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- White Paper
- Page
- 1 of 72
- Version 0.
- 4
- Glossary
- Introduction
- Global gaming and cryptocurrency markets
- Global market
- ESports market
- Live game streaming and VOD market
- Markets Play2Live will operate in
- Setting the scene
- General principles and problem-solving philosophy
- Interaction on Play2Live platform
- Earning opportunities for platform users
- A constructor of eSports content
- Advertising on the platform
- Level Up Coin - the fuel that powers the platform
- Features of Play2Live platform. The first project based on Level Up Chain
- The platform crowdfunding system
- P2L platform as an escrow service for eSports tournaments organizers
- Totalizator for eSports tournaments
- Donation system
- Contribution to the broadcasts of favorite streamers
- Tasks for the streamers
- Peer 2 peer CDN
- Level Up Chain blockchain
- Main participants of Play2Live platform
- Design of the LUC token and its application within Play2Live project
- 15 Sources of revenue generation within the platform
- Project Team
- Roadmap of Play2Live
- Play2Live token sale specifics and Level Up Coin token features
- Token sale stages
- Summary
- Disclaimer
- Public sources of information
- White Paper
- Page 2 of 72
- GLOSSARY
- Betting Wagering on the outcome of a eSports event with a coefficient.
- Content
- (eSports)
- in application to eSports the term ‘content’ stands for stream
- broadcasts
- Daily Reward
- Pool
- The part of Play2Live economy which determines the reward
- equivalent received by a user for making a contribution or
- performing actions within the platform.
- DPoS Delegated Proof of Stake. It leverages the power of stakeholder
- approval voting to resolve consensus issues in a fair and
- democratic way
- Donation Voluntary reward from a viewer to a streamer.
- eSports A form of competition that is facilitated by electronic systems,
- particularly video games, and which forms a major part of the
- gaming industry.
- Gambling Games in which the winning outcome completely or to a large
- extent depends not on the art of playing, but on the randomness.
- Level Up Coin Play2Live platform utility tokens which provide a means of
- payment for the goods and services available on the platform.
- Level Up Chain A decentralized blockchain system for streaming, gaming and
- eSports projects.
- Revenue
- sharing model
- A model of sharing part of the revenue with a partner.
- Streaming Online media simultaneously recorded and broadcast in real
- time to the viewer.
- Totalizator A type of betting without a coefficient.
- The system of
- tasks
- A system in which viewers of a stream can assign various tasks
- to a streamer and vice versa.
- VOD Video on demand
- White Paper
- Page 3 of 72
- INTRODUCTION
- Video games and eSports markets, representing the largest part of the global gaming
- industry, have started to attract the attention not only of their core audience (gamers),
- but also of crypto community. The global market for video games has already
- surpassed that of the film industry, topping $105 bn in 2017. This should not be
- surprising given that the funds required to develop and release a video game is often
- on a par with the budget of a Hollywood blockbuster.
- At the same time, the tremendous growth of cryptocurrencies and dissemination of
- blockchain technology suggests that there are opportunities to unite eSports
- entertainment with a blockchain-based solution. This would address a number of
- inefficiencies and offer unique advantages over conventional streaming platforms,
- whose features have remained virtually unchanged over time.
- To date, more than 30 gaming industry projects have been launched that make use of
- blockchain technology, which is just a fraction of the vast number of token sales being
- launched daily, a figure which now exceeds 300 a month. It is evident that there is a
- gap in the market for a project that can unite blockchain with the gaming industry to
- create a solution that benefits all parties. Play2Live has the potential to become a
- trailblazer in this emerging market and to establish a major presence before other
- enterprises emerge in the space.
- White Paper
- Page 4 of 72
- PLAY2LIVE
- THE FIRST FULL-BLOWN DECENTRALIZED STREAMING PLATFORM FOR
- GAMERS AND ESPORTS FANS
- Based upon blockchain technology, Play2Live introduces a unique mixture of interactive
- features and monetizing tools, currently unavailable on existing streaming platforms. The
- further development of Play2Live’s Level Up Chain on the basis of Graphene fork allows to
- create the ultimate end-to-end solution for streamers, gamers and eSports fans covering all
- their needs, and also providing the key advantages of blockchain technology such as speed,
- transparency and availability.
- The eSports market is valued at $700M for 2017 and is growing rapidly, with huge
- numbers of tournament views stemming from broadcasts by the most popular
- streamers. These numbers already exceed those of the world’s most popular sports
- events such as NBA and MLB. Traditional sports clubs such as FC Barcelona,
- Manchester United and Galatasaray have been swift to recognize the potential of
- eSports and have already acquired a number of eSports teams. Twitch.tv and
- YouTube Gaming are two of the highest profile streaming platforms to have emerged
- dedicated to the eSports and video games markets, with the former sold for $970M to
- Amazon less than four years ago.
- With extensive experience of the eSports industry and a deep understanding of
- blockchain technologies and their potential, we have decided to focus on building a
- full-blown ecosystem for gamers. Play2Live streaming platform has been created on
- the basis of decentralization principles. One of its unique functions is the ability for
- any participant to influence the content generation process within the platform that
- allows to personally impact all stages of content generation. In other words, not only
- can the spectator watch the stream, but they can also act as a content creators. On
- top of that, any participant of the ecosystem has an opportunity to earn rewards. That
- approach is the antithesis of that offered by existing streaming platforms, where the
- viewer is obligated to spend funds on various activities and where their role in content
- creation is constrained or non-existent.
- Play2Live token sale is expected to attract the seed user base of the project, which
- constitutes the critical mass of users required to get the platform up and running. The
- growth of the user base is facilitated by a streaming service featuring video
- broadcasts of gaming and eSports content, which is the core function of Play2Live.
- Implementation of blockchain technology allows to attract content and service
- providers with an access to the user base.
- The number of cryptocurrency users in the world is still relatively low (tentatively
- 100M cryptocurrency wallets), while the monthly audience of Twitch.tv is 100M unique
- users. It is conceivable that at least 10% of these users become cryptocurrency
- holders. Gamers are regarded as the most tech-savvy segment of PC and mobile
- users, and it is plausible to assume that they will find it easy to make the transition
- from fiat money to cryptocurrency, as many already have.
- A primary concern when creating an ecosystem for gamers using blockchain
- technology is setting up an internal economy similar to the way countries issue money
- that is pegged to the value created by their residents. Similarly, blockchain systems
- issue cryptocurrency, which is pegged to the value of the businesses built around
- these systems and the belief of holders in its growth. At Play2Live, our goal is to build
- a full-blown ecosystem for all gamers and eSports fans that allowing any third-party
- projects and developers to freely integrate with the platform via API.
- White Paper
- Page 5 of 72
- GLOBAL GAMING AND CRYPTOCURRENCY
- MARKETS
- Below are the most up-to-date figures for the markets where Play2Live project is
- anticipated to operate in.
- GLOBAL MARKET
- White Paper
- Page 6 of 72
- ACCORDING TO FORECASTS, THE REVENUE OF THE GAMING INDUSTRY
- WILL REACH $115 BILLION BY 2018
- AND BY 2020 WILL REACH THE $130 BILLION MARK.
- The following excerpts are from a SuperData study:
- 665M people around the world tune in to sites like Twitch.tv and YouTube for
- content about their favorite games. Taking into account the 100M+ monthly active
- users of Twitch.tv and the total live broadcast, this audience is substantial. At the
- same time, data from the Chinese market are not included in the calculation,
- which significantly exceeds other regions in terms of viewership.
- eSports is one of the fastest growing tech markets, with only VR technology
- market outpacing it.
- ESPORTS MARKET
- eSports is one of the most dynamically developing segments of the gaming industry.
- By 2020, the market is expected to reach $1.5 billion.
- LIVE GAME STREAMING AND VOD MARKET
- Gaming and eSports have opened new channels of communication for viewers such
- as streaming and broadcasting platforms for gamers.
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- Page 7 of 72
- According to SuperData, live game content and VOD in 2017 will generate $4.6
- billion in revenue.
- Twitch was acquired by Amazon for $970M and at present is the industry leader.
- Gaming and eSports streaming markets have huge growth potential. Interestingly,
- Twitch.tv has been a market leader in both gaming and eSports sectors, accounting
- for 70% to 80% of the global gaming market share according to various estimates.
- An in-depth market review of the gaming and eSports markets can be found in a
- separate document (Market Overview) that also contains an overview of the following
- markets:
- Market for trading of in-game items, betting and gambling
- White Paper
- Page 8 of 72
- The global cryptocurrency market
- The VR market
- MARKETS PLAY2LIVE WILL OPERATE IN
- Facilitating diverse features for a global gaming audience, Play2Live operates in all
- markets reviewed in the previous section.
- White Paper
- Page 9 of 72
- DIVERSIFICATION ALLOWS PLAY2LIVE
- TO BECOME A TRAILBLAZER IN VARIOUS MARKET SEGMENTS
- FACILITATING OPPORTUNITY-DRIVEN APPROACH.
- Therefore, Play2Live operates in the following markets:
- 1. eSports and gaming,
- 2. Betting and external items exchange,
- 3. Live and VOD broadcasting of the game content,
- 4. VR
- Orientation on the various markets provides numerous sources of revenue
- generation.
- Growth projections for Play2Live platform estimate tentatively 10M unique users per
- month by the end of the first year of operations after the product is launched. Each
- user registered in the system has a cryptocurrency wallet powered by Level Up Coin
- (LUC) token, the fuel that facilitates monetization opportunities for all users, from
- streamers to viewers.
- Play2Live introduces the brand-new streaming platform for
- gamers with several functional modules that provide users
- with a completely new level of virtual interaction. Diversified
- functionality of Play2Live platform is a significant
- advantage for the developing markets it operates in.
- White Paper
- Page 10 of 72
- SETTING THE SCENE
- The emergence of platforms such as Twitch.tv has opened up a new market of live
- broadcasting and given a huge impetus to the development of the eSports industry.
- The data on gaming and eSports markets compared to that of traditional sports
- markets outlined in the previous sections indicate that in the foreseeable future,
- people will watch more eSports broadcasts than traditional sports events.
- Despite the substantial growth of eSports, streaming platforms have scarcely
- changed in the last five years, with little in the way of innovation to enhance
- interaction between users and a streamer.
- White Paper
- Page 11 of 72
- PLAY2LIVE PLATFORM PROVIDES A COMPREHENSIVE
- SOLUTION FOR STREAMERS AND VIEWERS, ELIMINATING THE
- FOLLOWING WEAKNESSES OF EXISTING STREAMING
- PLATFORMS:
- 1. Limited opportunities for users and
- streamers to interact and no personalization options.
- 2. Restriction of users in the ability to earn from their hobbies.
- 3. Advertising is persistent and usually there is no option to disable it. The users
- are frustrated with the advertising and try to avoid it in any possible way.
- 4. Every user who wishes to stream their game and earn from this action cannot
- do it on a regular basis, while they expect to start earning money just after the
- registration in the system and wish to have more tools to monetize their
- streams better.
- USERS OF STREAMING PLATFORMS EXPECT A GREATER LEVEL OF
- INTERACTION AND PERSONALIZATION
- At the current stage of video game and eSports market development, fueled by the
- emergence of platforms such as Twitch.tv, it has become obvious that gamers can
- and wish to be more than mere viewers.
- The amount of money gamers spend on donations to their favorite streamers equates
- to hundreds of millions of dollars per year. The primary motivation for such donations
- is to attract the attention of a favorite streamer and to support them.
- There is clearly a use case for a platform similar to Twitch.tv that can offer viewers a
- new level of interactivity. Play2Live is the full-blown platform of such scale, facilitating
- numerous ways of interaction between a streamer and a viewer including a bilateral
- system of tasks, enhanced content generation process and many others. Compared
- to the simplistic chat communication and donation options provided by the existing
- platforms, it is a real step forward in terms of interaction. Play2Live opens possibilities
- for monetizing the streamers’ content, which leads to a better quality of entertainment
- and interaction for users.
- USERS DO NOT WANT TO JUST BE OBSERVERS - THEY WANT TO EARN FROM
- THEIR HOBBY
- Existing streaming platforms leave a user obligated to spend money on certain
- activities within the platform. These platforms also profit from advertising placements,
- which are often displayed to the irrelevant audience. In some regions, the use of ads
- blocking software is estimated to reach 80%.
- Introduction of an opportunity to earn from watching advertising is expected to lower
- that percentage as well as increase the loyalty of the users.
- USERS WANT TO INDEPENDENTLY SELECT/CREATE CONTENT ON THE
- PLATFORM
- Passive watching of streams or tournaments is no longer interesting. A good example
- is the amount of fees from ticket sales at The International Dota 2 championship,
- where 25% of the viewers watched the championship in Spectators Mode via the
- game client (Valve total revenue was $100m and EBITDA reached $70m). In other
- words, users were the creators of the stream.
- There is clearly a case for providing gamers and eSports fans with a tool that enables
- them not only to donate, but also to construct the content they wish to see. This next
- level of interaction includes the possibility to choose the board of commentators,
- decide on the outcome of the match and much more.
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- Page 12 of 72
- USERS ESCHEW ADVERTISING
- The proliferation of ads blocking tools on platforms similar to Twitch.tv is extremely
- high. Gamers are frustrated with the advertising and try to avoid it in any way – thus, it
- is time for the new solution allowing users to choose the way of watching
- advertisement.
- CRYPTOCURRENCIES NEED ACCESS TO THE MASS MARKET
- Due to the emerging status of of eSports and the light regulatory environment, which
- mirrors that of cryptocurrencies, there is an opportunity for gamers and
- cryptocurrency holders to establish an interactive entertainment market. Once
- Play2Live platform is established, it is expected that an influx of users will serve to
- increase the number of cryptocurrency adopters.
- STREAMERS WANT TO START EARNING INSTANTLY
- Streamers do not have to wait to accrue a certain number of streamed hours and
- impressions to start monetizing their actions – they can start earning from their first
- stream. Streamers also want to be able to instantly withdraw and spend money they
- had earned without filling out application forms and submitting proof of ID.
- Obviously, streamers would marvel at the opportunity to monetize their hobby in
- diverse ways.
- White Paper
- Page 13 of 72
- GENERAL PRINCIPLES AND PROBLEM-SOLVING
- PHILOSOPHY
- Play2Live team combine years of experience working with such streaming platforms
- as Twitch.tv, Azubu.tv, Hitbox.tv, Boom.tv and Youtube Gaming. Play2Live platform
- boasts a significantly higher level of interactivity due to the use of blockchain. Our
- solution changes the rules of the game in the streaming market, giving the opportunity
- to earn not only for a streamer, but also for a viewer.
- White Paper
- Page 14 of 72
- PLAY2LIVE PLATFORM INTRODUCES THE FULLBLOWN
- ECOSYSTEM FOR ESPORTS AND GAMING
- WITH DEEP FOCUS ON CONTENT GENERATION AND
- PRACTICAL NEEDS OF THE STREAMERS, WHILE
- MOST OF CRYPTO PROJECTS IN ESPORTS AND
- GAMING ADDRESS THE SPECIFIC NARROW
- SOLUTIONS RESOLVING SOME MOMENTARY
- ISSUES OF CURRENT STATE OF ESPORTS MARKET.
- THUS, PLAY2LIVE DOES NOT COMPETE WITH MOST
- OF EXISTING CRYPTO PROJECTS IN ESPORTS AND
- GAMING. ON THE OTHER HAND, PLAY2LIVE IS ABLE
- TO ADD NEW PRODUCTS AND PARTNERS INTO THE
- ECOSYSTEM, AND OFFER THEM THE ABILITY TO
- INTERACT DIRECTLY WITH THE USERS OF LEVEL UP
- CHAIN.
- The philosophy of Play2Live hinges on the principles of freedom and scaling
- interaction between viewers and streamers with the aid of blockchain technology. The
- economic model of the platform is one that empowers streamers and users to
- determine the type of content, the way it is displayed and, most importantly, its
- monetization type.
- The main functions of Play2Live platform are the implementation and maintenance of
- technical functionality along with other areas of participation. The interaction of
- streamers and users is direct and transparent due to the use of blockchain
- technology. The DPoS consensus algorithm allows this to be implemented in the
- platform, the application of which is elaborated on in the section devoted to the
- economic model.
- Effectively, all users of the platform incur costs (for example, streamers can purchase
- promotion in the ratings on the main page, users pay for premium subscription etc.),
- but at the same time everyone can earn LUC including the viewers.
- INTERACTION ON PLAY2LIVE PLATFORM
- Play2Live team have been able to design and develop a cutting-edge system of
- interaction between viewers and streamers thanks to the technology that the
- blockchain provides. This includes:
- Advanced system of tasks, from viewers to streamers
- Betting system carried out while watching eSports tournaments
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- By voting on Play2Live platform with LUC tokens, any user can set the price for
- performing a specific task for their favorite streamers. Examples include challenging
- the streamer to complete the game on the hardest difficulty level, to keep streaming
- for five hours or to start a stream on a different game etc. Any other user can support
- the tasks with LUC or assign their own task. A streamer can perform all tasks and
- receive all tokens or perform some of them and receive less. Likewise, users can bet
- on their favorite team with LUC in real time on the streaming platform while watching
- tournaments.
- The consensus on performing tasks and confirmation of a streamer's actions is
- carried out by collective voting during the course of the stream broadcast. Most
- actively involved users receive rewards in LUC. This allows for gamification of the
- entire platform; the more actively users participate in various activities, the more
- tokens they earn.
- More information about this and other features can be found in the section devoted to
- key features of the platform.
- EARNING OPPORTUNITIES FOR PLATFORM USERS
- For the first time a streaming platform allows not only streamers to earn, but also
- viewers.
- In particular, users are able to earn from:
- Advertising: For each impression shown a certain number of tokens is
- transferred to the user
- Voting and other kinds of contribution on the platform: the provision of consensus
- on certain actions is encouraged via various rewards
- Sharing its internet channel via P2P model allowing the streams to be broadcast
- to other users.
- Performing tasks set by streamers
- Betting and gambling: A user is able to place a bet and win LUC while watching
- an eSports tournament on the platform
- We are determined to introduce more earning possibilities for viewers in the future.
- The streamers are able to earn in 11 ways compared to 5 currently available for them
- at the existing streaming platforms.
- White Paper
- Page 16 of 72
- It is vital to understand that the goal of Play2Live ecosystem is to create favorable
- conditions within the platform for streamers so that they would like to transfer their fan
- base from the existing streaming platforms, attracting a seed audience to the
- platform.
- We plan to achieve this goal not only by implementing a set of new features, which
- would provide for increased earning opportunities for a streamer, but also by allowing
- them to edit the parameters of the economy (for example, allowing to choose
- subscription fees rates or percentage of revenue from advertising gone to viewers). In
- other words, we provide an opportunity to freely control numerous economic
- parameters that govern interaction between a streamer and a viewer. Thus, the
- steamer can fine-tune the parameters of the economy in the most suitable way for
- their audience. Play2Live platform acts as a technological backbone that facilitates
- their interaction thanks to Blockchain technology aimed to provide transparency and
- interactivity.
- Revenue streams Play2Liv
- e
- Twitch Youtube
- Gaming
- Advertising
- Channel Subscriptions
- Sale of distinction badges on the
- platform –
- Donations
- Interactive tasks for streamers – –
- Crowdfunding for streams – –
- Totalizator – –
- Betting – –
- Exchange for drawing prizes – –
- Purchasing of games at partner
- services –
- Rewards for activity within the
- platform – –
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- Page 17 of 72
- A CONSTRUCTOR OF ESPORTS CONTENT
- The International championship mentioned previously is an example of direct
- involvement in construction of eSports content by users. The entire prize fund and
- costs of hosting of the World Championship for the game Dota 2 were covered by the
- purchase of internal virtual tickets, the fees from which amounted to $100 million.
- Different stages of collected fees resulted in various bonuses for players who were
- incentivized to help raise more money.
- Imagine an arbitrary project within Play2Live platform providing an opportunity for
- users to vote with LUC tokens for the creation of content (show matches with wellknown
- eSports teams, eSports championships, fan shows and fan matches of
- eSports stars including the most popular streamers etc). The partners of the platform
- such as streamers and tournament operators then implement and endeavor to
- accomplish the requests.
- Conversely, tournament organizers who wish to create a new tournament format and
- broadcast it but lack sufficient funds can place their championship on Play2Live
- platform and collect the needed money. Play2Live would essentially serve as an
- eSports Kickstarter enabling interested parties to raise funds and broadcast the
- resulting action on the platform for the benefit of all contributors.
- Users who have voted to implement certain types of content on the platform are able
- to decide on key metrics (format and timing, desired commentators and other
- parameters) and receive various benefits and perks during the broadcast thanks to
- the developed system of gamification. Play2Live provides a unique opportunity for
- broadcast organizers, streamers and tournament operators to place content
- according to the desires and interests of their target audience, maximizing the
- prospects of user engagement and retention.
- ADVERTISING ON THE PLATFORM
- Decisions regarding the display of advertising and its parameters (frequency,
- positioning during the broadcast, duration) are completely left to the discretion of the
- streamer.
- The streamer may specify video ads with the ability for viewers to skip the content, to
- limit the maximum time of the commercial, to position videos at the beginning of the
- broadcast or during breaks only and compete for their viewers. At the same time,
- viewers understand that by watching the advertising they directly support their favorite
- streamer and the platform, which facilitates their entertainment.
- Similar to Brave project with its Basic Attention Token, Play2Live hosts a mechanism
- for partial sharing of advertising revenue between platform users, which allows each
- individual to receive a portion of the revenue from advertising and to watch the most
- relevant and useful ads based on their preferences. This obviates the need for adblocking
- software, for users have no obligation to watch advertising.
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- Page 18 of 72
- Moreover, Play2Live can boast an advanced referral system of work with eSports
- publishers. They are be able to craft their marketing campaigns fine-tuning them
- according to the functionality offered by Play2Live. In turn, streamers are the ones
- who will implement these campaigns.
- LEVEL UP COIN - THE FUEL THAT POWERS THE PLATFORM
- Gamers are a natural audience to adopt and benefit from the advantages that
- cryptocurrencies and blockchain technology can offer. These include:
- The ability to start earning as a streamer instantly, receiving LUC from the very
- first broadcasts. There is no need to pass a certain viewing threshold, fill out multipage
- forms to receive money, and endure a lengthy waiting period before funds
- are transferred to the streamer’s bank account.
- Any coin received for viewing ads, won at the totalizator or purchased in any other
- way can be transferred, spent or exchanged for fiat currency or any other
- cryptocurrency thanks to a gateway/API, which will allow to make transactions
- between the users convenient.
- Fast transactions and low fees.
- In the future LUC is expected to be used not only within Play2Live ecosystem, but
- also in other projects created on the basis of Level Up Chain.
- Free conversion of LUC to cryptocurrencies that may be provided by other gaming
- services
- Users registered in Play2Live system automatically become holders of
- cryptocurrency, helping to further grow the crypto community.
- White Paper
- Page 19 of 72
- PLAY2LIVE PRODUCT IS UNIQUE IN THE FOLLOWING
- ASPECTS:
- 1. A regular user is able to earn in 5 ways minimum which is a
- considerable advantage to conventional streaming platforms that
- have no embedded blockchain system.
- 2. A streamer is able to earn in 11 ways versus 4-5 regular ones
- offered by the existing run-of-the-mill solutions.
- 3. The platform profits from 15 revenue streams compared to 5 that
- are available for traditional streaming platforms.
- FEATURES OF PLAY2LIVE PLATFORM. THE FIRST
- PROJECT BASED ON LEVEL UP CHAIN
- Play2Live utilizes a number of technological solutions to implement all of the desired
- features. All transactions pertaining to Level Up Coin tokens are to be executed and
- confirmed via the Level Up Chain blockchain. In this section, we elaborate on some of
- the features of Play2Live platform in greater detail.
- The platform is anticipated to ultimately host more than 25 functional modules for
- users, 15 of which could generate revenue for users and at the same time provide an
- opportunity to spend earned tokens within the platform. We favor the possibility of
- adding new functional modules in the development process as we plan to interact with
- the community at all stages of the project and to solicit the feedback of both
- streamers and viewers.
- THE PLATFORM CROWDFUNDING SYSTEM
- The general logic of this feature is depicted in the diagram.
- A system of voting with LUC for streams is implemented on the platform.
- As shown in the diagram, three platform users want to watch the showmatch of the
- Fnatic team versus the Astralis team. They participate in a newly-created section in
- the voting system where, similar to Dota 2 compendium, they purchase internal
- tickets for this championship that provides them with various benefits:
- 1. Privileged status in the broadcast
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- 2. Special features in chat
- 3. An opportunity to claim an increased percentage of revenue from any advertising
- placed inside the championship
- 4. The ability to choose properties of the championship (location, commentators and
- others)
- 5. Additional bonuses within the platform
- 6. Special digital gifts from the organizers
- 7. Interactions with participating teams
- In the course of voting (via donations) for a particular championship or other content,
- users are provided with an opportunity to construct the content according to their
- desires. For example, they can dictate the board of commentators, the format of the
- meeting and even the locations provided that a sufficient level of funds has been
- collected. Partners of Play2Live platform are in charge of the arrangement of these
- championships and other types of content.
- Funds can be collected for a large number of events simultaneously. This could be
- one large annual championship or regular monthly and even weekly championships.
- Users can choose the format of events they want to support. The crowdfunding
- system caters not only for creating eSports content, but also for the streamers who
- lack the required funds to launch a broadcast.
- P2L PLATFORM AS AN ESCROW SERVICE FOR ESPORTS
- TOURNAMENTS ORGANIZERS
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- Page 21 of 72
- In eSports, problems often arise with the payment of prize funds in instances where
- the organizers arranging a championship delay payment or do not pay any at all.
- Play2Live platform solves this problem with the use of blockchain technology.
- Moreover, the tournament operator can receive additional funding for their
- championship, showmatch or any other streaming event if they launch the project on
- Play2Live. However, in cases where they desire additional means of audience
- incentivization, the platform will facilitate additional goals to be set according to the
- funds raised.
- As an example, a tournament operator manages to collect $10,000 for running a
- championship but needs additional funding. He sends fiat money through the
- gateway/API to the platform and transfers it to the Operations fund. Next, he obtains
- an additional 10,000 LUC from the users of the platform. Afterwards, upon reaching a
- funding goal, the funds flow to the escrow system of Level Up Chain. Upon ending of
- the championship and confirmation (if required) of its results by users, the prize is
- distributed to the crypto wallets of users according to their contribution.
- TOTALIZATOR FOR ESPORTS TOURNAMENTS
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- Page 22 of 72
- Play2Live platform broadcasts various eSports content allowing users to bet on the
- totalizator directly on the platform in live mode.
- 1. Users have made bets on either team 1 or team 2.
- 2. In case of bets on the outcome of the whole match, they must be made prior to
- the start of the match. If the match is broadcast in live mode, bets are made in
- real time.
- 3. The platform charges a small commission for each bet made.
- 4. The result is confirmed by the tournament operator.
- 5. In our example, team 1 overtook team 2. The tokens were returned to the users
- who had bet on team 1 with less platform commission. These users also received
- tokens of the users who had bet on team 2 in proportion.
- The mechanism for betting is also linked to the time of placement of live bets on
- actions during the match (for example which team made the first FirstBlood or
- Headshot.)
- It is also possible to exchange in-game items for LUC tokens in order to place bets.
- This feature enhances the interactivity of the platform when viewing any eSports
- match.
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- Page 23 of 72
- DONATION SYSTEM
- Play2Live offers a system of donations, inspired by the model that is used on existing
- platforms. Thanks to the deployment of this feature on the Level Up Chain blockchain,
- we are able to revamp the traditional donation system. The updated system has:
- Transparency for all participants for the purpose of honest fundraising
- Streamer is able to order a dump of data on users who previously made donations
- and reward them at his discretion.
- CONTRIBUTION TO THE BROADCASTS OF FAVORITE
- STREAMERS
- The platform implements a feature for contributing to the broadcast of a streamer in
- real time. For example, users are able to "like" the broadcast of their favorite
- streamers, rate it and upvote it in the process, increasing its visibility on the platform.
- Coupled with other ways of contributing to broadcasts, it serves to reward users from
- the Daily Reward Pool which is built into the platform. Thus, users who actively
- contribute to the platform are rewarded in the form of LUC tokens
- TASKS FOR THE STREAMERS
- It is conceivable that this feature will be warmly welcomed by the users due to
- thoroughly-crafted logic of interaction on all layers of the platform as well as
- blockchain system with DPoS consensus mechanism.
- White Paper
- Page 24 of 72
- 1. Several users want to assign various tasks to their favorite streamer at once. In
- our example, 3 out of 5 users made their choices for Task 1.
- 2. The streamer decided to perform only the Task 1, which was voted for by the
- majority of the users (65 LUC were allocated). In fact, the user ‘purchases’ some
- action from the streamer since the system holds the coins of the user before the
- streamer actually finishes this task. Tokens are returned to the users who voted
- for tasks 2 and 3 in case streamer did not choose these tasks
- 3. The streamer completed the task and confirmed its execution. According to the
- revenue sharing model, P2L platform received 25 LUC as revenue in the example
- and the streamer gained 40 LUC as a reward.
- Picture below depicts how the streamers’ performance is confirmed by the users.
- In the example below the figures are arbitrary and serve
- solely to demonstrate the mechanics of the tasks
- assignment. The resulting figures of the stakes of the
- revenue sharing model will be fixed with the release of a beta
- version of the platform. The stakes for the basic revenue
- sources will be fine-tuned according to the interests of the
- users. New features Play2Live intends to implement after
- consulting with lawyers, collecting user feedback and
- running tests will have stakes fine-tuned to cater for the
- users of the system.
- White Paper
- Page 25 of 72
- 1. Upon finishing task 1, the streamer confirms its execution.
- 2. Users on the stream (those who participated with tokens in the tasks and those
- who did not participate and just watched the stream) vote and confirm the action
- of the streamer. They receive a reward for their activity from the Daily Reward
- Pool of the platform and at the discretion of the streamer can allocate a pool of
- rewards from the collected funds, in our example 3.25 LUC.
- 3. In case 51% or more of the users in the votes pool confirm finishing of the task,
- the streamer receives a reward. If the streamer has not completed the task, the
- funds are returned to users and the streamer may be subject to penalties.
- 4. In case users deliberately placed faulty votes, an oracle is invited to settle the
- dispute, and if this fact is recognized by the oracle, users of the system will be
- penalized.
- This example demonstrates how is collective actions of the users contribute to the
- interaction during the stream.
- White Paper
- Page 26 of 72
- PEER 2 PEER CDN
- Deployment of P2P CDN service on the platform contributes to the cost optimization
- of Play2Live as existing streaming platforms rely on centralized solutions.
- The users of the platform will be rewarded for sharing their internet channel via P2P
- network. Blockchain Level Up Chain allows to implement this decision and thus to
- lower the expenditures of the project.
- Effectively, establishing a decentralized P2P CDN service will allow every user to earn
- LUC without the need to perform many actions merely by sharing a part of their
- computer resources with others.
- White Paper
- Page 27 of 72
- LEVEL UP CHAIN BLOCKCHAIN
- Level Up Chain is not a competitor to existing platforms. Rather, it is a decentralized
- suite of tools that can be used by these platforms jointly to bring value to the
- decentralized economy. Over time, as development of Level Up Chain ramps up, we
- expect to launch other gaming and eSports services to attract existing centralized
- market players.
- We aim to develop a solution that is indistinguishable from that of the existing
- platforms in terms of user-friendliness. The project is deployed on the Graphene
- platform, third-generation software with cryptographic protection and sustainable
- decentralized data registry. Graphene can handle large amounts of data providing
- privacy and high speed of confirmation as well signature of transactions.
- Use of Up Level Chain provides high security due to:
- Decentralized storage
- Level Up Chain utilizes a decentralized autonomous
- governance model. It forms a blockchain ecosystem for
- streaming and gaming projects, with Level Up Coin allowing
- for settlements within the system. Play2Live platform is the
- first project to launch, contributing to the network’s
- development and attracting streamers and viewers. The key
- goal is to establish a system that is transparent, userfriendly
- and most importantly has value, providing a set of
- features for users that is beyond those offered by existing
- streaming platforms.
- White Paper
- Page 28 of 72
- Immutable data records
- Transaction anonymity at three stages (sender, transaction, recipient)
- We are building an interaction system based on the delegated proof of stake (DPoS)
- consensus algorithm.
- Development of the platform, selection of community members, witnesses and
- management team of Level Up Chain are determined by the holders of the underlying
- asset Level Up Coin, which is a standard for DPoS.
- This solution allows streamers and viewers who hold large amounts of LUC to
- become witnesses and even members of the community, allowing to directly influence
- the performance of the project and future developments. An important advantage of
- WITNESSES confirm the transactions and ensure network
- security. A randomly selected witness every three seconds
- produces one block of data in the blockchain. Finalization
- occurs after confirmation of 2/3 of block producers. All
- blocks are confirmed by the witnesses and all witnesses
- store a full chain of blocks.
- MEMBERS of the community propose changes to the key
- parameters of the blockchain such as commission, time of
- block production and others. Members of the Community
- decide on the management team members and witnesses on
- behalf of the holders of Level Up Coin.
- THE MANAGEMENT TEAM performs operational
- management, development and maintenance of Level Up
- Chain.
- White Paper
- Page 29 of 72
- using such a consensus algorithm is that block producers are not able to control the
- network due to the presence of witnesses and the community members.
- Thanks to Graphene technology, we expect to reach a speed of transactions in Level
- Up Chain exceeding 50,000 TPS, which is hundreds of times faster than the Bitcoin
- and Ethereum networks.
- MAIN PARTICIPANTS OF PLAY2LIVE PLATFORM
- THE PLATFORM serves as a ‘graphical wrapping’ around
- blockchain API, easing user interaction with blockchain and
- allowing for broadcasting of streams since the decentralized
- storage and broadcasting of such a huge amount of heavy
- content has proven economically infeasible.
- STREAMERS use platforms for broadcasting streams and for
- monetization of their and others’ time and attention.
- Interaction between viewers and streamers brings integrity
- and value to the platform.
- VIEWERS consume content, comment and vote for it. Daily
- rewards for viewers is dependent on the amount of their LUC
- and on the quality of their curation (whether they vote for
- popular streams, vote in accordance with the streamer's
- actions and perform other actions that require consensus by
- a general vote). For example, a user who has more LUC
- receives a greater reward at voting on the confirmation of a
- streamer’s actions.
- Viewers buy a LUC token to spend it in one of 15 ways, and
- also to receive more influence on the distribution of the
- reward pool and to obtain larger reward during voting and
- other activities on the platform.
- MODERATORS can also be selected by the voting system or
- otherwise in case a disputed situation cannot be resolved by
- voting.
- White Paper
- Page 30 of 72
- DESIGN OF THE LUC TOKEN AND ITS APPLICATION
- WITHIN PLAY2LIVE PROJECT
- To better understand the interaction between all participants of the system and their
- mutual settlements in Level Up Chain, we will review the economy of the project. We
- anticipate that the economy model will be launched after the release of an open
- version of the project, in 3Q 2018.
- In the example below, the figures are arbitrary and
- demonstrate the process of buying premium subscription on
- the streamer’s channel. The resulting figures in the revenue
- sharing model will be fixed following the release of a beta
- version of the platform. The stakes for the basic revenue
- sources will be fine-tuned according to the interests of the
- users. New features Play2Live intends to implement after
- consulting with lawyers, collecting user feedback and
- running tests will have stakes catered for the interests of
- the users of the system in the first place.
- White Paper
- Page 31 of 72
- LEVEL UP COIN TOKEN PROVIDES THE
- MEANS OF PAYMENT INSIDE PLAY2LIVE
- PLATFORM. WE ARE ESTABLISHING AN
- EASY CONVERSION MECHANISM OF
- OTHER CRYPTOCURRENCIES OR FIAT
- MONEY TO LUC VIA A GATEWAY/API.
- Comments regarding the diagram:
- 1. STEP 1. The user of the platform has $5 (Visa/ MasterCard / PayPal / card of
- another fiat payment system) and wants to either pay for a service on the platform
- or interact with a streamer or make a contribution of any kind.
- 2. They send $5 to a gateway/API and immediately receive 100 LUC at the current
- weighted average market rate less a small gateway commission. The transaction
- takes place instantly due to the use of tokens from the Operations fund, where
- there is always a sufcient amount of tokens to enable transactions.
- 3. STEP 2. The external gateway through the gateway/API in turn may ‘borrowed’
- 100 LUC from the Operations funds and must return it back in full, or may buy
- tokens at open market once and if such tokens will be available for purchase. In
- this manner, a possible and reasonably expected increase of tokens’ demand is
- maintained within the platform.
- 4. To maintain technology process for using of the platform, after the tokens are
- bought at the open market, if any, a gateway/API returns them to the Operations
- funds.
- 5. STEP 3. After the user receives their 100 LUC, they can spend in any of 15
- available ways. Afterwards, LUC start to get distributed in the system.
- White Paper
- Page 32 of 72
- 6. 80% of the tokens from gross revenue of the platform are eliminated (32 LUC).
- Further, 5% of the tokens (2 LUC) are reserved for the Daily Reward Pool and 5%
- are reserved to sustain Level Up Chain functioning (2 LUC). 10% of the revenue
- in tokens (4 LUC) flows to the Operations Fund, which can be used by the
- management team to enhance the platform and to roll out marketing activities. In
- total, 100% of Play2Live revenue (40 LUC) is distributed.
- 7. A streamer receives their amount of tokens – 60 LUC in this example.
- 8. The stake of LUC received by a streamer, a platform and a viewer (when
- applicable) is determined separately in each case dependent on the type of
- action.
- The platform endeavors to motivate streamers to retain tokens within the platform via
- providing the following benefits:
- Offering larger rewards due to DPoS.
- Deploying spending mechanism within the system to promote their channels and
- purchase prizes for contests.
- Allocating LUC to systems analogous to the Bancor protocol.
- Thus, streamers in the system are interested in user loyalty
- and are not interested in violating the rules or deceiving
- other participants. Users likewise bring value to the system.
- White Paper
- Page 33 of 72
- 15 SOURCES OF REVENUE GENERATION WITHIN
- THE PLATFORM
- Play2Live introduces the following 15 key methods of revenue generation
- within the ecosystem utilizing LUC tokens:
- 1. SUBSCRIPTIONS TO THE STREAMER’S CHANNEL
- All users can watch any broadcast for free and with no limitations. But only those who
- subscribed to the channel are provided with additional privileges (the list is to be
- expanded):
- In the event of a large number of viewers on the stream, the Subscribers Only
- mode can be enabled so that only those who had purchased a subscription can
- chat.
- Subscribers can use exclusive emoticons and chat icons as well as other
- distinctive elements that are integrated into the platform.
- Valuable prizes (mice, keyboards and other peripherals) are distributed in
- Subscribers Only mode during tournaments so that only users who had purchased
- a subscription can participate. There is also access to other exclusive features
- that the channel owner provides for subscribers.
- The platform shares this revenue according to the revenue sharing model that has
- been agreed with the streamer.
- 2. DONATIONS
- During the stream, users transfer tokens to the streamer to demonstrate support and
- also for the streamer to read out special messages from the viewers.
- Special software can read out the messages prepared by users and a donations
- mechanism can be used to receive exclusive messages or any other rewards from
- the steamer as agreed by the parties.
- The platform shares this revenue according to the revenue sharing model agreed with
- the streamer, with the majority going to the streamer and Play2Live charging a small
- commission.
- White Paper
- Page 34 of 72
- 3. TOTALIZATOR OF ESPORTS EVENTS
- During streams of eSports events that are broadcast on the platform, viewers are
- allowed to bet with LUC tokens on their favorite team before the start of the match,
- being able to compete against opponents of their team.
- Bets are made in real time before the start of the event. In this way, users
- independently establish a betting coefficient. This model comprises a P2P system of
- bets that can be placed on the user’s favorite team where there is no third party such
- as a bookmaker involved. The platform charges a commission from every match in
- which the bets are placed.
- 4. ASSIGNING THE STREAMER A TASK
- During the stream or prior to its beginning, viewers can assign tasks to the streamer
- (for example, to stream for five hours; to stream another game; to pass the game at a
- certain level of difficulty; to perform any other game or non-game action), voting with
- LUC.
- The audience monitor the popularity of the tasks suggested by other users. The
- streamers then decide whether they perform one or more tasks and then proceed to
- enact them. The platform shares this revenue according to the revenue sharing model
- with the streamer.
- 5. TASKS FROM THE STREAMER TO USERS
- Streamers can assign tasks to users, who perform them. The reward is distributed in
- the form of LUC tokens and the platform charges a small commission.
- 6. CREATING CONTENT ON THE PLATFORM
- Viewers can vote with tokens to create content which is then broadcast on the
- platform. The system presents a multi-level voting system (with LUC tokens), which is
- carried out in several stages. Rewards are distributed to users upon reaching different
- collection stages.
- The platform shares this revenue according to the revenue sharing model with the
- tournament operator, which arranges the tournament according to the criteria
- suggested by the users, or with a streamer who makes a special show/content
- regarding the criteria specified by users at the time of voting.
- White Paper
- Page 35 of 72
- 7. PROMOTION OF THE BROADCASTS OF A FAVORITE
- STREAMER
- Viewers can vote with LUC to promote their favorite streamer so that they appear
- higher on the main page and in various categories. This revenue goes to Play2Live
- platform. However, out of the total volume of tokens purchased from the open market
- according to the economic model mechanism, a portion shall be distributed to users
- who actively vote with their tokens for promotion of the streamers.
- White Paper
- Page 36 of 72
- 8. BETTING AND GAMBLING
- Betting is an integral part of eSports. Play2Live publishes the coefficients from
- different bookmakers (which provide their API for integration into the platform and
- agree to accept LUC as a means of payment for these types of bets). Users can
- wager on several betting websites simultaneously while watching the stream
- broadcast without the need to actually visit these websites. After bets have been
- approved by bookmakers via API, users will be redirected to their websites. Bets are
- placed in LUC and earnings are formed according to the model of revenue sharing
- with bookmakers.
- 9. PURCHASING OF GAMES AT PARTNER SERVICES
- This feature suggests an ability to purchase any games that are streamed on the
- platform in real time. The earnings are formed according to the revenue sharing
- model with entities that sell games and agree to receive LUC as a means of payment.
- 10. DUELS BETWEEN PLAYERS
- Viewers can watch the stream and then challenge each other in the chat for any
- reason. A bet is placed the form of tokens. Affected by other viewers in the chat (a
- public call to action), another viewer can respond by accepting the bet. The platform
- redirects them to services like Firstblood.io where users play the game face to face.
- The earnings are formed according to the model for sharing the proceeds from bets
- placed with the partner service.
- 11. MARKETPLACE WITH PRIZES FROM ADVERTISERS
- The platform receives prizes and gifts from advertisers who propose streamers to run
- marketing campaigns with certain coverage level. A marketplace is established within
- the platform where they can find marketing materials (prizes) to promote their
- channel. Play2Live receives prizes from advertisers free of charge. The streamers
- distribute prizes provided during their broadcasts. At the same time, streamers are
- obliged to provide a certain level of media coverage during their broadcasts to use
- prizes for channel promotion.
- White Paper
- Page 37 of 72
- 12. PREMIUM SUBSCRIPTIONS
- Premium subscriptions allow for several enhanced options such as receiving special
- gifts from the publishers or gaining access to exclusive broadcasts. Users with
- premium subscriptions are also denoted as such on the platform. The platform shares
- this revenue according to the revenue sharing model with the streamer.
- 13. ADVERTISING
- Consistent with our philosophy, we have implemented the opportunity to fully enable/
- disable advertising as well as other special features at the discretion of the viewer.
- The streamers in turn motivate users to enable it.
- 1. Pre Roll, Mid Roll, Post Roll advertising - the classic model of showing commercials
- before, in the middle or at the end of the broadcast. A streamer can place any number
- of commercials in their streams.
- 2. Banners are positioned in various places on the platform, allowing campaigns to
- run with classic CPA / CPM models as well as an option for branding the main page.
- Play2Live features the referral system of work with publishers that will allow a
- streamer to run comprehensive marketing campaigns that will be suggested by the
- publishers with a transparent performance tracking system on all stages.
- The platform shares this revenue according to the revenue sharing model with the
- streamer.
- 14. SALE OF BADGES OF RANK ON THE PLATFORM
- Emoticons, chat badges and other distinctive features for users are available in the
- chat during streams. The platform shares this revenue according to the revenue
- sharing model with a streamer.
- White Paper
- Page 38 of 72
- 15. P2P CDN
- Due to the deployment of P2P CDN service on the platform, the content is distributed
- via the users’ PCs/laptops/gadgets allowing for a reduction in CDN maintenance
- costs that the platform accrues. The platform rewards these users in exchange for
- their contribution.
- Therefore, deployment of a decentralized P2P CDN service allows every user to earn
- LUC at ease just by sharing a part of their computer resources with others compared
- to complexity of cryptocurrency mining.
- The sections above describe 15 sources of revenue generation in detail, providing a
- demonstration of use cases for LUC tokens. Play2Live provides a new level of
- interactivity, leading to an influx of unique users to the platform, which may result to
- the possible demand on the tokens.
- We fully understand that some users are not familiar or comfortable with
- cryptocurrency, and thus demand the option of paying for services and purchasing
- goods with fiat currency.
- For the ease of users unfamiliar with cryptocurrencies, we have established gateway/
- API for third party providers for purchasing LUC in a few clicks with credit/debit cards,
- e-wallets, banks transfers, and other popular fiat payment systems. The users are
- able to exchange popular cryptocurrencies for LUC through the gateway/API without
- the need to switch to the cryptocurrency exchange.
- Consistent with the forecasts on the number of platform users, each new user's
- registration on the platform reasonably results to the increase in the platform's
- demand by community that may in turn lead to possible increase of demand on the
- LUC inside the platform. In turn, Play2Live is obliged to eliminate 80% of P2L gross
- revenue, which is conceptualized in the economic model.
- White Paper
- Page 39 of 72
- IT IS HARD TO RECALL ANOTHER CRYPTO PROJECT THAT
- FEATURES WHOLE 15 WAYS OF TOKEN USAGE. IT IS PLAUSIBLE
- THAT ALIGNED WITH THE GROWTH OF SEED USERS ON THE
- PLATFORM, THIS WILL PROVIDE A POSSIBLE STIMULUS OF THE
- INCREASED DEMAND ON LUC.
- MAU (Monthly active users) projections from the public release of Play2Live:
- One of the key advantages of Play2Live is the constant influx of organic traffic to the
- platform which is often a struggle for B2C-oriented projects within the industry. This is
- why we have established a solid interaction scheme between the platform, streamers
- and users.
- To be able to instantly process and transfer tokens to platform users, a special
- Operations funds will be created to provide a stable supply of LUC comprising a fixed
- percentage of the total supply of LUC. The tokens allocated to the Operations funds
- are stored in the blockchain until the release of the beta version of the platform.
- In doing so, we plan to achieve another fundamental goal of the platform: increasing
- the total number of cryptocurrency holders in the world through the use of Level Up
- Chain. The concept is broadly similar to the logic behind SteemIT, where a
- cryptocurrency wallet is created with each registration in the system.
- Up to 5% of the LUC gained as platform’s revenue is to be allocated to user rewards,
- to be distributed to individuals who:
- Rate the content of streamers in various ways: by liking it, suggesting
- improvements, posting special comments etc
- Vote on the validity of confirmation of the tasks performed by a streamer
- Vote for creation of novel/unique content
- Vote in other controversial or disputed situations
- Make donations to streamers
- White Paper
- Page 40 of 72
- Become moderators: when a certain LUC balance is reached, users are granted
- the status of a certified chat moderator and are able to moderate communication
- and receive remuneration for this with the approval of the channel owner. To
- obtain chat moderator status, the total amount of LUC received for task
- completion or as a reward during contests is counted. This encourages users to
- spend more time on the platform.
- This is anticipated to create additional value within the project and will act as an
- incentive for token-holders to retain as many of LUC in the ecosystem as possible.
- We likewise plan to implement several solutions analogous to the Bancor protocol for
- platform users, which will also provide an incentive to retain tokens. Likewise, after
- the projects reaches break-even point, the project team can use the funds stored in
- the Operation fund at their own discretion to enhance the platform and to roll out
- marketing activities.
- Following the investment stage and the anticipated rapid growth of the project, the
- funds received during the token sale will be spent on the development of the platform
- and Level Up Chain Foundation along with other initiatives. With the development of
- blockchain technology and greater penetration of cryptocurrency, we foresee that
- some costs of the project can be incurred in LUC and reduced thanks to the
- development of decentralization technologies. Such technologies include:
- Development of decentralized CDN which leads to cutting one of the largest costs
- - payments for the delivery of content to the end user.
- Further development of the decentralized advertising market.
- Reduction of the cost of heavy content storage (VOD records) due to the
- emergence of a large number of decentralized cloud services.
- Transcoding technologies thanks to improved computer performance.
- These and other technologies might contribute to the creation of a high-grade internal
- economy to further fuel the project.
- After reaching the breakeven point, we anticipate that we will
- eliminate 25% of the tokens from the project’s profits. According
- to our expectations, breakeven point will be reached at the
- beginning of the second year after the public launch of the
- project.
- White Paper
- Page 41 of 72
- PROJECT TEAM
- ALEXEY BURDYKO
- CEO & Founder
- https://www.linkedin.com/in/alexey-burdyko
- Experience in eSports exceeding 7 years, one of the
- trailblazers of esports industry in Russia and CIS.
- Founder of one of the largest esports holdings in Russia
- and CIS - Game Show Media Holding valued by Ernst
- and Young at $36,8M. Alexey held 35 esports
- tournaments in total including intercontinental esports
- showmatches.
- Founder of the tournament eSports platform www.gsl.tv
- Work experience with major streaming platforms -
- Twitch.tv, Hitbox.tv, Azubu.tv, Mail.Ru Group (VK.com,
- OK.RU).
- DMITRY KOCHNEV
- COO
- https://www.linkedin.com/in/kochnev
- Former Director of eSports at Mail.Ru Group.
- In 2013–2015, Managing Director at Rambler.Ru, the
- third biggest Russian media portal.
- Since 2010, Dmitry acted as COO at GameNet, a social
- network for gamers, and COO of Xsolla, a payment
- solution for games.
- In 2006–2010 Dmitry was VP Business Development at
- Astrum Online Entertainment, an online game publisher,
- later acquired by Mail.Ru Group.
- Dmitry received his M.Sc. degree in Software
- Engineering from Saint Petersburg State University.
- White Paper
- Page 42 of 72
- INNA MOROZ
- CBDO
- https://www.linkedin.com/in/innamoroz
- Former Head of Co-branding and Licensing Global, Head
- of Merchandize Licensing Global in Wargaming.
- 16 years of successful management experience,
- business development and marketing in gaming industry
- including promotion, co-branding, deals origination and
- licensing. Successful track record in international
- publishing including eSports.
- Work experience in: Wargaming, Rovio, Playnatic, Buka,
- Noviy Disk.
- ORHAN ZEYNALLI
- Blockchain CTO
- https://www.linkedin.com/in/orkhanzeynally-0840a314a
- Graphene-evangelist. Solid experience in developing
- projects in blockchain industry on Bitshares and
- Graphene platforms in USA and Europe. Launched more
- than 10 projects.
- Launched projects in blockchain industry:
- 1. Blockchain platform for travelers (mapala.net) - CTO /
- co-founder
- 2. SmartData for Travel Market (Travelchain) - CTO / cofounder
- 3. Blockchain Advisor of:
- Several Blockchain Traded Funds
- CryptoBank
- Car Marketplace on Blockchain
- 4. Creating machine-learning project (Aigents) using
- blockchain social platforms Steemit & Golos - PM
- White Paper
- Page 43 of 72
- PEIDY HUNG
- Business Development Director Asia
- https://www.facebook.com/peidy.hung
- More than 7 years in the gaming and eSports markets in
- Asia
- Business development director in Asia Game Show, in
- charge of the launch and management of more than 100
- projects in Asia
- Experienced at establishing of cooperations with
- Chinese partners such as WCA, Vici Gaming, LGD
- Team, BlueTV, Newbee, Team MVP etc.
- Leads organization of eSports tournaments, negotiations
- with Chinese game publishers and licensing of the
- content.
- ALEXANDER KUZNETSOV
- Lead developer (streaming core)
- CTO Rutube.ru – the leading Russian online video
- service
- Co-founder and CTO Minutta – leading video editing app
- in social networks.
- CTO Inventos – broadcasting for NTV+ Co-founder and
- CTO TvBit - TV-like media streaming experience service
- from social news feeds
- White Paper
- Page 44 of 72
- MARIA MAVREKH
- CMO
- https://www.linkedin.com/in/mariamavrekh-865415a0/
- Deep expertise in advertising and marketing for more
- than 12 years.
- Business development and implementation of projects in
- the largest video advertising operator in Eastern Europe,
- Video International
- Focuses exclusively on digital marketing and the
- development of high-tech projects in the field of machine
- learning and AI in the project team of arb.digiltal
- Drafted marketing strategies and implemented digital
- activities for major game publishers and eSports online
- projects.
- DENIS SHEPETOV
- Lead Developer
- https://www.linkedin.com/in/dshchepetov/
- Ex12 years of IT experience. Holds CTO position in
- hashwiz.io (https://beta.hashwiz.io) - a mining pool.
- Leads the development and technical support
- department at MSPControl.org - the product certified by
- Microsoft, used by the governments of Dubai and
- Argentina to manage their infrastructure.
- Manages the development and technical support of
- feasy.me – CRM system for sales management. The
- current beta version is used by Alibaba group.
- Develops applications, sites, drivers and other panels
- and platforms, participates in a variety of projects from
- the US, Canada, Australia, Europe, South Africa,
- Southeast Asia.
- White Paper
- Page 45 of 72
- VLADISLAV ARBATOV
- Head of data analysis department
- More than 10 years in IT as a devoper
- He led the development of algorithms for real-time
- monitoring of video streaming, recognition of complex
- objects and filtering noisy video content on the basis of
- neural networks as well as research in the analysis of
- visual data of low-Earth orbit satellites and creation of
- computer vision systems used in the field of security.
- One of the creators of the first search engines in based
- on semantic-linguistic analysis and information search in
- the company InfoScan
- Under his leadership more than 100 digital products have
- been created in the fields of web development, mobile
- applications for federal authorities and such brands as
- Papa John's, Bayer, Beiersdorf and others.
- ALEXEY GALIZDRA
- Head of SMM and Communications
- https://www.linkedin.com/in/galizdra/
- Deep expertise in establishing social media channels
- from scratch, lead generation and media relations at
- prominent ICO projects with a worldwide outreach
- (Blackmoon Crypto, WishFinance and others).
- Advisor at OSA Hybrid.
- More than 4 years of joint experience on marketing and
- analytical roles from Big-4 corporations to developing
- startups.
- Holds B.A. and M.A. in Project Management from HSE.
- White Paper
- Page 46 of 72
- ADVISORY BOARD
- SERGEY MEDVEDEV
- Head of Legal
- https://www.facebook.com/profile.php?
- id=100011989845927
- Attorney-at-law, director of Vilgerts Belarus
- CAN YANG
- VP of Global Business development in Imba TV, CBO of
- Team MVP
- https://www.linkedin.com/in/frandia/
- Can Yang is a media and entertainment professional
- with over 10 years of experience.
- Previously - business development director in streaming
- platform Azubu.tv, which acquired Hitbox.tv and
- launched streaming platform Smashcast upon receiving
- private investments of $100m.
- Can Yang was responsible for establishing partnerships
- with content publishers and general development of the
- platform.
- Currently holds the position of VP of Global Business
- development in Chinese leading eSports media
- company Imba TV. Can Yang is largely responsible for
- the overseas business development.
- Can Yang was as well in charge of business
- development for the Korean eSports team Team MVP
- White Paper
- Page 47 of 72
- DAVID DRAKE
- Managing Partner at LDJ LP Fund Investments
- https://www.linkedin.com/in/ldjcapital/
- David Drake, through his family office LDJ Capital, has
- acted as GP & LP investors with his partners in fund-offunds,
- realty funds, venture capital funds & hedge funds.
- Mr. Drake's investments currently have 50+ global
- directors that maintain relations with institutions & family
- offices with $1.5 trillion in assets.
- Mr. Drake’s access with 100,000 investors is maintained
- through his media asset, The Soho Loft Media Group,
- which has produced & sponsored over 1100+ finance
- conferences since 2002 like the events with institutional
- media leader Thomson Reuters & sponsors from
- Nasdaq, NYSE, KKR, & the Carlyle Group.
- LDJ Special Situations partners have invested $100
- Million in Alibaba & Palantir.
- VICTOR MARTYN
- CEO and Owner, GosuGamers
- https://www.linkedin.com/in/victormartyn/
- Victor Martyn was a 1998 World Champion for Starcraft
- (the world’s first eSports professional). He lived in Korea
- from 1999 – 2002 and was the star player on the first
- ever properly sponsored eSports team in the history of
- the sport.
- Owning GosuGamers.net which is currently the #1
- Global eSports Media site he projects he will serve
- 500,000,000 page views to 20-25M unique eSports
- enthusiasts from around the world in 2015.
- White Paper
- Page 48 of 72
- GREG LIMON
- Founder of Canada Capital Group inc
- https://www.linkedin.com/in/greg-limon-835a23b9/
- Involved in multiple business directions such as medical,
- legal, real estate development, high tech, production,
- trading commodities, with partners had done 2
- successful IPOs.
- Founder of Canada Capital Group inc.
- Co-Founder at Planet Partners , in London based
- accelerator/incubator consulting company
- Advisor for the following ICO projects: RocketICO,
- Cannasos, Days.Exchange
- STAN MILC
- Co-Founder, Planet Partners
- https://www.linkedin.com/in/stan-milc-077962105/
- Generator of ideas, able to translate dreams into reality.
- With my spirit and enthusiasm, I inspire others and help
- form professional teams. I'm determined and I never
- give up. My strength is the high results. 7 years in
- business as a developer and entrepreneur, founder and
- investor.
- Business partner in international projects : Caviar House
- , Canada Capital Group inc .
- Co-Founder : Planet Partners - in London based
- accelerator/incubator consulting company.
- ICO Advisor at RocketICO, Cannasos
- White Paper
- Page 49 of 72
- ANTON ARGANOVSKY
- President, Agranovsky IT
- Ex. Destiny Development
- https://www.linkedin.com/in/anton-agranovskyb1183024/
- Investor, expert, leader of opinions in the field of
- establishment and development of IT companies.
- Member of the Board of Directors of Plastic Media, SMX
- Communications.
- In 2008-2017 founder and president of Destiny
- Development - one of the first gaming companies at the
- Russian Internet market known for its products, and
- localizations.
- RICHARD KASTELEIN
- Co-Founder, Cryptoassets Design Group
- https://www.linkedin.com/in/expathos/
- Founder of industry publication Blockchain News,
- partner at ICO services collective CryptoAsset Design
- Group, director of education company Blockchain
- Partners (Oracle Partner) and ICO event organiser at
- leading industry event CryptoFinancing.
- Richard Kastelein is an award-winning publisher,
- innovation executive and entrepreneur.
- He sits on the advisory boards of half a dozen
- Blockchain startups and has written over 1200 articles
- on Blockchain technology and startups at Blockchain
- News and has also published pioneering articles on
- ICOs in Harvard Business Review and Venturebeat.
- White Paper
- Page 50 of 72
- REUBEN GODFREY
- Advisor at Playkey
- https://www.linkedin.com/in/reubengodfrey-1a18055/
- Blockchain Association of Ireland, Business
- Development, Atlantic Region
- SONM: Supercomputer Organized by Network Mining.
- SONM is a decentralized worldwide fog supercomputer
- for general purpose computing from site hosting to
- scientific calculations. SONM company is an effective
- way to solve a worldwide problem - creating a multipurpose
- decentralized computational power market.
- Advisor: Good as Gold Digital, LAToken, EtherSportz,
- HydroMiner, Confideal, Bitindia - Blockchain Exchange &
- Wallet, Playkey
- PAVEL POGODIN
- Lawyer, PhD
- Legal support of projects in cryptocurrency industry:
- BankEx, EstateChainPlatform, SpaceBit, BlockVerify and
- BitLegal.
- White Paper
- Page 51 of 72
- SALLY EAVES
- Forbes Technology, CTO, Strategic Adviser
- Sally combines a depth of experience as a Chief
- Technology Officer, Practising Professor of Emergent
- Technology, Founder and Global Strategic Advisor,
- specialising in the application of disruptive technologies
- for business and societal benefit.
- A member of the Forbes Technology Council, Sally is an
- accomplished author with regular contributions to
- leading business, technology and press publications
- including Forbes, The Times, CNN and CNBC, academic
- outlets and a new book ‘Edge of Disruption’.
- EGOR VINOGRADOV
- CEO of Safebox
- Professional investor with a finance background.
- Founder and CEO of an investment company with a
- solid turnover on the Russian bonds market (top-3 in the
- country). Handles projects related to underwriting and
- bonds emission. Alma mater: Boston University, MSU,
- MGIMO.
- An experienced cryptocurrency trader managing
- portfolios of HNWIs. Founder and general manager of an
- masternodes fund
- White Paper
- Page 52 of 72
- SJ HWANG
- CEO of FoundationX Crypto Fund, Co-Founder &
- Partner in FuturePlay Inc.
- Dr. Hwang is a serial entrepreneur, investor and inventor.
- He is a partner of FuturePlay Inc, a top-tier start-up
- accelerator in South Korea and leads blockchain funds.
- He co-founded several startups and last one was
- acquired by Samsung Electronics.
- He has won numerous awards, including the IP
- Technology Award, the Creative Invention Award and
- the IAM world's leading IP strategists 300. He is also an
- angel investor and an advisor to various start-ups.
- GEORGY LAGODA
- CEO of Sec Consult Services LLC
- SEC Consult is the leading company in the field of
- information security in Europe and the APAC countries
- The company is certified according to ISO 27001 and
- CREST. In addition, SEC Consult is a member of
- OWASP.
- SEC Consult in figures:
- 400 + projects per year
- Great experience in financial and insurance industry,
- including banking and insurance included in the TOP 10
- of Europe and Asia, as well as the central bank of
- Europe, the Moscow stock exchange, etc.
- White Paper
- Page 53 of 72
- PLAY2LIVE TOKEN SALE SPECIFICS AND LEVEL UP COIN
- TOKEN FEATURES
- The table below depicts the anticipated distribution of LUC tokens. A maximum of
- 1,308,800,000 ERC20-compliant tokens can be created to be distributed in the course
- of the token sale after sending the funds to the valid smart-contract address. Tokens
- that are not distributed during the token sale will not be created and the additional
- emission of LUC tokens will not be initiated. The resulting amount of tokens issued
- will be announced upon the end of the token sale. The distribution of token sale
- proceedings presented below applies to any amount of collected funds
- regardless of its size.
- The ERC20-compatible token Level Up Coin will be distributed during the token sale.
- Following the release of Level Up Chain, Play2Live anticipates exchanging Level Up
- Coin for Level Up Chain tokens at the rate of 1 to 1.
- The funds allocated to the Operations funds of the project will be locked in the smartcontract
- and thus will not be used until the release of the MVP.
- The funds stored in the Operations funds will be locked up for two years since the
- beta version public release. The funds of the project team and the founders will be
- vested during 2 years. The funds of the project partners will be vested during 3 years.
- White Paper
- Page 54 of 72
- Maximum amount of tokens to issuue 1 308 800 000 1 308 800 000
- Sold on the open market 818 000 000 62,5 %
- Operations funds 145 276 800 11,1 %
- Founders and project team 136 115 200 10,4 %
- Partners of the project (eSports teams,
- tournament organizers and streamers) 102 086 400 7,8 %
- Advisory Board 94 233 600 7,2 %
- Bounty campaign 13 088 000 1,0 %
- White Paper
- Page 55 of 72
- ROADMAP OF PLAY2LIVE
- White Paper
- Page 56 of 72
- Currently, the project is at the active development stage and we are planning to launch MVP of
- the platform prior to the start of the pre-sale (before December, 5th).
- Q4 2016 Setting up project concept, establishing connections with existing market
- players.
- Q1 2017 Establishing a blockchain model.
- Q2 2017 Team and advisory board are formed.
- Q3 2017 Initiating the implementation of blockchain features and development of project
- architecture and documentation preparation.
- Q4 2017 Marketing and PR stage regarding the token sale. MVP launch.
- Q1 2018 Planned inception of the development of the streaming core of Play2Live as
- well as blockchain Level Up Chain.
- Q2 2018 Planned alpha-version launch and World Championship broadcast in CS:GO
- broadcast.
- Q3 2018 Planned beta-version launch (60% of conceptualized features), attraction of the
- seed users.
- Q4 2018 Planned implementation of all remaining features (40%), active marketing
- promotion and purchase of rights to broadcast top eSports and streaming
- content.
- Q2 2019 Commencement of the planned active attraction of the users to the platform.
- MAU of the Platform reaches 10M users. New markets expansion. Reach of
- breakeven point.
- Q4 2019 It is anticipated that MAU of the Platform will reach 20M users. Focus on
- sustaining internal infrastructure and bringing organic traffic to the platform,
- integrating of new services.
- TOKEN SALE STAGES
- Play2Live plans to divide the token sale into the three stages: closed round available
- only to token holders prior to the launch of pre-sale and token sale; pre-sale; and
- token sale. Play2Live plans to hold the closed round on 18th October – 25th January
- 2017. The classical token sale model will be implemented.
- Level Up Coin Utility token
- Hard Cap $30 million
- Base price of the token LUC / USD: 20 LUC for $ 1.
- Maximum possible amount of LUC for sale 1 308 800 000
- Actual amount of LUC to issue Will be known after the end of the
- token sale (unbought tokens will
- not be created).
- Smart contract address Will be announced later.
- Additional emission / mining No
- Date and time of the start of Pre-sale, UTC January 25th, 2018, 5:00 PM
- End date and time of Pre-sale, UTC February 5th, 2018, 5:00 PM
- Token-sale start date and time, UTC February 12th, 2018, 5:00 PM
- End date and time of, Token-sale UTC March 14th, 2018, 5:00 PM
- Currency accepted BTC, ETH, BCH, LTC, DASH,
- USD
- Minimum purchase amount 0.1 ETH. Transactions with
- smaller amounts will be ignored.
- Bonuses during the pre-sale From 26th-31st January 30%
- From 1st-6th February 25%
- Bonuses during the token sale From 21st-23th February 10%
- From 24th-26th February 9%
- From 27th-1st March 8%
- From 2nd-4th March 7%
- From 5th-6th March 6%
- From 7th-8th March 5%
- From 9th-10th March 4%
- From 11th-12th March 3%
- From 13 March 2%
- From 14 March 1%
- White Paper
- Page 57 of 72
- The distribution of proceeds from token sale is depicted on the graph.
- The logic underpinning the distribution of token sale proceeds suggests
- understanding the business processes of the current market of streaming and its
- realities in terms of costs.
- A large amount of money is required to receive the broadcasting rights of eSports
- content and to negotiate contracts with the top streamers, which is crucial for
- bringing organic traffic to the platform. Our goal in the first year after the launch is
- to generate a steady inflow of streamers to the platform, who will attract a seed
- user base. This is possible at the initial stage solely due to acquiring rights to
- broadcast top eSports events, as well as signing exclusive contracts with popular
- streamers.
- Token sale budget distribution
- Purchasing the right to broadcast esports tournaments 20 %
- Negotiating exclsuive broadcasting contracts with streamers 15 %
- Marketing 10 %
- Play2Live platform development 10 %
- Blockchain (Level Up Chain) development 3 %
- Legal fees 3 %
- Personnel expenses and other OPEX 8 %
- Administration and project team 10 %
- Outsourcing 3 %
- CDN and maintanance fees 18 %
- * - grows proportionally to the increase of traffic to the Platform
- White Paper
- Page 58 of 72
- Marketing will play significant role, including the support we will provide to our first
- streamers and tournament organizers who will migrate to the platform.
- A significant part of the proceeds will be spent on payment for CDN service
- because unlike most decentralized projects, Play2Live broadcasts live video
- content in high quality and its streaming costs are significantly higher than that of
- an average web service.
- The financial roadmap is tied to the development of certain features on the platform
- and to the opportunity to purchase the rights to broadcast eSports tournaments and
- show matches, as well as opportunities to sign exclusive contracts with the most
- famous streamers at the initial stage.
- White Paper
- Page 59 of 72
- White Paper
- Page 60 of 72
- TARGET: $5M
- Initiation of development of Play2Live core backend
- functionality and front-end layers as well as
- blockchain system. Setting up of a marketing
- budget for streamers and tournament operators to
- support within the platform.
- TARGET: $10M
- Development of authentic features of Play2Live -
- totalizator, a crowdfuding system for streams, topnotch
- system of interaction between the viewers
- and the streamers. MVP release and broadcast of
- CS:GO World Champtionship with offline final
- rounds at the stadium with 15,000 seats capacity.
- TARGET: $15M
- Integration with all partner services agreed to
- cooperate with Play2Live including bookmakers.
- Setting up a marketing budget for acquiring rights to
- broadcast top eSports events and negotiating
- exclusive contracts with the most popular streamers
- of the well-establsihed games such as CS: GO,
- Dota 2, LOL, Overwatch, PUBGs and others.
- TOKEN SALE ROADMAP
- White Paper
- Page 61 of 72
- TARGET: $20M
- Integration of external projects in Level Up Chain.
- Dota 2 tournament is broadcast on the beta version
- of the platform. Translation of showmatches
- covering the well established games - CS: GO,
- Dota 2, LOL, Overwatch
- TARGET: $25M
- Focus on regional expansion and proceeding with
- attracting top content providers: negotiating
- exclusive broadcasting contracts with Tier 1
- tournament organizers as well as with top-10
- eSports teams and their players to broadcast their
- content at the platform.
- TARGET: $30M
- The broadcast of the most popular cybersport
- events is launched. We are determined to cover
- such events as The International, League of
- Legends LCS, Owerwatch World Cup, CS: GO
- Major etc. Annual broadcasting of 3 world eSports
- tournaments covering the well established games.
- SUMMARY
- This white paper has elaborated on the bottlenecks persistent in the gaming industry
- and described a whole new set of features for users that no gaming platform or
- project can currently offer.
- Consistent with the philosophy of our project, we are determined to provide users and
- streamers with a solution where they can easily create novel content and interact on
- the principles and terms instilled within the system. Play2Live platform is a full-blown
- participant of the system, though its role shall be narrowed to maintenance and
- providing safety. In turn, Level Up Chain is an open source project that allows third
- party projects to be launched on its blockchain to make use of its technical
- capabilities.
- In the sections devoted to the economy of the token and the features of the platform,
- we described in detail how users and streamers interact within the ecosystem. If
- existing market players were to endeavor to implement the same features in their
- platforms they would encounter difficulties due to the following reasons:
- The application of blockchain technologies to the existing architecture of any highload
- project is a truly complex and expensive solution. Its architects need to
- consider a myriad of factors, which will postpone the implementation of such
- technology for at least a few years.
- Due to the advent of blockchain technology, cryptocurrencies are usually
- introduced, representing a complex and long-term political and economic decision
- for large corporations to make.
- The introduction of cryptocurrency and subsequent change in the company's
- business with vague economic effects on reports (P&L, cash flow statement and
- balance sheet) will discourage management from making the switch to a
- blockchain model and will also deter existing users of the platform.
- A number of features such as integration of bookmaker APIs and use of a
- totalizator is easier to implement for young projects largely due to the current
- underdeveloped legal framework in the field of cryptocurrencies.
- White Paper
- Page 62 of 72
- Summing up above points, we are establishing a full-blown
- ecosystem advantageous to the existing streaming
- platforms, namely in the following dimensions:
- 1. Play2Live provides an opportunity for a streamer to earn LUC from
- the very first stream. Overall, streamers are able to earn in 11
- ways.
- 2. We allow for the viewers to earn from their hobby minimum in 5
- ways, which is currently not available in existing streaming
- platforms.
- 3. These facts contribute to the growth of the platform due to 15
- sources of revenue generation. To recap, conventional streaming
- platforms can boast only 5 of such sources. Effectively, this serves
- as an exemplary proof of the possible demand on the tokens which
- can be used in 15 ways on the platform. It has been available due to
- the deployment of top-notch blockchain system.
- 4. Streamers are able to determine numerous aspects of interaction
- with viewers directly without the involvement of any third-party.
- 5. One of the unique selling points of the projects is an ability for a
- user to fully disable advertising at no cost. The users are be able
- to enable it in case they desire to support their favorite streamer
- at the same time being able to earn from it.
- 6. A unique content generation system allows to directly engage
- users in its creation.
- 7. Owing to the ability for the streamers and viewers to interact
- directly on the basis of blockchain system, we are able to
- implement many features such as an interactive system of tasks
- for a streamer and others.
- 8. A possible demand in the open market on LUC tokens should
- favorably affect the whole project economy.
- 9. Level Up Chain blockchain is established to encompass an
- unlimited number of eSports and gaming projects as well as to
- support Play2Live performance, which is likely to contribute to the
- overall growth of the active userbase of all projects.
- 10.The project is initiated by an expertized team from gaming and
- eSports industries with experience of key project representatives
- exceeding 10 years each.
- White Paper
- Page 63 of 72
- DISCLAIMER
- This token sale whitepaper and the documents attached thereto or associated
- wherewith contain forward-looking statements within the meaning of Section 27A of
- the Securities Act and Section 21E of the Exchange Act, which are subject to the safe
- harbor provisions of the Private Securities Litigation Reform Act of 1995. These
- forward-looking statements, including, without limitation, statements regarding
- anticipated use of proceeds from the token sale, are based on current expectations,
- estimates and projections about our industry, Company management’s beliefs, and
- assumptions made by Company management. Words such as “anticipates,”
- “expects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” and variations of such
- words and similar expressions are intended to identify such forward-looking
- statements. These statements are not guarantees of future performance and are
- subject to certain risks, uncertainties and assumptions that are difficult to predict;
- therefore, actual results may differ materially from those expressed or forecasted in
- any forward-looking statements due to a variety of factors, including, without
- limitation, our ability to meet the minimum token sale amount, if any, unanticipated
- costs and expenses related to the token sale, changes in Company’s financial
- condition or business strategy that impact the use of proceeds from the token sale,
- and other factors. The risks and uncertainties include those noted in “Risk Factors”
- document provided in connection with the token sale (available on token sale
- website). Undue reliance should not be placed on the forward-looking statements in
- this whitepaper or any associated materials, which are based on information available
- to Company on the date hereof. Company undertakes no obligation to update any
- forward-looking statements, whether as a result of new information, future events or
- otherwise, except to the extent that Company is required to do so by law.
- To the extent the tokens sold in connection with this token Sale may be securities
- under U.S. Securities Act of 1933, these tokens are offered only outside of the United
- States to non-U.S. persons, pursuant to the provisions of Regulation S of the U.S.
- Securities Act of 1933, as amended. These tokens will not be registered under the
- Securities Act, and may not be offered or sold in the United States absent registration
- or under an applicable exemption from the registration requirements and the
- purchasers should not assume they will be able to resell their tokens. Neither the
- Securities and Exchange Commission nor any state regulator has passed upon the
- merits of or given its approval to the tokens, the terms of the token Sale, or the
- accuracy or completeness of any associated materials. Buying tokens involves risks,
- and purchasers should be able to bear the loss of their entire purchase. All
- purchasers should make their own determination of whether or not to make any
- purchase, based on their own independent evaluation and analysis.
- White Paper
- Page 64 of 72
- PUBLIC SOURCES OF INFORMATION
- 1. https://newzoo.com/insights/trend-reports/global-esports-market-report-2017-light/
- 2. https://superdata-research.myshopify.com/products/year-in-review
- 3. http://tnl.media/esportsnews/2017/3/8/time-to-kill-the-esports-beats-sportsviewers-stat
- 4. https://bitinfocharts.com
- 5. https://superdata-research.myshopify.com/products/year-in-review
- 6. https://en.wikipedia.org/wiki/Twitch.tv
- 7. https://www.idc.com/getdoc.jsp?containerId=prUS42959717
- 8. https://techcrunch.com/2017/01/24/streamer-numbers-and-incomes-are-risinghealthily-according-to-data-from-popular-tool/
- 9. https://blog.streamlabs.com/livestreaming-q117-twitch-vs-youtube-avg-spend-ltvand-tip-volumes-8263c6a9f99e
- White Paper
- Page 65 of 72
- Certain Risk Factors Relating to Purchase, Sale, and Use of Tokens
- IMPORTANT NOTE:.THE COMPANY EXPRESSLY DISCLAIMS ANY AND ALL
- RESPONSIBILITY FOR ANY DIRECT OR CONSEQUENTIAL LOSS OR DAMAGE
- OF ANY KIND WHATSOEVER ARISING DIRECTLY OR INDIRECTLY FROM: (I)
- RELIANCE ON ANY INFORMATION CONTAINED IN THIS EXHIBIT D, (II) ANY
- ERROR, OMISSION OR INACCURACY IN ANY SUCH INFORMATION OR (III) ANY
- ACTION RESULTING FROM SUCH INFORMATION.
- By purchasing, owning, and using Tokens, you expressly acknowledge and
- assume the following risks:
- 1. General Suitability of Token Purchase
- The purchase of tokens from the Company is only suitable for financially
- sophisticated persons who are capable of evaluating the merits and risks of such a
- purchase, or other persons who have been professionally advised with regard to
- token purchase, and who have sufficient financial resources to be able to bear any
- losses that may arise therefrom (which may be equal to the whole amount spent in
- connection with the token purchase). Such a purchase should not be seen as an
- investment or a financial asset.
- 2. Risk of Losing Access to Tokens Due to Loss of Private Key(s), Custodial
- Error or Purchaser Error
- A private key, or a combination of private keys, is necessary to control and dispose
- of Tokens stored in your digital wallet or vault. Accordingly, loss of requisite private
- key(s) associated with your digital wallet or vault storing Tokens will result in loss of
- such Tokens. Moreover, any third party that gains access to such private key(s),
- including by gaining access to login credentials of a hosted wallet service you use,
- may be able to misappropriate your Tokens. Any errors or malfunctions caused by or
- otherwise related to the digital wallet or vault you choose to receive and store
- Tokens, including your own failure to properly maintain or use such digital wallet or
- vault, may also result in the loss of you Tokens. Additionally, your failure to follow
- precisely the procedures set forth for buying and receiving Tokens, including, for
- instance, if you provide the wrong address for the Purchaser Address, or provides an
- address that is not ERC-20 compatible, may result in the loss of your Tokens.
- 3. Risks Associated with the Ethereum Protocol
- Because Tokens and the Platform are based on the Ethereum protocol, any
- malfunction, breakdown or abandonment of the Ethereum protocol may have a
- material adverse effect on the Platform or Tokens. Moreover, advances in
- White Paper
- Page 66 of 72
- cryptography, or technical advances such as the development of quantum
- computing, could present risks to the Tokens and the Platform, including the utility of
- the Tokens for obtaining Services, by rendering ineffective the cryptographic
- consensus mechanism that underpins the Ethereum protocol.
- 4. Risk of Mining Attacks
- As with other decentralized cryptographic tokens based on the Ethereum protocol,
- the Tokens are susceptible to attacks by miners in the course of validating Token
- transactions on the Ethereum blockchain, including, but not limited, to double-spend
- attacks, majority mining power attacks, and selfish-mining attacks. Any successful
- attacks present a risk to the Platform and the Tokens, including, but not limited to,
- accurate execution and recording of transactions involving Tokens.
- 5. Risk of Hacking and Security Weaknesses
- Hackers or other malicious groups or organizations may attempt to interfere with the
- Platform or the Tokens in a variety of ways, including, but not limited to, malware
- attacks, denial of service attacks, consensus-based attacks, Sybil attacks, smurfing
- and spoofing. Furthermore, because the Platform is based on open-source software,
- there is a risk that a third party or a member of the Company team may intentionally
- or unintentionally introduce weaknesses into the core infrastructure of the Platform,
- which could negatively affect the Platform and the Tokens, including the utility of the
- Tokens for obtaining Services. Hackers or other malicious groups of organizations
- may also attempt to get access to private keys or other access credentials in the
- Wallet or any other wallet, vault, or other storage mechanism used to receive and
- hold Tokens. As the result, the Tokens may be lost forever.
- 6. Risks Associated with Markets for Tokens
- The Tokens are intended to be used solely within the Platform, and Company will not
- support or otherwise facilitate any secondary trading or external valuation of Tokens.
- This restricts the contemplated avenues for using Tokens to the provision or receipt
- of Services, and could therefore create illiquidity risk with respect to the Tokens you
- own. Even if secondary trading of Tokens is facilitated by third party exchanges, such
- exchanges may be relatively new and subject to little or no regulatory oversight,
- making them more susceptible to fraud or manipulation. Furthermore, to the extent
- that third-parties do ascribe an external exchange value to Tokens (e.g., as
- denominated in a digital or fiat currency), such value may be extremely volatile and
- diminish to zero.
- 7. Risk of Uninsured Losses
- Unlike bank accounts or accounts at some other financial institutions, Tokens are
- uninsured unless you specifically obtain private insurance to insure them. Thus, in
- the event of loss or loss of utility value, there is no public insurer, such as the Federal
- White Paper
- Page 67 of 72
- Deposit Insurance Corporation, or private insurance arranged by Company, to offer
- recourse to you.
- 8. Risks Associated with Uncertain Regulations and Enforcement Actions
- The regulatory status of the Tokens and distributed ledger technology is unclear or
- unsettled in many jurisdictions. It is difficult to predict how or whether regulatory
- agencies may apply existing regulation with respect to such technology and its
- applications, including the Platform and the Tokens. It is likewise difficult to predict
- how or whether legislatures or regulatory agencies may implement changes to law
- and regulation affecting distributed ledger technology and its applications, including
- the Platform and the Tokens. Regulatory actions could negatively impact the
- Platform and the Tokens in various ways, including, for purposes of illustration only,
- through a determination that the purchase, sale and delivery of the Tokens
- constitutes unlawful activity or that the Tokens are a regulated instrument that require
- registration or licensing of those instruments or some or all of the parties involved in
- the purchase, sale and delivery thereof. Company may cease operations in a
- jurisdiction in the event that regulatory actions, or changes to law or regulation, make
- it illegal to operate in such jurisdiction, or commercially undesirable to obtain the
- necessary regulatory approval(s) to operate in such jurisdiction.
- 9. Risks Arising from Taxation
- The tax characterization of Tokens is uncertain. You must seek your own tax advice
- in connection with purchasing Tokens, which may result in adverse tax
- consequences to you, including withholding taxes, income taxes and tax reporting
- requirements. In addition, the proceeds of the Token sale (which include any
- moneys that purchaser has paid for the Tokens) may be taxable to the Company,
- which may adversely affect financial resources available to the Company,
- Company’s business and the Company's ability to achieve its business objectives.
- 10. Risk of Competing Platforms
- It is possible that alternative Platforms could be established that utilize the same
- open source code and protocol underlying the Platform and attempt to facilitate
- services that are materially similar to the Services. The Platform may compete with
- these alternatives, which could negatively impact the Platform and Tokens, including
- the utility of the Tokens for obtaining Services.
- 11. Risk of Insufficient Interest in the Platform or Distributed Applications
- It is possible that the Platform will not be used by a large number of individuals,
- companies and other entities or that there will be limited public interest in the
- creation and development of distributed Platforms (such as the Platform) more
- generally. Such a lack of use or interest could negatively impact the development of
- the Platform and therefore the potential utility of the Tokens, including the utility of
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- the Tokens for obtaining Services.
- 12. Risks Associated with the Development and Maintenance of the Platform
- The Platform is still under development and may undergo significant changes over
- time. Although Company intends for the Tokens and Platform to function as
- described in Exhibit C, and intends to take commercially reasonable steps toward
- those ends, Company may have to make changes to the specifications of the Tokens
- or Platform for any number of legitimate reasons. Moreover, Company has no control
- over how other participants will use the Platform, what products or services will be
- offered through the Platform by third parties, or how third-party products and
- services will utilize Tokens (if at all). This could create the risk that the Tokens or
- Platform, as further developed and maintained, may not meet your expectations at
- the time of purchase. Furthermore, despite Company’s good faith efforts to develop
- and participate in the Platform, it is still possible that the Platform will experience
- malfunctions or otherwise fail to be adequately developed or maintained, which may
- negatively impact the Platform and Tokens, and the potential utility of the Tokens,
- including the utility of the Tokens for obtaining Services.
- 13. Risk of an Unfavorable Fluctuation of ETH, BTC or Other Coin Value
- If the value of ETH, BTC or other coins fluctuates unfavorably during or after the
- Token sale, the Company team may not be able to fund development, or may not be
- able to develop or maintain the Platform in the manner that it intended. In addition to
- the usual market forces, there are several potential events which could exacerbate
- the risk of unfavorable fluctuation in the value of ETH, BTC or other coins, including
- another DAO-like attack on the Ethereum network, or significant security incidents or
- market irregularities at one or more of the major cryptocurrency exchanges.
- 14. Risk of Dissolution of the Company or Platform
- It is possible that, due to any number of reasons, including, but not limited to, an
- unfavorable fluctuation in the value of ETH, BTC or ICOCOIN (or other cryptographic
- and fiat currencies), decrease in the Tokens’ utility (including their utility for obtaining
- Services), the failure of commercial relationships, or intellectual property ownership
- challenges, the Platform may no longer be viable to operate or the Company may
- dissolve.
- 15. Risks Arising from Lack of Governance Rights
- Because Tokens confer no governance rights of any kind with respect to the Platform
- or the Company, all decisions involving the Company’s products or services within
- the Platform or the Company itself will be made by the Company at its sole
- discretion, including, but not limited to, decisions to discontinue its products or
- services in the Platform, to create and sell more Tokens for use in the Platform, or to
- sell or liquidate the Company. These decisions could adversely affect the Platform
- and the utility of any Tokens you own, including their utility for obtaining Services.
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- 16. Regulatory Risks
- The Company, and by extension the Platform, is subject to a variety of federal, state
- and international laws and regulations, including those with respect to privacy and
- data protection, consumer protection, data security, and others. These laws and
- regulations, and the interpretation or application of these laws and regulations, could
- change. In addition, new laws or regulations affecting the Platform could be enacted,
- which could impact the utility of the Tokens in the Platform. Additionally, the Platform
- participants are subject to industry specific laws and regulations or licensing
- requirements. If any of these parties fails to comply with any of these licensing
- requirements or other applicable laws or regulations, or if such laws and regulations
- or licensing requirements become more stringent or are otherwise expanded, it could
- adversely impact the Platform and the Tokens, including the Tokens’ utility for
- obtaining Services.
- Also, changes in laws or regulations governing the Company's operations may
- adversely affect its business. Any change in the Company's tax status, or in taxation
- legislation in the United States or elsewhere, could affect the value of its financial
- holdings, its business and the Company's ability to achieve its business objective.
- Prospective purchasers are urged to consult their tax advisers with respect to their
- particular tax situations and the tax effects of the purchase of Tokens from the
- Company.
- 17. Operational Risks
- The Company is a young company and the growth of the team and its capabilities
- may take longer than expected to result in the intended usefulness for the Tokens.
- The Tokens are just one product in a highly competitive market, and broad adoption
- by other users and developments by technology partners may take longer than
- expected. The usefulness of the Tokens depends on the extent of widespread
- adoption of the offered technology by the marketplace.
- 18. Risk of Lack of Adoption
- The success of the Platform, Services, and Tokens is dependent in large part to the
- adoption of the Platform, Services, and underlying technology by users. It is possible
- that users do not adopt or use the Platform. Such lack of use or interest could
- negatively impact the development of the Platform and therefore the potential utility
- of the Tokens, including the utility of the Tokens for obtaining Services.
- 19. Technology Risks
- The Tokens are intended to represent a new capability on emerging technology that
- is not fully proven in use. As the technology matures, new capabilities may
- dramatically alter the usefulness of the Tokens or the ability to use or sell them. The
- functionality of the Tokens is complex, will require enhancements and product
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- support over time, and full functionality may take longer than expected. The full
- functionality of the Tokens is not yet complete and no assurance can be provided of
- such completion.
- 20. Unanticipated Risks
- Cryptographic tokens such as the Tokens are a new and untested technology. In
- addition to the risks included in this Exhibit D there are other risks associated with
- your purchase, possession, and use of the Tokens, including unanticipated risks.
- Such risks may further materialize as unanticipated variations or combinations of the
- risks discussed in this Exhibit D.
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- 21. Forward Looking Statements
- The Company’s Token sale whitepaper and the documents attached thereto or
- associated wherewith contain forward-looking statements within the meaning of
- Section 27A of the Securities Act and Section 21E of the Exchange Act, which are
- subject to the safe harbor provisions of the Private Securities Litigation Reform Act of
- 1995. These forward-looking statements, including, without limitation, statements
- regarding anticipated use of proceeds from the Token sale, are based on current
- expectations, estimates and projections about our industry, Company management’s
- beliefs, and assumptions made by Company management. Words such as
- “anticipates,” “expects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” and
- variations of such words and similar expressions are intended to identify such
- forward-looking statements. These statements are not guarantees of future
- performance and are subject to certain risks, uncertainties and assumptions that are
- difficult to predict; therefore, actual results may differ materially from those
- expressed or forecasted in any forward-looking statements due to a variety of
- factors, including, without limitation, our ability to meet the minimum Token sale
- amount, if any, unanticipated costs and expenses related to the Token sale, changes
- in Company’s financial condition or business strategy that impact the use of
- proceeds from the Token sale, and other factors. The risks and uncertainties include
- those noted in “Risk Factors” above. Undue reliance should not be placed on the
- forward-looking statements in this whitepaper or any associated materials, which are
- based on information available to us on the date hereof. We undertake no
- obligation to update any forward-looking statements, whether as a result of new
- information, future events or otherwise, except to the extent that we are required to
- do so by law.
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