Welcome my dear friends . I have prepared for you an overview of the project. I think this project is particularly promising. The gaming market is a phenomenon of rapid growth, as it is not subject to natural disasters or economic crises. This is particularly noticeable in the mobile entertainment sector. Only five years ago, global revenues were around $ 73 billion.
The 57% growth in five years shows us how gaming companies have not only started new ways of attracting and entertaining users, but also led to business model innovation in line with the digital age. Future prospects for games have never been better, but requires a new way of seeing the market.
Now the whole industry is about to get as much profit from gamers. Tops of Apple App Store and Google Play are divided between major publishers who receive 95% of the revenue and re-invest it in new projects and PR campaigns. This financial cycle does not allow to show the latest projects to a wide audience. The new game product has only a chance to become successful and famous-to get investment or help from a large publisher, while limiting the freedom of authors.
More than 2 billion users worldwide use their smartphone to play games. And every year new, technically better models come into the market. If you look at the apps that make most sales on smartphones, You can't be surprised: these are games. In addition to smartphones, people also play on computers, laptops, tablets and game consoles.
On average, 1 smartphone has more than 26 downloaded applications and at least 1-2 games. According to eMarketer28, the average adult in the US spends 23 minutes a day playing mobile games. Most of the mobile applications can be downloaded for free. But all of them are developed using real money and require monetization to support the business.
The main monetization models are Subscriptions, advertising, and gaming solutions for the sale of domestic goods (in-app purchases), and in recent years, and tournaments. According to eMarketer, only the advertising market will be responsible for $ 200 billion spent by 2019.
TEDCHAIN considers the gaming market promising, being able to generate large profits
companies that are one step ahead of competitors. In addition, well-established niches such as iOS, Android, PC and consoles based on the TEDCHAIN blockchain technology will create an eSports environment and our own game stores.
TEDCHAIN plans to enter regional markets in the following sequence:
Asia
America
Europe
Target audience: 65% of men, 12-35 years old. Their interests: online / offline games.
Total revenue from the use of games in 2017 amounted to $ 42.5 billion All of these games can be played for free, which means that the profitability of these games does not depend on the number of downloads, and the number of micro-transactions occurring in the game. The Free to Play model has several advantages over the classic Pay to Play systems. Tedchain is implementing these technologies and combining them with security blockchain technology, creating an engaging gaming experience optimized for the gaming market today.
Nameless.pngTedchain is a decentralized gaming platform that allows users to conveniently mount, use, and sell compatible crypto-elements on the blockchain. By moving parts of the market that are complex and expensive to build into the gamer ecosystem and decentralizing those parts to the blockchain, the market will grow even faster than it already is, and everyone will be able to benefit from that growth.
It is a self-sustaining ecosystem built around the Economics of the first element of the blockchain. TEDCAIN crypto elements are interoperable, which means they can be used and sold in multiple games and among users.
TedLab improve scalability and confidentiality in the blockchain with the help of technology Gamechain. The Gamechain platform includes a blockchain development process that provides comprehensive blockchain solutions and services for players, content providers, channels and advertisers, as well as facilitating a complete ecosystem.
Gamechain offers a rich set of features, including advanced customizability, rapid deployment, permission management, native resources, and data flows. Although it is designed to include private blockchain, Gamechainprovides maximum Compatibility with the bitcoin ecosystem, including the P2P Protocol, transaction/block formats and API/runtime parameters of Bitcoin Core.
The player will have three ways to buy Ted:
To exchange cryptocurrency for another coin (BTC or ETH).
On the website of the game, for Fiat currency.
Inside the game, using Google Play or App Store payment mechanism.
Token distribution
Sale 70%
Bounty 5%
Management & Team 15%
Reserve 10%
Use of income
Ecosphere the development and launch of 20%
Game development 30%
The team and creators of the 08%
Promotion And Marketing 23%
Consultants and partners 15%
External Legal Services 04%
About the token
Token name - TED
Payment methods Fiat and 70 + coins
Softcap - 5,000 ETH
Hardcap-37,500 ETH
The amount of 1,000,000,000 TED
The total amount of 700,000,000 TED
Token issue August 10
Public ICO will start from July 01 to July 30
Hardcap 15,000 ETH
Token sale week 01: 1 FL = 20,000 TED
Week 02: 1 et = 19,000 TED
Week 03: 1st floor = 18,000 TED
Week 04: 1 et = 17,000 TED
5% bonus If you invest 2 ETH and 10% on 4 ETH
Min / Max contributions 0.1-4 ETH
For more information:
Web: http://tedchain.network/
Whitepaper: https://drive.google.com/file/d/1bP2SPF4-s1PcPkJWzfc4cRNGfVQnOhMf/preview
Facebook: https://www.facebook.com/tedmorning.daybreak
Twiter: https://twitter.com/tedmorning
Github: https://github.com/tedchain
Telegram: https://t.me/tedmorning
Author:https://bitcointalk.org/index.php?action=profile;u=1725951
0x295aca7dda69533ca78410da4fcc5ee2bafd1545