin, which is a standard for DPoS.
  669. This solution allows streamers and viewers who hold large amounts of LUC to
  670. become witnesses and even members of the community, allowing to directly influence
  671. the performance of the project and future developments. An important advantage of
  672. WITNESSES confirm the transactions and ensure network
  673. security. A randomly selected witness every three seconds
  674. produces one block of data in the blockchain. Finalization
  675. occurs after confirmation of 2/3 of block producers. All
  676. blocks are confirmed by the witnesses and all witnesses
  677. store a full chain of blocks.
  678. MEMBERS of the community propose changes to the key
  679. parameters of the blockchain such as commission, time of
  680. block production and others. Members of the Community
  681. decide on the management team members and witnesses on
  682. behalf of the holders of Level Up Coin.
  683. THE MANAGEMENT TEAM performs operational
  684. management, development and maintenance of Level Up
  685. Chain.
  686. White Paper
  687. Page 29 of 72
  688. using such a consensus algorithm is that block producers are not able to control the
  689. network due to the presence of witnesses and the community members.
  690. Thanks to Graphene technology, we expect to reach a speed of transactions in Level
  691. Up Chain exceeding 50,000 TPS, which is hundreds of times faster than the Bitcoin
  692. and Ethereum networks.
  693. MAIN PARTICIPANTS OF PLAY2LIVE PLATFORM
  694. THE PLATFORM serves as a ‘graphical wrapping’ around
  695. blockchain API, easing user interaction with blockchain and
  696. allowing for broadcasting of streams since the decentralized
  697. storage and broadcasting of such a huge amount of heavy
  698. content has proven economically infeasible.
  699. STREAMERS use platforms for broadcasting streams and for
  700. monetization of their and others’ time and attention.
  701. Interaction between viewers and streamers brings integrity
  702. and value to the platform.
  703. VIEWERS consume content, comment and vote for it. Daily
  704. rewards for viewers is dependent on the amount of their LUC
  705. and on the quality of their curation (whether they vote for
  706. popular streams, vote in accordance with the streamer's
  707. actions and perform other actions that require consensus by
  708. a general vote). For example, a user who has more LUC
  709. receives a greater reward at voting on the confirmation of a
  710. streamer’s actions.
  711. Viewers buy a LUC token to spend it in one of 15 ways, and
  712. also to receive more influence on the distribution of the
  713. reward pool and to obtain larger reward during voting and
  714. other activities on the platform.
  715. MODERATORS can also be selected by the voting system or
  716. otherwise in case a disputed situation cannot be resolved by
  717. voting.
  718. White Paper
  719. Page 30 of 72
  720. DESIGN OF THE LUC TOKEN AND ITS APPLICATION
  721. WITHIN PLAY2LIVE PROJECT
  722. To better understand the interaction between all participants of the system and their
  723. mutual settlements in Level Up Chain, we will review the economy of the project. We
  724. anticipate that the economy model will be launched after the release of an open
  725. version of the project, in 3Q 2018.
  726. In the example below, the figures are arbitrary and
  727. demonstrate the process of buying premium subscription on
  728. the streamer’s channel. The resulting figures in the revenue
  729. sharing model will be fixed following the release of a beta
  730. version of the platform. The stakes for the basic revenue
  731. sources will be fine-tuned according to the interests of the
  732. users. New features Play2Live intends to implement after
  733. consulting with lawyers, collecting user feedback and
  734. running tests will have stakes catered for the interests of
  735. the users of the system in the first place.
  736. White Paper
  737. Page 31 of 72
  738. LEVEL UP COIN TOKEN PROVIDES THE
  739. MEANS OF PAYMENT INSIDE PLAY2LIVE
  740. PLATFORM. WE ARE ESTABLISHING AN
  741. EASY CONVERSION MECHANISM OF
  742. OTHER CRYPTOCURRENCIES OR FIAT
  743. MONEY TO LUC VIA A GATEWAY/API.
  744. Comments regarding the diagram:
  745. 1. STEP 1. The user of the platform has $5 (Visa/ MasterCard / PayPal / card of
  746. another fiat payment system) and wants to either pay for a service on the platform
  747. or interact with a streamer or make a contribution of any kind.
  748. 2. They send $5 to a gateway/API and immediately receive 100 LUC at the current
  749. weighted average market rate less a small gateway commission. The transaction
  750. takes place instantly due to the use of tokens from the Operations fund, where
  751. there is always a sufcient amount of tokens to enable transactions.
  752. 3. STEP 2. The external gateway through the gateway/API in turn may ‘borrowed’
  753. 100 LUC from the Operations funds and must return it back in full, or may buy
  754. tokens at open market once and if such tokens will be available for purchase. In
  755. this manner, a possible and reasonably expected increase of tokens’ demand is
  756. maintained within the platform.
  757. 4. To maintain technology process for using of the platform, after the tokens are
  758. bought at the open market, if any, a gateway/API returns them to the Operations
  759. funds.
  760. 5. STEP 3. After the user receives their 100 LUC, they can spend in any of 15
  761. available ways. Afterwards, LUC start to get distributed in the system.
  762. White Paper
  763. Page 32 of 72
  764. 6. 80% of the tokens from gross revenue of the platform are eliminated (32 LUC).
  765. Further, 5% of the tokens (2 LUC) are reserved for the Daily Reward Pool and 5%
  766. are reserved to sustain Level Up Chain functioning (2 LUC). 10% of the revenue
  767. in tokens (4 LUC) flows to the Operations Fund, which can be used by the
  768. management team to enhance the platform and to roll out marketing activities. In
  769. total, 100% of Play2Live revenue (40 LUC) is distributed.
  770. 7. A streamer receives their amount of tokens – 60 LUC in this example.
  771. 8. The stake of LUC received by a streamer, a platform and a viewer (when
  772. applicable) is determined separately in each case dependent on the type of
  773. action.
  774. The platform endeavors to motivate streamers to retain tokens within the platform via
  775. providing the following benefits:
  776. Offering larger rewards due to DPoS.
  777. Deploying spending mechanism within the system to promote their channels and
  778. purchase prizes for contests.
  779. Allocating LUC to systems analogous to the Bancor protocol.
  780. Thus, streamers in the system are interested in user loyalty
  781. and are not interested in violating the rules or deceiving
  782. other participants. Users likewise bring value to the system.
  783. White Paper
  784. Page 33 of 72
  785. 15 SOURCES OF REVENUE GENERATION WITHIN
  786. THE PLATFORM
  787. Play2Live introduces the following 15 key methods of revenue generation
  788. within the ecosystem utilizing LUC tokens:
  789. 1. SUBSCRIPTIONS TO THE STREAMER’S CHANNEL
  790. All users can watch any broadcast for free and with no limitations. But only those who
  791. subscribed to the channel are provided with additional privileges (the list is to be
  792. expanded):
  793. In the event of a large number of viewers on the stream, the Subscribers Only
  794. mode can be enabled so that only those who had purchased a subscription can
  795. chat.
  796. Subscribers can use exclusive emoticons and chat icons as well as other
  797. distinctive elements that are integrated into the platform.
  798. Valuable prizes (mice, keyboards and other peripherals) are distributed in
  799. Subscribers Only mode during tournaments so that only users who had purchased
  800. a subscription can participate. There is also access to other exclusive features
  801. that the channel owner provides for subscribers.
  802. The platform shares this revenue according to the revenue sharing model that has
  803. been agreed with the streamer.
  804. 2. DONATIONS
  805. During the stream, users transfer tokens to the streamer to demonstrate support and
  806. also for the streamer to read out special messages from the viewers.
  807. Special software can read out the messages prepared by users and a donations
  808. mechanism can be used to receive exclusive messages or any other rewards from
  809. the steamer as agreed by the parties.
  810. The platform shares this revenue according to the revenue sharing model agreed with
  811. the streamer, with the majority going to the streamer and Play2Live charging a small
  812. commission.
  813. White Paper
  814. Page 34 of 72
  815. 3. TOTALIZATOR OF ESPORTS EVENTS
  816. During streams of eSports events that are broadcast on the platform, viewers are
  817. allowed to bet with LUC tokens on their favorite team before the start of the match,
  818. being able to compete against opponents of their team.
  819. Bets are made in real time before the start of the event. In this way, users
  820. independently establish a betting coefficient. This model comprises a P2P system of
  821. bets that can be placed on the user’s favorite team where there is no third party such
  822. as a bookmaker involved. The platform charges a commission from every match in
  823. which the bets are placed.
  824. 4. ASSIGNING THE STREAMER A TASK
  825. During the stream or prior to its beginning, viewers can assign tasks to the streamer
  826. (for example, to stream for five hours; to stream another game; to pass the game at a
  827. certain level of difficulty; to perform any other game or non-game action), voting with
  828. LUC.
  829. The audience monitor the popularity of the tasks suggested by other users. The
  830. streamers then decide whether they perform one or more tasks and then proceed to
  831. enact them. The platform shares this revenue according to the revenue sharing model
  832. with the streamer.
  833. 5. TASKS FROM THE STREAMER TO USERS
  834. Streamers can assign tasks to users, who perform them. The reward is distributed in
  835. the form of LUC tokens and the platform charges a small commission.
  836. 6. CREATING CONTENT ON THE PLATFORM
  837. Viewers can vote with tokens to create content which is then broadcast on the
  838. platform. The system presents a multi-level voting system (with LUC tokens), which is
  839. carried out in several stages. Rewards are distributed to users upon reaching different
  840. collection stages.
  841. The platform shares this revenue according to the revenue sharing model with the
  842. tournament operator, which arranges the tournament according to the criteria
  843. suggested by the users, or with a streamer who makes a special show/content
  844. regarding the criteria specified by users at the time of voting.
  845. White Paper
  846. Page 35 of 72
  847. 7. PROMOTION OF THE BROADCASTS OF A FAVORITE
  848. STREAMER
  849. Viewers can vote with LUC to promote their favorite streamer so that they appear
  850. higher on the main page and in various categories. This revenue goes to Play2Live
  851. platform. However, out of the total volume of tokens purchased from the open market
  852. according to the economic model mechanism, a portion shall be distributed to users
  853. who actively vote with their tokens for promotion of the streamers.
  854. White Paper
  855. Page 36 of 72
  856. 8. BETTING AND GAMBLING
  857. Betting is an integral part of eSports. Play2Live publishes the coefficients from
  858. different bookmakers (which provide their API for integration into the platform and
  859. agree to accept LUC as a means of payment for these types of bets). Users can
  860. wager on several betting websites simultaneously while watching the stream
  861. broadcast without the need to actually visit these websites. After bets have been
  862. approved by bookmakers via API, users will be redirected to their websites. Bets are
  863. placed in LUC and earnings are formed according to the model of revenue sharing
  864. with bookmakers.
  865. 9. PURCHASING OF GAMES AT PARTNER SERVICES
  866. This feature suggests an ability to purchase any games that are streamed on the
  867. platform in real time. The earnings are formed according to the revenue sharing
  868. model with entities that sell games and agree to receive LUC as a means of payment.
  869. 10. DUELS BETWEEN PLAYERS
  870. Viewers can watch the stream and then challenge each other in the chat for any
  871. reason. A bet is placed the form of tokens. Affected by other viewers in the chat (a
  872. public call to action), another viewer can respond by accepting the bet. The platform
  873. redirects them to services like Firstblood.io where users play the game face to face.
  874. The earnings are formed according to the model for sharing the proceeds from bets
  875. placed with the partner service.
  876. 11. MARKETPLACE WITH PRIZES FROM ADVERTISERS
  877. The platform receives prizes and gifts from advertisers who propose streamers to run
  878. marketing campaigns with certain coverage level. A marketplace is established within
  879. the platform where they can find marketing materials (prizes) to promote their
  880. channel. Play2Live receives prizes from advertisers free of charge. The streamers
  881. distribute prizes provided during their broadcasts. At the same time, streamers are
  882. obliged to provide a certain level of media coverage during their broadcasts to use
  883. prizes for channel promotion.
  884. White Paper
  885. Page 37 of 72
  886. 12. PREMIUM SUBSCRIPTIONS
  887. Premium subscriptions allow for several enhanced options such as receiving special
  888. gifts from the publishers or gaining access to exclusive broadcasts. Users with
  889. premium subscriptions are also denoted as such on the platform. The platform shares
  890. this revenue according to the revenue sharing model with the streamer.
  891. 13. ADVERTISING
  892. Consistent with our philosophy, we have implemented the opportunity to fully enable/
  893. disable advertising as well as other special features at the discretion of the viewer.
  894. The streamers in turn motivate users to enable it.
  895. 1. Pre Roll, Mid Roll, Post Roll advertising - the classic model of showing commercials
  896. before, in the middle or at the end of the broadcast. A streamer can place any number
  897. of commercials in their streams.
  898. 2. Banners are positioned in various places on the platform, allowing campaigns to
  899. run with classic CPA / CPM models as well as an option for branding the main page.
  900. Play2Live features the referral system of work with publishers that will allow a
  901. streamer to run comprehensive marketing campaigns that will be suggested by the
  902. publishers with a transparent performance tracking system on all stages.
  903. The platform shares this revenue according to the revenue sharing model with the
  904. streamer.
  905. 14. SALE OF BADGES OF RANK ON THE PLATFORM
  906. Emoticons, chat badges and other distinctive features for users are available in the
  907. chat during streams. The platform shares this revenue according to the revenue
  908. sharing model with a streamer.
  909. White Paper
  910. Page 38 of 72
  911. 15. P2P CDN
  912. Due to the deployment of P2P CDN service on the platform, the content is distributed
  913. via the users’ PCs/laptops/gadgets allowing for a reduction in CDN maintenance
  914. costs that the platform accrues. The platform rewards these users in exchange for
  915. their contribution.
  916. Therefore, deployment of a decentralized P2P CDN service allows every user to earn
  917. LUC at ease just by sharing a part of their computer resources with others compared
  918. to complexity of cryptocurrency mining.
  919. The sections above describe 15 sources of revenue generation in detail, providing a
  920. demonstration of use cases for LUC tokens. Play2Live provides a new level of
  921. interactivity, leading to an influx of unique users to the platform, which may result to
  922. the possible demand on the tokens.
  923. We fully understand that some users are not familiar or comfortable with
  924. cryptocurrency, and thus demand the option of paying for services and purchasing
  925. goods with fiat currency.
  926. For the ease of users unfamiliar with cryptocurrencies, we have established gateway/
  927. API for third party providers for purchasing LUC in a few clicks with credit/debit cards,
  928. e-wallets, banks transfers, and other popular fiat payment systems. The users are
  929. able to exchange popular cryptocurrencies for LUC through the gateway/API without
  930. the need to switch to the cryptocurrency exchange.
  931. Consistent with the forecasts on the number of platform users, each new user's
  932. registration on the platform reasonably results to the increase in the platform's
  933. demand by community that may in turn lead to possible increase of demand on the
  934. LUC inside the platform. In turn, Play2Live is obliged to eliminate 80% of P2L gross
  935. revenue, which is conceptualized in the economic model.
  936. White Paper
  937. Page 39 of 72
  938. IT IS HARD TO RECALL ANOTHER CRYPTO PROJECT THAT
  939. FEATURES WHOLE 15 WAYS OF TOKEN USAGE. IT IS PLAUSIBLE
  940. THAT ALIGNED WITH THE GROWTH OF SEED USERS ON THE
  941. PLATFORM, THIS WILL PROVIDE A POSSIBLE STIMULUS OF THE
  942. INCREASED DEMAND ON LUC.
  943. MAU (Monthly active users) projections from the public release of Play2Live:
  944. One of the key advantages of Play2Live is the constant influx of organic traffic to the
  945. platform which is often a struggle for B2C-oriented projects within the industry. This is
  946. why we have established a solid interaction scheme between the platform, streamers
  947. and users.
  948. To be able to instantly process and transfer tokens to platform users, a special
  949. Operations funds will be created to provide a stable supply of LUC comprising a fixed
  950. percentage of the total supply of LUC. The tokens allocated to the Operations funds
  951. are stored in the blockchain until the release of the beta version of the platform.
  952. In doing so, we plan to achieve another fundamental goal of the platform: increasing
  953. the total number of cryptocurrency holders in the world through the use of Level Up
  954. Chain. The concept is broadly similar to the logic behind SteemIT, where a
  955. cryptocurrency wallet is created with each registration in the system.
  956. Up to 5% of the LUC gained as platform’s revenue is to be allocated to user rewards,
  957. to be distributed to individuals who:
  958. Rate the content of streamers in various ways: by liking it, suggesting
  959. improvements, posting special comments etc
  960. Vote on the validity of confirmation of the tasks performed by a streamer
  961. Vote for creation of novel/unique content
  962. Vote in other controversial or disputed situations
  963. Make donations to streamers
  964. White Paper
  965. Page 40 of 72
  966. Become moderators: when a certain LUC balance is reached, users are granted
  967. the status of a certified chat moderator and are able to moderate communication
  968. and receive remuneration for this with the approval of the channel owner. To
  969. obtain chat moderator status, the total amount of LUC received for task
  970. completion or as a reward during contests is counted. This encourages users to
  971. spend more time on the platform.
  972. This is anticipated to create additional value within the project and will act as an
  973. incentive for token-holders to retain as many of LUC in the ecosystem as possible.
  974. We likewise plan to implement several solutions analogous to the Bancor protocol for
  975. platform users, which will also provide an incentive to retain tokens. Likewise, after
  976. the projects reaches break-even point, the project team can use the funds stored in
  977. the Operation fund at their own discretion to enhance the platform and to roll out
  978. marketing activities.
  979. Following the investment stage and the anticipated rapid growth of the project, the
  980. funds received during the token sale will be spent on the development of the platform
  981. and Level Up Chain Foundation along with other initiatives. With the development of
  982. blockchain technology and greater penetration of cryptocurrency, we foresee that
  983. some costs of the project can be incurred in LUC and reduced thanks to the
  984. development of decentralization technologies. Such technologies include:
  985. Development of decentralized CDN which leads to cutting one of the largest costs
  986. - payments for the delivery of content to the end user.
  987. Further development of the decentralized advertising market.
  988. Reduction of the cost of heavy content storage (VOD records) due to the
  989. emergence of a large number of decentralized cloud services.
  990. Transcoding technologies thanks to improved computer performance.
  991. These and other technologies might contribute to the creation of a high-grade internal
  992. economy to further fuel the project.
  993. After reaching the breakeven point, we anticipate that we will
  994. eliminate 25% of the tokens from the project’s profits. According
  995. to our expectations, breakeven point will be reached at the
  996. beginning of the second year after the public launch of the
  997. project.
  998. White Paper
  999. Page 41 of 72
  1000. PROJECT TEAM
  1001. ALEXEY BURDYKO
  1002. CEO & Founder
  1003. https://www.linkedin.com/in/alexey-burdyko
  1004. Experience in eSports exceeding 7 years, one of the
  1005. trailblazers of esports industry in Russia and CIS.
  1006. Founder of one of the largest esports holdings in Russia
  1007. and CIS - Game Show Media Holding valued by Ernst
  1008. and Young at $36,8M. Alexey held 35 esports
  1009. tournaments in total including intercontinental esports
  1010. showmatches.
  1011. Founder of the tournament eSports platform www.gsl.tv
  1012. Work experience with major streaming platforms -
  1013. Twitch.tv, Hitbox.tv, Azubu.tv, Mail.Ru Group (VK.com,
  1014. OK.RU).
  1015. DMITRY KOCHNEV
  1016. COO
  1017. https://www.linkedin.com/in/kochnev
  1018. Former Director of eSports at Mail.Ru Group.
  1019. In 2013–2015, Managing Director at Rambler.Ru, the
  1020. third biggest Russian media portal.
  1021. Since 2010, Dmitry acted as COO at GameNet, a social
  1022. network for gamers, and COO of Xsolla, a payment
  1023. solution for games.
  1024. In 2006–2010 Dmitry was VP Business Development at
  1025. Astrum Online Entertainment, an online game publisher,
  1026. later acquired by Mail.Ru Group.
  1027. Dmitry received his M.Sc. degree in Software
  1028. Engineering from Saint Petersburg State University.
  1029. White Paper
  1030. Page 42 of 72
  1031. INNA MOROZ
  1032. CBDO
  1033. https://www.linkedin.com/in/innamoroz
  1034. Former Head of Co-branding and Licensing Global, Head
  1035. of Merchandize Licensing Global in Wargaming.
  1036. 16 years of successful management experience,
  1037. business development and marketing in gaming industry
  1038. including promotion, co-branding, deals origination and
  1039. licensing. Successful track record in international
  1040. publishing including eSports.
  1041. Work experience in: Wargaming, Rovio, Playnatic, Buka,
  1042. Noviy Disk.
  1043. ORHAN ZEYNALLI
  1044. Blockchain CTO
  1045. https://www.linkedin.com/in/orkhanzeynally-0840a314a
  1046. Graphene-evangelist. Solid experience in developing
  1047. projects in blockchain industry on Bitshares and
  1048. Graphene platforms in USA and Europe. Launched more
  1049. than 10 projects.
  1050. Launched projects in blockchain industry:
  1051. 1. Blockchain platform for travelers (mapala.net) - CTO /
  1052. co-founder
  1053. 2. SmartData for Travel Market (Travelchain) - CTO / cofounder
  1054. 3. Blockchain Advisor of:
  1055. Several Blockchain Traded Funds
  1056. CryptoBank
  1057. Car Marketplace on Blockchain
  1058. 4. Creating machine-learning project (Aigents) using
  1059. blockchain social platforms Steemit & Golos - PM
  1060. White Paper
  1061. Page 43 of 72
  1062. PEIDY HUNG
  1063. Business Development Director Asia
  1064. https://www.facebook.com/peidy.hung
  1065. More than 7 years in the gaming and eSports markets in
  1066. Asia
  1067. Business development director in Asia Game Show, in
  1068. charge of the launch and management of more than 100
  1069. projects in Asia
  1070. Experienced at establishing of cooperations with
  1071. Chinese partners such as WCA, Vici Gaming, LGD
  1072. Team, BlueTV, Newbee, Team MVP etc.
  1073. Leads organization of eSports tournaments, negotiations
  1074. with Chinese game publishers and licensing of the
  1075. content.
  1076. ALEXANDER KUZNETSOV
  1077. Lead developer (streaming core)
  1078. CTO Rutube.ru – the leading Russian online video
  1079. service
  1080. Co-founder and CTO Minutta – leading video editing app
  1081. in social networks.
  1082. CTO Inventos – broadcasting for NTV+ Co-founder and
  1083. CTO TvBit - TV-like media streaming experience service
  1084. from social news feeds
  1085. White Paper
  1086. Page 44 of 72
  1087. MARIA MAVREKH
  1088. CMO
  1089. https://www.linkedin.com/in/mariamavrekh-865415a0/
  1090. Deep expertise in advertising and marketing for more
  1091. than 12 years.
  1092. Business development and implementation of projects in
  1093. the largest video advertising operator in Eastern Europe,
  1094. Video International
  1095. Focuses exclusively on digital marketing and the
  1096. development of high-tech projects in the field of machine
  1097. learning and AI in the project team of arb.digiltal
  1098. Drafted marketing strategies and implemented digital
  1099. activities for major game publishers and eSports online
  1100. projects.
  1101. DENIS SHEPETOV
  1102. Lead Developer
  1103. https://www.linkedin.com/in/dshchepetov/
  1104. Ex12 years of IT experience. Holds CTO position in
  1105. hashwiz.io (https://beta.hashwiz.io) - a mining pool.
  1106. Leads the development and technical support
  1107. department at MSPControl.org - the product certified by
  1108. Microsoft, used by the governments of Dubai and
  1109. Argentina to manage their infrastructure.
  1110. Manages the development and technical support of
  1111. feasy.me – CRM system for sales management. The
  1112. current beta version is used by Alibaba group.
  1113. Develops applications, sites, drivers and other panels
  1114. and platforms, participates in a variety of projects from
  1115. the US, Canada, Australia, Europe, South Africa,
  1116. Southeast Asia.
  1117. White Paper
  1118. Page 45 of 72
  1119. VLADISLAV ARBATOV
  1120. Head of data analysis department
  1121. More than 10 years in IT as a devoper
  1122. He led the development of algorithms for real-time
  1123. monitoring of video streaming, recognition of complex
  1124. objects and filtering noisy video content on the basis of
  1125. neural networks as well as research in the analysis of
  1126. visual data of low-Earth orbit satellites and creation of
  1127. computer vision systems used in the field of security.
  1128. One of the creators of the first search engines in based
  1129. on semantic-linguistic analysis and information search in
  1130. the company InfoScan
  1131. Under his leadership more than 100 digital products have
  1132. been created in the fields of web development, mobile
  1133. applications for federal authorities and such brands as
  1134. Papa John's, Bayer, Beiersdorf and others.
  1135. ALEXEY GALIZDRA
  1136. Head of SMM and Communications
  1137. https://www.linkedin.com/in/galizdra/
  1138. Deep expertise in establishing social media channels
  1139. from scratch, lead generation and media relations at
  1140. prominent ICO projects with a worldwide outreach
  1141. (Blackmoon Crypto, WishFinance and others).
  1142. Advisor at OSA Hybrid.
  1143. More than 4 years of joint experience on marketing and
  1144. analytical roles from Big-4 corporations to developing
  1145. startups.
  1146. Holds B.A. and M.A. in Project Management from HSE.
  1147. White Paper
  1148. Page 46 of 72
  1149. ADVISORY BOARD
  1150. SERGEY MEDVEDEV
  1151. Head of Legal
  1152. https://www.facebook.com/profile.php?
  1153. id=100011989845927
  1154. Attorney-at-law, director of Vilgerts Belarus
  1155. CAN YANG
  1156. VP of Global Business development in Imba TV, CBO of
  1157. Team MVP
  1158. https://www.linkedin.com/in/frandia/
  1159. Can Yang is a media and entertainment professional
  1160. with over 10 years of experience.
  1161. Previously - business development director in streaming
  1162. platform Azubu.tv, which acquired Hitbox.tv and
  1163. launched streaming platform Smashcast upon receiving
  1164. private investments of $100m.
  1165. Can Yang was responsible for establishing partnerships
  1166. with content publishers and general development of the
  1167. platform.
  1168. Currently holds the position of VP of Global Business
  1169. development in Chinese leading eSports media
  1170. company Imba TV. Can Yang is largely responsible for
  1171. the overseas business development.
  1172. Can Yang was as well in charge of business
  1173. development for the Korean eSports team Team MVP
  1174. White Paper
  1175. Page 47 of 72
  1176. DAVID DRAKE
  1177. Managing Partner at LDJ LP Fund Investments
  1178. https://www.linkedin.com/in/ldjcapital/
  1179. David Drake, through his family office LDJ Capital, has
  1180. acted as GP & LP investors with his partners in fund-offunds,
  1181. realty funds, venture capital funds & hedge funds.
  1182. Mr. Drake's investments currently have 50+ global
  1183. directors that maintain relations with institutions & family
  1184. offices with $1.5 trillion in assets.
  1185. Mr. Drake’s access with 100,000 investors is maintained
  1186. through his media asset, The Soho Loft Media Group,
  1187. which has produced & sponsored over 1100+ finance
  1188. conferences since 2002 like the events with institutional
  1189. media leader Thomson Reuters & sponsors from
  1190. Nasdaq, NYSE, KKR, & the Carlyle Group.
  1191. LDJ Special Situations partners have invested $100
  1192. Million in Alibaba & Palantir.
  1193. VICTOR MARTYN
  1194. CEO and Owner, GosuGamers
  1195. https://www.linkedin.com/in/victormartyn/
  1196. Victor Martyn was a 1998 World Champion for Starcraft
  1197. (the world’s first eSports professional). He lived in Korea
  1198. from 1999 – 2002 and was the star player on the first
  1199. ever properly sponsored eSports team in the history of
  1200. the sport.
  1201. Owning GosuGamers.net which is currently the #1
  1202. Global eSports Media site he projects he will serve
  1203. 500,000,000 page views to 20-25M unique eSports
  1204. enthusiasts from around the world in 2015.
  1205. White Paper
  1206. Page 48 of 72
  1207. GREG LIMON
  1208. Founder of Canada Capital Group inc
  1209. https://www.linkedin.com/in/greg-limon-835a23b9/
  1210. Involved in multiple business directions such as medical,
  1211. legal, real estate development, high tech, production,
  1212. trading commodities, with partners had done 2
  1213. successful IPOs.
  1214. Founder of Canada Capital Group inc.
  1215. Co-Founder at Planet Partners , in London based
  1216. accelerator/incubator consulting company
  1217. Advisor for the following ICO projects: RocketICO,
  1218. Cannasos, Days.Exchange
  1219. STAN MILC
  1220. Co-Founder, Planet Partners
  1221. https://www.linkedin.com/in/stan-milc-077962105/
  1222. Generator of ideas, able to translate dreams into reality.
  1223. With my spirit and enthusiasm, I inspire others and help
  1224. form professional teams. I'm determined and I never
  1225. give up. My strength is the high results. 7 years in
  1226. business as a developer and entrepreneur, founder and
  1227. investor.
  1228. Business partner in international projects : Caviar House
  1229. , Canada Capital Group inc .
  1230. Co-Founder : Planet Partners - in London based
  1231. accelerator/incubator consulting company.
  1232. ICO Advisor at RocketICO, Cannasos
  1233. White Paper
  1234. Page 49 of 72
  1235. ANTON ARGANOVSKY
  1236. President, Agranovsky IT
  1237. Ex. Destiny Development
  1238. https://www.linkedin.com/in/anton-agranovskyb1183024/
  1239. Investor, expert, leader of opinions in the field of
  1240. establishment and development of IT companies.
  1241. Member of the Board of Directors of Plastic Media, SMX
  1242. Communications.
  1243. In 2008-2017 founder and president of Destiny
  1244. Development - one of the first gaming companies at the
  1245. Russian Internet market known for its products, and
  1246. localizations.
  1247. RICHARD KASTELEIN
  1248. Co-Founder, Cryptoassets Design Group
  1249. https://www.linkedin.com/in/expathos/
  1250. Founder of industry publication Blockchain News,
  1251. partner at ICO services collective CryptoAsset Design
  1252. Group, director of education company Blockchain
  1253. Partners (Oracle Partner) and ICO event organiser at
  1254. leading industry event CryptoFinancing.
  1255. Richard Kastelein is an award-winning publisher,
  1256. innovation executive and entrepreneur.
  1257. He sits on the advisory boards of half a dozen
  1258. Blockchain startups and has written over 1200 articles
  1259. on Blockchain technology and startups at Blockchain
  1260. News and has also published pioneering articles on
  1261. ICOs in Harvard Business Review and Venturebeat.
  1262. White Paper
  1263. Page 50 of 72
  1264. REUBEN GODFREY
  1265. Advisor at Playkey
  1266. https://www.linkedin.com/in/reubengodfrey-1a18055/
  1267. Blockchain Association of Ireland, Business
  1268. Development, Atlantic Region
  1269. SONM: Supercomputer Organized by Network Mining.
  1270. SONM is a decentralized worldwide fog supercomputer
  1271. for general purpose computing from site hosting to
  1272. scientific calculations. SONM company is an effective
  1273. way to solve a worldwide problem - creating a multipurpose
  1274. decentralized computational power market.
  1275. Advisor: Good as Gold Digital, LAToken, EtherSportz,
  1276. HydroMiner, Confideal, Bitindia - Blockchain Exchange &
  1277. Wallet, Playkey
  1278. PAVEL POGODIN
  1279. Lawyer, PhD
  1280. Legal support of projects in cryptocurrency industry:
  1281. BankEx, EstateChainPlatform, SpaceBit, BlockVerify and
  1282. BitLegal.
  1283. White Paper
  1284. Page 51 of 72
  1285. SALLY EAVES
  1286. Forbes Technology, CTO, Strategic Adviser
  1287. Sally combines a depth of experience as a Chief
  1288. Technology Officer, Practising Professor of Emergent
  1289. Technology, Founder and Global Strategic Advisor,
  1290. specialising in the application of disruptive technologies
  1291. for business and societal benefit.
  1292. A member of the Forbes Technology Council, Sally is an
  1293. accomplished author with regular contributions to
  1294. leading business, technology and press publications
  1295. including Forbes, The Times, CNN and CNBC, academic
  1296. outlets and a new book ‘Edge of Disruption’.
  1297. EGOR VINOGRADOV
  1298. CEO of Safebox
  1299. Professional investor with a finance background.
  1300. Founder and CEO of an investment company with a
  1301. solid turnover on the Russian bonds market (top-3 in the
  1302. country). Handles projects related to underwriting and
  1303. bonds emission. Alma mater: Boston University, MSU,
  1304. MGIMO.
  1305. An experienced cryptocurrency trader managing
  1306. portfolios of HNWIs. Founder and general manager of an
  1307. masternodes fund
  1308. White Paper
  1309. Page 52 of 72
  1310. SJ HWANG
  1311. CEO of FoundationX Crypto Fund, Co-Founder &
  1312. Partner in FuturePlay Inc.
  1313. Dr. Hwang is a serial entrepreneur, investor and inventor.
  1314. He is a partner of FuturePlay Inc, a top-tier start-up
  1315. accelerator in South Korea and leads blockchain funds.
  1316. He co-founded several startups and last one was
  1317. acquired by Samsung Electronics.
  1318. He has won numerous awards, including the IP
  1319. Technology Award, the Creative Invention Award and
  1320. the IAM world's leading IP strategists 300. He is also an
  1321. angel investor and an advisor to various start-ups.
  1322. GEORGY LAGODA
  1323. CEO of Sec Consult Services LLC
  1324. SEC Consult is the leading company in the field of
  1325. information security in Europe and the APAC countries
  1326. The company is certified according to ISO 27001 and
  1327. CREST. In addition, SEC Consult is a member of
  1328. OWASP.
  1329. SEC Consult in figures:
  1330. 400 + projects per year
  1331. Great experience in financial and insurance industry,
  1332. including banking and insurance included in the TOP 10
  1333. of Europe and Asia, as well as the central bank of
  1334. Europe, the Moscow stock exchange, etc.
  1335. White Paper
  1336. Page 53 of 72
  1337. PLAY2LIVE TOKEN SALE SPECIFICS AND LEVEL UP COIN
  1338. TOKEN FEATURES
  1339. The table below depicts the anticipated distribution of LUC tokens. A maximum of
  1340. 1,308,800,000 ERC20-compliant tokens can be created to be distributed in the course
  1341. of the token sale after sending the funds to the valid smart-contract address. Tokens
  1342. that are not distributed during the token sale will not be created and the additional
  1343. emission of LUC tokens will not be initiated. The resulting amount of tokens issued
  1344. will be announced upon the end of the token sale. The distribution of token sale
  1345. proceedings presented below applies to any amount of collected funds
  1346. regardless of its size.
  1347. The ERC20-compatible token Level Up Coin will be distributed during the token sale.
  1348. Following the release of Level Up Chain, Play2Live anticipates exchanging Level Up
  1349. Coin for Level Up Chain tokens at the rate of 1 to 1.
  1350. The funds allocated to the Operations funds of the project will be locked in the smartcontract
  1351. and thus will not be used until the release of the MVP.
  1352. The funds stored in the Operations funds will be locked up for two years since the
  1353. beta version public release. The funds of the project team and the founders will be
  1354. vested during 2 years. The funds of the project partners will be vested during 3 years.
  1355. White Paper
  1356. Page 54 of 72
  1357. Maximum amount of tokens to issuue 1 308 800 000 1 308 800 000
  1358. Sold on the open market 818 000 000 62,5 %
  1359. Operations funds 145 276 800 11,1 %
  1360. Founders and project team 136 115 200 10,4 %
  1361. Partners of the project (eSports teams,
  1362. tournament organizers and streamers) 102 086 400 7,8 %
  1363. Advisory Board 94 233 600 7,2 %
  1364. Bounty campaign 13 088 000 1,0 %
  1365. White Paper
  1366. Page 55 of 72
  1367. ROADMAP OF PLAY2LIVE
  1368. White Paper
  1369. Page 56 of 72
  1370. Currently, the project is at the active development stage and we are planning to launch MVP of
  1371. the platform prior to the start of the pre-sale (before December, 5th).
  1372. Q4 2016 Setting up project concept, establishing connections with existing market
  1373. players.
  1374. Q1 2017 Establishing a blockchain model.
  1375. Q2 2017 Team and advisory board are formed.
  1376. Q3 2017 Initiating the implementation of blockchain features and development of project
  1377. architecture and documentation preparation.
  1378. Q4 2017 Marketing and PR stage regarding the token sale. MVP launch.
  1379. Q1 2018 Planned inception of the development of the streaming core of Play2Live as
  1380. well as blockchain Level Up Chain.
  1381. Q2 2018 Planned alpha-version launch and World Championship broadcast in CS:GO
  1382. broadcast.
  1383. Q3 2018 Planned beta-version launch (60% of conceptualized features), attraction of the
  1384. seed users.
  1385. Q4 2018 Planned implementation of all remaining features (40%), active marketing
  1386. promotion and purchase of rights to broadcast top eSports and streaming
  1387. content.
  1388. Q2 2019 Commencement of the planned active attraction of the users to the platform.
  1389. MAU of the Platform reaches 10M users. New markets expansion. Reach of
  1390. breakeven point.
  1391. Q4 2019 It is anticipated that MAU of the Platform will reach 20M users. Focus on
  1392. sustaining internal infrastructure and bringing organic traffic to the platform,
  1393. integrating of new services.
  1394. TOKEN SALE STAGES
  1395. Play2Live plans to divide the token sale into the three stages: closed round available
  1396. only to token holders prior to the launch of pre-sale and token sale; pre-sale; and
  1397. token sale. Play2Live plans to hold the closed round on 18th October – 25th January
  1398. 2017. The classical token sale model will be implemented.
  1399. Level Up Coin Utility token
  1400. Hard Cap $30 million
  1401. Base price of the token LUC / USD: 20 LUC for $ 1.
  1402. Maximum possible amount of LUC for sale 1 308 800 000
  1403. Actual amount of LUC to issue Will be known after the end of the
  1404. token sale (unbought tokens will
  1405. not be created).
  1406. Smart contract address Will be announced later.
  1407. Additional emission / mining No
  1408. Date and time of the start of Pre-sale, UTC January 25th, 2018, 5:00 PM
  1409. End date and time of Pre-sale, UTC February 5th, 2018, 5:00 PM
  1410. Token-sale start date and time, UTC February 12th, 2018, 5:00 PM
  1411. End date and time of, Token-sale UTC March 14th, 2018, 5:00 PM
  1412. Currency accepted BTC, ETH, BCH, LTC, DASH,
  1413. USD
  1414. Minimum purchase amount 0.1 ETH. Transactions with
  1415. smaller amounts will be ignored.
  1416. Bonuses during the pre-sale From 26th-31st January 30%
  1417. From 1st-6th February 25%
  1418. Bonuses during the token sale From 21st-23th February 10%
  1419. From 24th-26th February 9%
  1420. From 27th-1st March 8%
  1421. From 2nd-4th March 7%
  1422. From 5th-6th March 6%
  1423. From 7th-8th March 5%
  1424. From 9th-10th March 4%
  1425. From 11th-12th March 3%
  1426. From 13 March 2%
  1427. From 14 March 1%
  1428. White Paper
  1429. Page 57 of 72
  1430. The distribution of proceeds from token sale is depicted on the graph.
  1431. The logic underpinning the distribution of token sale proceeds suggests
  1432. understanding the business processes of the current market of streaming and its
  1433. realities in terms of costs.
  1434. A large amount of money is required to receive the broadcasting rights of eSports
  1435. content and to negotiate contracts with the top streamers, which is crucial for
  1436. bringing organic traffic to the platform. Our goal in the first year after the launch is
  1437. to generate a steady inflow of streamers to the platform, who will attract a seed
  1438. user base. This is possible at the initial stage solely due to acquiring rights to
  1439. broadcast top eSports events, as well as signing exclusive contracts with popular
  1440. streamers.
  1441. Token sale budget distribution
  1442. Purchasing the right to broadcast esports tournaments 20 %
  1443. Negotiating exclsuive broadcasting contracts with streamers 15 %
  1444. Marketing 10 %
  1445. Play2Live platform development 10 %
  1446. Blockchain (Level Up Chain) development 3 %
  1447. Legal fees 3 %
  1448. Personnel expenses and other OPEX 8 %
  1449. Administration and project team 10 %
  1450. Outsourcing 3 %
  1451. CDN and maintanance fees 18 %
  1452. * - grows proportionally to the increase of traffic to the Platform
  1453. White Paper
  1454. Page 58 of 72
  1455. Marketing will play significant role, including the support we will provide to our first
  1456. streamers and tournament organizers who will migrate to the platform.
  1457. A significant part of the proceeds will be spent on payment for CDN service
  1458. because unlike most decentralized projects, Play2Live broadcasts live video
  1459. content in high quality and its streaming costs are significantly higher than that of
  1460. an average web service.
  1461. The financial roadmap is tied to the development of certain features on the platform
  1462. and to the opportunity to purchase the rights to broadcast eSports tournaments and
  1463. show matches, as well as opportunities to sign exclusive contracts with the most
  1464. famous streamers at the initial stage.
  1465. White Paper
  1466. Page 59 of 72
  1467. White Paper
  1468. Page 60 of 72
  1469. TARGET: $5M
  1470. Initiation of development of Play2Live core backend
  1471. functionality and front-end layers as well as
  1472. blockchain system. Setting up of a marketing
  1473. budget for streamers and tournament operators to
  1474. support within the platform.
  1475. TARGET: $10M
  1476. Development of authentic features of Play2Live -
  1477. totalizator, a crowdfuding system for streams, topnotch
  1478. system of interaction between the viewers
  1479. and the streamers. MVP release and broadcast of
  1480. CS:GO World Champtionship with offline final
  1481. rounds at the stadium with 15,000 seats capacity.
  1482. TARGET: $15M
  1483. Integration with all partner services agreed to
  1484. cooperate with Play2Live including bookmakers.
  1485. Setting up a marketing budget for acquiring rights to
  1486. broadcast top eSports events and negotiating
  1487. exclusive contracts with the most popular streamers
  1488. of the well-establsihed games such as CS: GO,
  1489. Dota 2, LOL, Overwatch, PUBGs and others.
  1490. TOKEN SALE ROADMAP
  1491. White Paper
  1492. Page 61 of 72
  1493. TARGET: $20M
  1494. Integration of external projects in Level Up Chain.
  1495. Dota 2 tournament is broadcast on the beta version
  1496. of the platform. Translation of showmatches
  1497. covering the well established games - CS: GO,
  1498. Dota 2, LOL, Overwatch
  1499. TARGET: $25M
  1500. Focus on regional expansion and proceeding with
  1501. attracting top content providers: negotiating
  1502. exclusive broadcasting contracts with Tier 1
  1503. tournament organizers as well as with top-10
  1504. eSports teams and their players to broadcast their
  1505. content at the platform.
  1506. TARGET: $30M
  1507. The broadcast of the most popular cybersport
  1508. events is launched. We are determined to cover
  1509. such events as The International, League of
  1510. Legends LCS, Owerwatch World Cup, CS: GO
  1511. Major etc. Annual broadcasting of 3 world eSports
  1512. tournaments covering the well established games.
  1513. SUMMARY
  1514. This white paper has elaborated on the bottlenecks persistent in the gaming industry
  1515. and described a whole new set of features for users that no gaming platform or
  1516. project can currently offer.
  1517. Consistent with the philosophy of our project, we are determined to provide users and
  1518. streamers with a solution where they can easily create novel content and interact on
  1519. the principles and terms instilled within the system. Play2Live platform is a full-blown
  1520. participant of the system, though its role shall be narrowed to maintenance and
  1521. providing safety. In turn, Level Up Chain is an open source project that allows third
  1522. party projects to be launched on its blockchain to make use of its technical
  1523. capabilities.
  1524. In the sections devoted to the economy of the token and the features of the platform,
  1525. we described in detail how users and streamers interact within the ecosystem. If
  1526. existing market players were to endeavor to implement the same features in their
  1527. platforms they would encounter difficulties due to the following reasons:
  1528. The application of blockchain technologies to the existing architecture of any highload
  1529. project is a truly complex and expensive solution. Its architects need to
  1530. consider a myriad of factors, which will postpone the implementation of such
  1531. technology for at least a few years.
  1532. Due to the advent of blockchain technology, cryptocurrencies are usually
  1533. introduced, representing a complex and long-term political and economic decision
  1534. for large corporations to make.
  1535. The introduction of cryptocurrency and subsequent change in the company's
  1536. business with vague economic effects on reports (P&L, cash flow statement and
  1537. balance sheet) will discourage management from making the switch to a
  1538. blockchain model and will also deter existing users of the platform.
  1539. A number of features such as integration of bookmaker APIs and use of a
  1540. totalizator is easier to implement for young projects largely due to the current
  1541. underdeveloped legal framework in the field of cryptocurrencies.
  1542. White Paper
  1543. Page 62 of 72
  1544. Summing up above points, we are establishing a full-blown
  1545. ecosystem advantageous to the existing streaming
  1546. platforms, namely in the following dimensions:
  1547. 1. Play2Live provides an opportunity for a streamer to earn LUC from
  1548. the very first stream. Overall, streamers are able to earn in 11
  1549. ways.
  1550. 2. We allow for the viewers to earn from their hobby minimum in 5
  1551. ways, which is currently not available in existing streaming
  1552. platforms.
  1553. 3. These facts contribute to the growth of the platform due to 15
  1554. sources of revenue generation. To recap, conventional streaming
  1555. platforms can boast only 5 of such sources. Effectively, this serves
  1556. as an exemplary proof of the possible demand on the tokens which
  1557. can be used in 15 ways on the platform. It has been available due to
  1558. the deployment of top-notch blockchain system.
  1559. 4. Streamers are able to determine numerous aspects of interaction
  1560. with viewers directly without the involvement of any third-party.
  1561. 5. One of the unique selling points of the projects is an ability for a
  1562. user to fully disable advertising at no cost. The users are be able
  1563. to enable it in case they desire to support their favorite streamer
  1564. at the same time being able to earn from it.
  1565. 6. A unique content generation system allows to directly engage
  1566. users in its creation.
  1567. 7. Owing to the ability for the streamers and viewers to interact
  1568. directly on the basis of blockchain system, we are able to
  1569. implement many features such as an interactive system of tasks
  1570. for a streamer and others.
  1571. 8. A possible demand in the open market on LUC tokens should
  1572. favorably affect the whole project economy.
  1573. 9. Level Up Chain blockchain is established to encompass an
  1574. unlimited number of eSports and gaming projects as well as to
  1575. support Play2Live performance, which is likely to contribute to the
  1576. overall growth of the active userbase of all projects.
  1577. 10.The project is initiated by an expertized team from gaming and
  1578. eSports industries with experience of key project representatives
  1579. exceeding 10 years each.
  1580. White Paper
  1581. Page 63 of 72
  1582. DISCLAIMER
  1583. This token sale whitepaper and the documents attached thereto or associated
  1584. wherewith contain forward-looking statements within the meaning of Section 27A of
  1585. the Securities Act and Section 21E of the Exchange Act, which are subject to the safe
  1586. harbor provisions of the Private Securities Litigation Reform Act of 1995. These
  1587. forward-looking statements, including, without limitation, statements regarding
  1588. anticipated use of proceeds from the token sale, are based on current expectations,
  1589. estimates and projections about our industry, Company management’s beliefs, and
  1590. assumptions made by Company management. Words such as “anticipates,”
  1591. “expects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” and variations of such
  1592. words and similar expressions are intended to identify such forward-looking
  1593. statements. These statements are not guarantees of future performance and are
  1594. subject to certain risks, uncertainties and assumptions that are difficult to predict;
  1595. therefore, actual results may differ materially from those expressed or forecasted in
  1596. any forward-looking statements due to a variety of factors, including, without
  1597. limitation, our ability to meet the minimum token sale amount, if any, unanticipated
  1598. costs and expenses related to the token sale, changes in Company’s financial
  1599. condition or business strategy that impact the use of proceeds from the token sale,
  1600. and other factors. The risks and uncertainties include those noted in “Risk Factors”
  1601. document provided in connection with the token sale (available on token sale
  1602. website). Undue reliance should not be placed on the forward-looking statements in
  1603. this whitepaper or any associated materials, which are based on information available
  1604. to Company on the date hereof. Company undertakes no obligation to update any
  1605. forward-looking statements, whether as a result of new information, future events or
  1606. otherwise, except to the extent that Company is required to do so by law.
  1607. To the extent the tokens sold in connection with this token Sale may be securities
  1608. under U.S. Securities Act of 1933, these tokens are offered only outside of the United
  1609. States to non-U.S. persons, pursuant to the provisions of Regulation S of the U.S.
  1610. Securities Act of 1933, as amended. These tokens will not be registered under the
  1611. Securities Act, and may not be offered or sold in the United States absent registration
  1612. or under an applicable exemption from the registration requirements and the
  1613. purchasers should not assume they will be able to resell their tokens. Neither the
  1614. Securities and Exchange Commission nor any state regulator has passed upon the
  1615. merits of or given its approval to the tokens, the terms of the token Sale, or the
  1616. accuracy or completeness of any associated materials. Buying tokens involves risks,
  1617. and purchasers should be able to bear the loss of their entire purchase. All
  1618. purchasers should make their own determination of whether or not to make any
  1619. purchase, based on their own independent evaluation and analysis.
  1620. White Paper
  1621. Page 64 of 72
  1622. PUBLIC SOURCES OF INFORMATION
  1623. 1. https://newzoo.com/insights/trend-reports/global-esports-market-report-2017-light/
  1624. 2. https://superdata-research.myshopify.com/products/year-in-review
  1625. 3. http://tnl.media/esportsnews/2017/3/8/time-to-kill-the-esports-beats-sportsviewers-stat
  1626. 4. https://bitinfocharts.com
  1627. 5. https://superdata-research.myshopify.com/products/year-in-review
  1628. 6. https://en.wikipedia.org/wiki/Twitch.tv
  1629. 7. https://www.idc.com/getdoc.jsp?containerId=prUS42959717
  1630. 8. https://techcrunch.com/2017/01/24/streamer-numbers-and-incomes-are-risinghealthily-according-to-data-from-popular-tool/
  1631. 9. https://blog.streamlabs.com/livestreaming-q117-twitch-vs-youtube-avg-spend-ltvand-tip-volumes-8263c6a9f99e
  1632. White Paper
  1633. Page 65 of 72
  1634.  
  1635. Certain Risk Factors Relating to Purchase, Sale, and Use of Tokens
  1636. IMPORTANT NOTE:.THE COMPANY EXPRESSLY DISCLAIMS ANY AND ALL
  1637. RESPONSIBILITY FOR ANY DIRECT OR CONSEQUENTIAL LOSS OR DAMAGE
  1638. OF ANY KIND WHATSOEVER ARISING DIRECTLY OR INDIRECTLY FROM: (I)
  1639. RELIANCE ON ANY INFORMATION CONTAINED IN THIS EXHIBIT D, (II) ANY
  1640. ERROR, OMISSION OR INACCURACY IN ANY SUCH INFORMATION OR (III) ANY
  1641. ACTION RESULTING FROM SUCH INFORMATION.
  1642. By purchasing, owning, and using Tokens, you expressly acknowledge and
  1643. assume the following risks:
  1644. 1. General Suitability of Token Purchase
  1645. The purchase of tokens from the Company is only suitable for financially
  1646. sophisticated persons who are capable of evaluating the merits and risks of such a
  1647. purchase, or other persons who have been professionally advised with regard to
  1648. token purchase, and who have sufficient financial resources to be able to bear any
  1649. losses that may arise therefrom (which may be equal to the whole amount spent in
  1650. connection with the token purchase). Such a purchase should not be seen as an
  1651. investment or a financial asset.
  1652. 2. Risk of Losing Access to Tokens Due to Loss of Private Key(s), Custodial
  1653. Error or Purchaser Error
  1654. A private key, or a combination of private keys, is necessary to control and dispose
  1655. of Tokens stored in your digital wallet or vault. Accordingly, loss of requisite private
  1656. key(s) associated with your digital wallet or vault storing Tokens will result in loss of
  1657. such Tokens. Moreover, any third party that gains access to such private key(s),
  1658. including by gaining access to login credentials of a hosted wallet service you use,
  1659. may be able to misappropriate your Tokens. Any errors or malfunctions caused by or
  1660. otherwise related to the digital wallet or vault you choose to receive and store
  1661. Tokens, including your own failure to properly maintain or use such digital wallet or
  1662. vault, may also result in the loss of you Tokens. Additionally, your failure to follow
  1663. precisely the procedures set forth for buying and receiving Tokens, including, for
  1664. instance, if you provide the wrong address for the Purchaser Address, or provides an
  1665. address that is not ERC-20 compatible, may result in the loss of your Tokens.
  1666. 3. Risks Associated with the Ethereum Protocol
  1667. Because Tokens and the Platform are based on the Ethereum protocol, any
  1668. malfunction, breakdown or abandonment of the Ethereum protocol may have a
  1669. material adverse effect on the Platform or Tokens. Moreover, advances in
  1670. White Paper
  1671. Page 66 of 72
  1672. cryptography, or technical advances such as the development of quantum
  1673. computing, could present risks to the Tokens and the Platform, including the utility of
  1674. the Tokens for obtaining Services, by rendering ineffective the cryptographic
  1675. consensus mechanism that underpins the Ethereum protocol.
  1676. 4. Risk of Mining Attacks
  1677. As with other decentralized cryptographic tokens based on the Ethereum protocol,
  1678. the Tokens are susceptible to attacks by miners in the course of validating Token
  1679. transactions on the Ethereum blockchain, including, but not limited, to double-spend
  1680. attacks, majority mining power attacks, and selfish-mining attacks. Any successful
  1681. attacks present a risk to the Platform and the Tokens, including, but not limited to,
  1682. accurate execution and recording of transactions involving Tokens.
  1683. 5. Risk of Hacking and Security Weaknesses
  1684. Hackers or other malicious groups or organizations may attempt to interfere with the
  1685. Platform or the Tokens in a variety of ways, including, but not limited to, malware
  1686. attacks, denial of service attacks, consensus-based attacks, Sybil attacks, smurfing
  1687. and spoofing. Furthermore, because the Platform is based on open-source software,
  1688. there is a risk that a third party or a member of the Company team may intentionally
  1689. or unintentionally introduce weaknesses into the core infrastructure of the Platform,
  1690. which could negatively affect the Platform and the Tokens, including the utility of the
  1691. Tokens for obtaining Services. Hackers or other malicious groups of organizations
  1692. may also attempt to get access to private keys or other access credentials in the
  1693. Wallet or any other wallet, vault, or other storage mechanism used to receive and
  1694. hold Tokens. As the result, the Tokens may be lost forever.
  1695. 6. Risks Associated with Markets for Tokens
  1696. The Tokens are intended to be used solely within the Platform, and Company will not
  1697. support or otherwise facilitate any secondary trading or external valuation of Tokens.
  1698. This restricts the contemplated avenues for using Tokens to the provision or receipt
  1699. of Services, and could therefore create illiquidity risk with respect to the Tokens you
  1700. own. Even if secondary trading of Tokens is facilitated by third party exchanges, such
  1701. exchanges may be relatively new and subject to little or no regulatory oversight,
  1702. making them more susceptible to fraud or manipulation. Furthermore, to the extent
  1703. that third-parties do ascribe an external exchange value to Tokens (e.g., as
  1704. denominated in a digital or fiat currency), such value may be extremely volatile and
  1705. diminish to zero.
  1706. 7. Risk of Uninsured Losses
  1707. Unlike bank accounts or accounts at some other financial institutions, Tokens are
  1708. uninsured unless you specifically obtain private insurance to insure them. Thus, in
  1709. the event of loss or loss of utility value, there is no public insurer, such as the Federal
  1710. White Paper
  1711. Page 67 of 72
  1712. Deposit Insurance Corporation, or private insurance arranged by Company, to offer
  1713. recourse to you.
  1714. 8. Risks Associated with Uncertain Regulations and Enforcement Actions
  1715. The regulatory status of the Tokens and distributed ledger technology is unclear or
  1716. unsettled in many jurisdictions. It is difficult to predict how or whether regulatory
  1717. agencies may apply existing regulation with respect to such technology and its
  1718. applications, including the Platform and the Tokens. It is likewise difficult to predict
  1719. how or whether legislatures or regulatory agencies may implement changes to law
  1720. and regulation affecting distributed ledger technology and its applications, including
  1721. the Platform and the Tokens. Regulatory actions could negatively impact the
  1722. Platform and the Tokens in various ways, including, for purposes of illustration only,
  1723. through a determination that the purchase, sale and delivery of the Tokens
  1724. constitutes unlawful activity or that the Tokens are a regulated instrument that require
  1725. registration or licensing of those instruments or some or all of the parties involved in
  1726. the purchase, sale and delivery thereof. Company may cease operations in a
  1727. jurisdiction in the event that regulatory actions, or changes to law or regulation, make
  1728. it illegal to operate in such jurisdiction, or commercially undesirable to obtain the
  1729. necessary regulatory approval(s) to operate in such jurisdiction.
  1730. 9. Risks Arising from Taxation
  1731. The tax characterization of Tokens is uncertain. You must seek your own tax advice
  1732. in connection with purchasing Tokens, which may result in adverse tax
  1733. consequences to you, including withholding taxes, income taxes and tax reporting
  1734. requirements. In addition, the proceeds of the Token sale (which include any
  1735. moneys that purchaser has paid for the Tokens) may be taxable to the Company,
  1736. which may adversely affect financial resources available to the Company,
  1737. Company’s business and the Company's ability to achieve its business objectives.
  1738. 10. Risk of Competing Platforms
  1739. It is possible that alternative Platforms could be established that utilize the same
  1740. open source code and protocol underlying the Platform and attempt to facilitate
  1741. services that are materially similar to the Services. The Platform may compete with
  1742. these alternatives, which could negatively impact the Platform and Tokens, including
  1743. the utility of the Tokens for obtaining Services.
  1744. 11. Risk of Insufficient Interest in the Platform or Distributed Applications
  1745. It is possible that the Platform will not be used by a large number of individuals,
  1746. companies and other entities or that there will be limited public interest in the
  1747. creation and development of distributed Platforms (such as the Platform) more
  1748. generally. Such a lack of use or interest could negatively impact the development of
  1749. the Platform and therefore the potential utility of the Tokens, including the utility of
  1750. White Paper
  1751. Page 68 of 72
  1752. the Tokens for obtaining Services.
  1753. 12. Risks Associated with the Development and Maintenance of the Platform
  1754. The Platform is still under development and may undergo significant changes over
  1755. time. Although Company intends for the Tokens and Platform to function as
  1756. described in Exhibit C, and intends to take commercially reasonable steps toward
  1757. those ends, Company may have to make changes to the specifications of the Tokens
  1758. or Platform for any number of legitimate reasons. Moreover, Company has no control
  1759. over how other participants will use the Platform, what products or services will be
  1760. offered through the Platform by third parties, or how third-party products and
  1761. services will utilize Tokens (if at all). This could create the risk that the Tokens or
  1762. Platform, as further developed and maintained, may not meet your expectations at
  1763. the time of purchase. Furthermore, despite Company’s good faith efforts to develop
  1764. and participate in the Platform, it is still possible that the Platform will experience
  1765. malfunctions or otherwise fail to be adequately developed or maintained, which may
  1766. negatively impact the Platform and Tokens, and the potential utility of the Tokens,
  1767. including the utility of the Tokens for obtaining Services.
  1768. 13. Risk of an Unfavorable Fluctuation of ETH, BTC or Other Coin Value
  1769. If the value of ETH, BTC or other coins fluctuates unfavorably during or after the
  1770. Token sale, the Company team may not be able to fund development, or may not be
  1771. able to develop or maintain the Platform in the manner that it intended. In addition to
  1772. the usual market forces, there are several potential events which could exacerbate
  1773. the risk of unfavorable fluctuation in the value of ETH, BTC or other coins, including
  1774. another DAO-like attack on the Ethereum network, or significant security incidents or
  1775. market irregularities at one or more of the major cryptocurrency exchanges.
  1776. 14. Risk of Dissolution of the Company or Platform
  1777. It is possible that, due to any number of reasons, including, but not limited to, an
  1778. unfavorable fluctuation in the value of ETH, BTC or ICOCOIN (or other cryptographic
  1779. and fiat currencies), decrease in the Tokens’ utility (including their utility for obtaining
  1780. Services), the failure of commercial relationships, or intellectual property ownership
  1781. challenges, the Platform may no longer be viable to operate or the Company may
  1782. dissolve.
  1783. 15. Risks Arising from Lack of Governance Rights
  1784. Because Tokens confer no governance rights of any kind with respect to the Platform
  1785. or the Company, all decisions involving the Company’s products or services within
  1786. the Platform or the Company itself will be made by the Company at its sole
  1787. discretion, including, but not limited to, decisions to discontinue its products or
  1788. services in the Platform, to create and sell more Tokens for use in the Platform, or to
  1789. sell or liquidate the Company. These decisions could adversely affect the Platform
  1790. and the utility of any Tokens you own, including their utility for obtaining Services.
  1791. White Paper
  1792. Page 69 of 72
  1793. 16. Regulatory Risks
  1794. The Company, and by extension the Platform, is subject to a variety of federal, state
  1795. and international laws and regulations, including those with respect to privacy and
  1796. data protection, consumer protection, data security, and others. These laws and
  1797. regulations, and the interpretation or application of these laws and regulations, could
  1798. change. In addition, new laws or regulations affecting the Platform could be enacted,
  1799. which could impact the utility of the Tokens in the Platform. Additionally, the Platform
  1800. participants are subject to industry specific laws and regulations or licensing
  1801. requirements. If any of these parties fails to comply with any of these licensing
  1802. requirements or other applicable laws or regulations, or if such laws and regulations
  1803. or licensing requirements become more stringent or are otherwise expanded, it could
  1804. adversely impact the Platform and the Tokens, including the Tokens’ utility for
  1805. obtaining Services.
  1806. Also, changes in laws or regulations governing the Company's operations may
  1807. adversely affect its business. Any change in the Company's tax status, or in taxation
  1808. legislation in the United States or elsewhere, could affect the value of its financial
  1809. holdings, its business and the Company's ability to achieve its business objective.
  1810. Prospective purchasers are urged to consult their tax advisers with respect to their
  1811. particular tax situations and the tax effects of the purchase of Tokens from the
  1812. Company.
  1813. 17. Operational Risks
  1814. The Company is a young company and the growth of the team and its capabilities
  1815. may take longer than expected to result in the intended usefulness for the Tokens.
  1816. The Tokens are just one product in a highly competitive market, and broad adoption
  1817. by other users and developments by technology partners may take longer than
  1818. expected. The usefulness of the Tokens depends on the extent of widespread
  1819. adoption of the offered technology by the marketplace.
  1820. 18. Risk of Lack of Adoption
  1821. The success of the Platform, Services, and Tokens is dependent in large part to the
  1822. adoption of the Platform, Services, and underlying technology by users. It is possible
  1823. that users do not adopt or use the Platform. Such lack of use or interest could
  1824. negatively impact the development of the Platform and therefore the potential utility
  1825. of the Tokens, including the utility of the Tokens for obtaining Services.
  1826. 19. Technology Risks
  1827. The Tokens are intended to represent a new capability on emerging technology that
  1828. is not fully proven in use. As the technology matures, new capabilities may
  1829. dramatically alter the usefulness of the Tokens or the ability to use or sell them. The
  1830. functionality of the Tokens is complex, will require enhancements and product
  1831. White Paper
  1832. Page 70 of 72
  1833. support over time, and full functionality may take longer than expected. The full
  1834. functionality of the Tokens is not yet complete and no assurance can be provided of
  1835. such completion.
  1836. 20. Unanticipated Risks
  1837. Cryptographic tokens such as the Tokens are a new and untested technology. In
  1838. addition to the risks included in this Exhibit D there are other risks associated with
  1839. your purchase, possession, and use of the Tokens, including unanticipated risks.
  1840. Such risks may further materialize as unanticipated variations or combinations of the
  1841. risks discussed in this Exhibit D.
  1842. White Paper
  1843. Page 71 of 72
  1844. 21. Forward Looking Statements
  1845. The Company’s Token sale whitepaper and the documents attached thereto or
  1846. associated wherewith contain forward-looking statements within the meaning of
  1847. Section 27A of the Securities Act and Section 21E of the Exchange Act, which are
  1848. subject to the safe harbor provisions of the Private Securities Litigation Reform Act of
  1849. 1995. These forward-looking statements, including, without limitation, statements
  1850. regarding anticipated use of proceeds from the Token sale, are based on current
  1851. expectations, estimates and projections about our industry, Company management’s
  1852. beliefs, and assumptions made by Company management. Words such as
  1853. “anticipates,” “expects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” and
  1854. variations of such words and similar expressions are intended to identify such
  1855. forward-looking statements. These statements are not guarantees of future
  1856. performance and are subject to certain risks, uncertainties and assumptions that are
  1857. difficult to predict; therefore, actual results may differ materially from those
  1858. expressed or forecasted in any forward-looking statements due to a variety of
  1859. factors, including, without limitation, our ability to meet the minimum Token sale
  1860. amount, if any, unanticipated costs and expenses related to the Token sale, changes
  1861. in Company’s financial condition or business strategy that impact the use of
  1862. proceeds from the Token sale, and other factors. The risks and uncertainties include
  1863. those noted in “Risk Factors” above. Undue reliance should not be placed on the
  1864. forward-looking statements in this whitepaper or any associated materials, which are
  1865. based on information available to us on the date hereof. We undertake no
  1866. obligation to update any forward-looking statements, whether as a result of new
  1867. information, future events or otherwise, except to the extent that we are required to
  1868. do so by law.
  1869. White Paper
  1870. Page 72 of 72
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