ICO – EIPlatform. Esports Interactive Platform
Whether you play video games or haven’t picked up a controller or decades, there is a strong chance you have heard about esports. A business that is estimated to be worth almost $1.5 billion by 2020, with some players that are already competing for prize pools of up to $24 million, esports are also hard to understand, filled with jargon, and not exactly like the sports you typically associate with competition on a global scale. If you’re looking to watch it, understand it, or just get a better idea of what on earth it all means: this is your guide to esports.
eSports (also known as electronic sports, esports, e-sports, competitive (video) gaming, professional (video) gaming, or pro gaming) are a form of competition using video games. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy (RTS), first-person shooter (FPS), fighting, and multiplayer online battle arena (MOBA). Tournaments such as the League of Legends World Championship, The International, the Evolution Championship Series and the Intel Extreme Masters provide live broadcasts of the competition, and prize money to competitors.
Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events saw a large surge in popularity. Many game developers now actively design toward a professional eSport subculture.
The genre of fighting games and arcade game fighters have also been popular in amateur tournaments, although the fighting game community has often distanced themselves from the eSports label. In the mid-2010s, the most successful titles featured in professional competition were the multiplayer online battle arena (MOBA) games League of Legends and Dota 2, and the first person shooter game Counter-Strike: Global Offensive. Other games with significant earnings include Call of Duty, Heroes of the Storm, Hearthstone, Overwatch, Smite and StarCraft II.
By 2019, it is estimated that 427 million people worldwide will be watching eSports. The increasing availability of online streaming media platforms, particularly Panda.tv, Youtube and Twitch.tv, has become central to the growth and promotion of eSports competitions. Demographically, Major League Gaming has reported viewership that is approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34. Despite this, several female personalities within eSports are hopeful about the increasing presence of female gamers.South Korea has several established eSports organizations, which have licensed pro gamers since the year 2000. Recognition of eSports competitions outside South Korea has come somewhat slower. Along with South Korea, most competitions take place in Europe, North America and China. Despite its large video game market, eSports in Japan is relatively underdeveloped, which has been attributed largely to its broad anti-gambling laws which prohibit paid professional gaming tournaments.
The global eSports market generated US$325 million of revenue in 2015 and was expected to make $493 million in 2016; the global eSports audience in 2015 was 226 million people. According to a Newzoo report in April 2017, 42% of the gaming market belongs to the mobile industry, and mobile is projected to claim more than 50% the market by 2020. The eSports industry is expanding beyond PC and console, as developer Super Evil Megacorp created Vainglory, the first mobile multiplayer online battle arena game,and companies like Skillz bring eSports tournaments to mobile games.
Originally the idea of founding the EIP (Esports Interactive Platform) belongs to one of the founders of the cybersports scene. After having worked for 10 years in the sector, he started off as common gamer and rose to become the owner of one of the top esports teams in the world – Team Empire.
Over the years, the esports audience has grown at an astounding rate putting it into the top 5 most viewed sports with the estimate of 500mil followers worldwide. The total annual export growth rate is the highest in the world. A recent report by Deloitte says that esports will keep its leadership in terms of growth rates over the next 5 years. The strategy of the EIP project is to capitalize on this trend and to create financial benefits for the esports and business community.
As of today, small beginning teams, beginning streamers, medium-sized tournaments and tournaments of local significance do not have access to the budgets of major brands. Often, major brands are interested in a local or selective audience, but they continue to work only with top teams / major tournaments / top streamers, as they show impressive figures. In this situation, the brand hits the target audience with large budgets that do not provide maximum efficiency, and the main part of the audience does not receive budgets from top brands. In addition, a large part of the budget is taken by various intermediaries and agencies. Industry experts see that the gap between the rapid growth in the popularity of e-sports and the development of marketing tools necessary for effective communication with this new audience is also growing rapidly. The EI Platform will close this gap.
Our long track record in the industry, hands-on experience in digital marketing and automated solutions based on AI, are the key success factors which will help us dominate this niche and become a point of sale between major brands and the target audience; it is likely to become the trendsetter for the next 10-20 years ahead. The EIP platform will directly connect the business and the target audience, which has mutual benefits for both parties.
The EIP is developing a robust platform for decentralized esports which will provide unique content and a targeted audience looking for exclusive offers from the business. As a result, businesses will get direct access to target audiences, whilst the marketing needs of the sector and the esports audience will have direct access to the marketing budgets of the business.
The simplicity of direct consumer accessibility of the EIP makes marketing more economically viable and potentially creates brand channels of communication with the audience for the business. These channels may subsequently be used for targeted marketing initiatives without intermediaries. These initiatives will be supported by a robust format of smart contracts to ensure full transparency and rapid monetization of the activities involved using EMP tokens. Similar to other loyalty programs of other major platforms, the EIP platform will take several steps forward by introducing some additional features. Those features will make the common user interface more convenient for all parties using smart contracts and the blockchain. Essentially, the blockchain technology facilitates use and ensures a high level of reliability.
Esports is famous as a young industry that is growing rapidly. At the moment it is not open enough for marketing. Many small start teams, ribbons, medium tournaments do not have access to most of the big advertisers because they usually only work with big events and famous people.
This problem is not solved long. And here recently came a project that showed a good decision for the whole industry. This is called the Esports Intaractive Platform or just EIP. Brands and Companies do not understand the audience and the market itself because it is too young and there are some experts who understand enough of this. Tournaments and ribbons that advertise in their content are not quite as interested as the main part of the Brand marketing budget is taken by the agency.
The main purpose of EIP is to replace agencies with more personal and efficient direct marketing, facilitating effective direct interaction between Brands and audiences.
The advantages of EIP are founded by people who have a lot of experience in this industry. Many workers have more than 10 years of experience before they start working on this project. The EIP ecosystem will be the first truly decentralized global platform that directly connects sponsors, partners, game players and Esports fans. Brands and Companies optimize their spending for sponsors by directly reaching the audience they need, and the audience eventually gets access to the budget of leading brands.
EIP also uses Blockchain and Smartcontracts. This is a contract that executes itself under terms of an agreement between the buyer and the seller directly written into the line of code.
The EMP token is planned to be the only way of exchange to handle all kinds of gifts and one of the means of payment within the EIP ecosystem
Information about ICO
- Start date: 11:00 (GMT), 10 APRIL, 2018
- Payment method: BTC, ETH, LTC, DASH, USD (bank transfer of 2,000 USD)
- Goal: US $ 60,000,000
- Goal minimum: 6,000,000 USD Target
- maximum: 60,000,000 USD
- Exchange rate tokens: 1 EMP = 0.1 USD
Distribution of planned funds
- Research and development 45.0%
- Marketing and advertising 20%
- Management and operations 15%
- Legal support 5%
For more information see the link below:
Telegram chat: https://t.me/EIP_ecosystem
Bitcointalk profile: https://bitcointalk.org/index.php?action=profile;u=1048360