SGAME PRO - Gaming Trends 2018

in #ico6 years ago (edited)

Hallo .. Friends, If you're interested in joining the SGame Pro™ project or you're interested in joining the SGame Pro™ , it's a good idea to read reviews that can help you get information that might help you in viewing their mission vision during the SGame Pro™ project

< THE MARKET >

OVERVIEW

With almost 20% YoY growth, the global mobile gaming market remains the stand out segment of the overall gaming market which itself is forecast to grow at a 3 year CAGR of 9.4% to $142bn. The main drivers behind this are increasing smartphone adoption, improving mobile internet connectivity and the ever growing number of high quality mobile games.

Mobile as the largest source of gaming revenue has paved the way for a new array of business models and integrated payment solutions ranging from subscriptions fee, pay-per-play, in-app purchase (IAP), royalty to premium account, upgrade remunerations and - most importantly - advertising in app (ADV).

Within this framework the free-to-play mode, with revenue derived from ADV and the sale of digital goods, has emerged as the dominant model. Supercell, the maker of mobile games Clash Royale™ and Clash of Clans™, generated $2.3 billion in sales in 2016, all coming from Players purchasing digital goods to compete with each other.

SINGLE PLAYER GAMES IN A MULTIPLAYER REVENUE WORLD

The mobile gaming market offers a wide variety of genres: action, board, arcade, sport, strategy, adventure and many more. The overwhelming majority of these games (78%) are only playable in single player mode, i.e. the Player can only indirectly compete by comparing scores on a leaderboard. Only 1 out of 5 games is currently playable in multiplayer mode, i.e. where Players can play the same game with other Players.

Publishers are well aware of this and would be eager to convert all single player games into multiplayer, however significant technical challenges arise. Dealing with network latency issues and movement prediction are difficult problems to solve once a game has been launched and is played on millions of devices.

THE MARKET OPPORTUNITIES

After almost 2 years of research and analysis, we have identified the following market needs that the Sgame Pro Platform will help resolve:

< ADDRESSING MARKET NEEDS >

Sgame Pro is a game aggregator and community where Players are rewarded in SGM by:

• Playing iOS and Android mobile games from the world’s best Publishers
• Challenging other Players
• Streaming their Challenges to millions of Players
• Taking part in targeted actions via a personalized Offer Wall

Players will be able to use SGM to redeem a large number of digital and physical goods on the internal Sgame Pro marketplace (hereinafter “Sgame Marketplace”) and on Publishers’ digital stores. In addition, Players will be able to transfer SGM from their internal Sgame Pro wallet (the “SWallet”) to their external ERC-20 compatible wallet (the “Personal Wallet”).

Building on the success of Sgame Pro’s Alpha version that rapidly achieved 50,000 users in 2017 with no marketing spend, a Beta version of the Sgame Pro Platform will be released in May 2018, with an extensive new features roadmap over the course of 2018

  • FOR PLAYERS

Sgame Pro’s core mission is to provide Players with an unparalleled user experience where they can play their favourite games while seamlessly ”mining” SGM tokens. In addition, Sgame Pro engages Players in entirely new ways such as by rewarding Players for LIVE streaming their gaming.


  • FOR PUBLISHERS

Sgame Pro offers Publishers a simple and innovative way to promote games. Publishers will have the option to reward Players with bonus payments in SGM, provide special rewards in Challenges as well as directly involve Sgame Pro’s Influencers.

Sgame Pro provides unparalleled access to key Influencers such as Pewdiepie (60mln followers), giving Publishers free global marketing. In addition, Sgame Pro offers Publishers an entirely new revenue stream as they will share with Sgame Pro the Challenge’s fees. To put this into context, in 2017 over 800 billion Challenges were played in multiplayer games. Clash Royale™, a multiplayer online battle arena, had over 42 billions Challenges during the past year.

  • FOR INFLUENCERS

Sgame Pro allows Influencers to monetize their followers through a referral system which generates an ongoing revenue stream for every lead, regardless of whether the lead remains an Influencer’s follower in the long-term.

  • FOR MERCHANTS

Sgame Pro provides an easy and cost effective way for Merchants to promote their products online through the sections Marketplace and Special offers:

< SGAME PRO KEY FEATURES >

  • CHALLENGES

Challenges are one of the core features of Sgame Pro, enabling Players to play in an Asynchronous Multiplayer mode games which were traditionally only single player. Public Challenges are matchmaked by Sgame Pro and let random Players of similar skill levels compete for a preset number of SGM, tied to the amount of SGM deposited on their SWallet. To ensure fairness, Sgame Pro has developed an opponent matching algorithm to match Players of similar skill levels based on their Win/Lose ratios. Private Challenges allows Players to challenge their friends, without using the matching algorithm, enabling them to wager any amount.

COMPARING PRIVATE AND PUBLIC CHALLENGES

  • LEADERBOARDS

A Leaderboard is a global ranking for a specific game, which allows Players to benchmark their performance versus other Players. Sgame Pro’s innovative approach consists of:

  1. Leaderboards across iOS and Android: only via Sgame Pro can Players compete against other Players from
    both operating systems.

  2. Leaderboards are rewarded: Players reaching new high scores or a specific goal are rewarded with SGM,
    driving increased Player engagement and longer playing times.

  • USER PROFILES

Every Player and every Influencer will have their own dedicated public User Profile area containing an overview of their scores, play times as well as other relevant Player information. In addition, the Profile contains the following information:

• Rank level
• Challenges statistics
• Live performance
• Games played
• SWallet balance

  • MARKETPLACE

The Sgame Marketplace lists prizes available for purchase from Merchant partners using SGM. The Marketplace offers a wide range of digital as well as physical goods.

  • REFERRALS

The Referrals section of Sgame Pro offers Players the ability to:

• Invite new Players to Sgame Pro in exchange for a portion of the SGM generated by them

• Receive a welcome bonus in SGM for joining Sgame Pro

The Referrals system is designed to generate viral growth, and be particularly appealing to Influencers who can use their high profile social media accounts to publicize Sgame Pro.

  • LIVE

A growing number of online players are building their fan base through live streaming. The Live feature offers Players a state-of-the-art, yet affordable streaming solution for mobile gaming.

Donations are one of the main sources of income in the live streaming world.
Sgame Pro enables fans to show their support through SGM transfers to their favorite Players during Live sessions, a feature that is becoming extremely innovative into mobile gaming.

  • OTHER FEATURES

• Developer Area: Sgame Pro is developing an extensive Developer Area, dedicated to helping independent developers test and promote new mobile games and concepts. Developers will be required to pay a subscription fee in SGM.

• Messaging: in order to leverage even further the social element created by the Challenges concept, the Platform will contain a comprehensive messaging system for Player to Player communication.

• Anti-cheating: Sgame Pro has integrated a sophisticated anti-fraud system designed to catch a wide range of bad actors including but not limited to: bots, automated tapping, fake users and multiple accounts.

< SGM TOKEN ECONOMY >

The SGM token lies at the very heart of Sgame Pro, serving as a medium of exchange within the Sgame Pro ecosystem. The token is a utility token based on the ERC-20 standard, enabling Sgame Pro to fully leverage the Ethereum ecosystem and easily integrate with the existing infrastructure (i.e. wallets & exchanges).

0.Sgame Pro Fiat’s revenues derive from: Advertising, Big Data, Spotlight, Offers Wall and promotions in the marketplace.
1.Sgame Pro rewards players from the SGM Reserve based on activities completed by them.
2.Players challenge each other and wager SGM.
3.On the amount wagered during the Challenge Sgame Pro and Publisher receive an SGM fee.
4.Players can use SGM to buy digital goods in the Publisher’s stores or in the Sgame Marketplace.
5.Sgame Pro buys SGM on the market to refill its SGM Reserve.
6.Publishers can exchange SGM or buy promotions for their games on Sgame Pro.

  • TRANSACTION MODEL

Given the high volume of transactions required by the Sgame Pro Platform, the chosen initial architecture minimizes the need for OnChain transactions while maximizing transaction throughput. The Sgame Pro architecture is initially built in a hybrid manner whereby SGM flow inside the Platform is OffChain so that the actual Ethereum network’s limitations (i.e. confirmation times, congestion, transaction costs) do not impede the Platform’s day-to-day functioning. In the future once these limitations are overcome, it is entirely feasible that the Sgame Pro could be moved fully OnChain.

All SGM rewarded to Players will initially be deposited to the Player’s internal SWallet on Sgame Pro. Players will be able to immediately use SGM from their SWallet to perform all the Sgame Pro ecosystem transactions at no costs or wait times.The Player has full control over when SGM are transferred from his SWallet to his Personal Wallet that is ERC-20 compatible wallet. Players may withdraw SGM from their SWallet, however they can only be used on the Platform once they are transferred back to their SWallet. For Publishers, we will provide open-sourced plugins, APIs and software development kits (SDKs), to enable Players to purchase digital goods using SGM.

  • PROOF OF PLAY PROTOCOL

One of Sgame Pro’s major technical innovations is the advent of the Proof of Play protocol. Proof of Play is the mechanism by which Sgame Pro determines consensus as to whether enough ‘play’ has been performed to mine a “Play-Block”, releasing the associated SGM block reward to the Player. This works similarly to Proof of Work where computational effort by miners is rewarded.

  • Play-Block

Play-Blocks are defined as a set of actions that, if completed, generate a block reward in SGM. Play-Blocks vary by level,
which determines the amount of ‘play’ required and the size of the SGM block reward.
Initially there will be two types of actions in a Play-Block:

  1. Time Actions;
  2. Offer Wall Actions.
    Sgame Pro determines the value of Play-Blocks, which may fluctuate over time, but the Player will always know the SGM block reward size in advance.
  • Time Actions

Time Actions refer to the time spent playing, expressed in seconds, necessary to achieve the Proof of Play. The necessary conditions to complete this type of action can be summarized as the completion of a number of seconds t spent playing, formally:

defines the necessary condition to complete a Time type action for a Play-Block of level i, t defines the total playing time for Player j, expressed in seconds, that needs to be higher or equal to the threshold, defined for a Play-Block of level i. All time spent exceeding the threshold for the current Play-Block then count towards the completion of the next Play-Block.

  • Offer Wall Actions

Offer Wall Actions refer to the completion of actions suggested by the Sgame Pro Offer Wall, such as downloading an app or participating in a survey. Formally:

defines the necessary condition to complete an Offer Wall-type action for a level i Play-Block, in which all activities of subset V in which all the activities in the Offer Wall of a given type have been successfully executed. In order to provide the most flexibility to its Players, Sgame Pro will not require that specific actions be completed, but instead a number of actions.

  • Proof of Play Definition

The Play-Block formal definition is:

  • Proof of Play Flow

By completing the actions required by the Play-Block, i.e. by completing the Proof of Play, the user is immediately rewarded SGM on his SWallet (OffChain).
In turn, those SGM can be used on Sgame Pro or otherwise transferred to a Personal Wallet (OnChain).

  • SGM LIQUIDITY RESERVE

Sgame Pro will maintain a SGM liquidity reserve (“SGM Reserve”) to manage outflows/inflows to/from Sgame Pro participants, which are expected to grow inline with the number of Players. This SGM Reserve will initially be equal to 23.7% of the SGM Total Supply, and Sgame Pro will aim to maintain it at least at 10% during its normal course of business, buying back SGM on exchanges as and when needed. The management of the SGM Reserve will be at the discretion of the Sgame Pro’s management team.

Sgame Pro will maintain full control over the amount of SGM rewarded through Proof of Play, and will make this information available in the app to each Player. The Play-Block reward amounts in SGM will be adjusted periodically to reflect the underlying SGM token’s price fluctuations, aiming to ensure a near constant value of Player earnings in Fiat.

< Platform LAUNCH >

  • ROADMAP

  • MARKETING PLAN

The Publishers who have initially agreed to partner with Sgame Pro for the Platform launch have a combined captive Player base of over 35mm active Players. This Player base will be immediately made available for cross-promotional activities, ensuring a strong launch with high visibility, as well as a thriving ecosystem from the onset.

Among the first set of Publishers active on Sgame Pro at launch:

• Digital Bros | 14mm active users
• 505 Games | 8mm active users
• 34BigThings | 7mm active users
• Collin Lane AB | 5mm active users

In order to fully understand the mobile gaming market, it is important to grasp just how crucial Influencers are to Publishers when it comes to user acquisition. Influencers are incentivised to review and play in the funnest, most engaging games, which generates a virtuous cycle of trust and credibility with their audiences, which is particularly important when it comes to game recommendations.

A Global research reports suggest 90% of regular smartphone Players (who spend on average more than nine hours a week playing) consult YouTube at least once a week to look for game suggestions or to follow their favourite Influencers. Two thirds of those download a game as a consequence of a reference of an Influencer on YouTube.

Sgame Pro has engaged a number of Influencers, including Felix Arvid Ulf Kjellberg, aka Pewdiepie, the world's number one YouTuber focussed on gaming with over 60 million followers. Pewdiepie will kick off the official launch of Sgame Pro with dedicated videos on his YouTube channel and through a combined Twitter/Instagram/Facebook campaign. In addition, Pewdiepie will coordinate the marketing efforts with the wider group of global Influencers.

Among the first set of Influencers involved (and in negotiation) with Sgame Pro:

• Pewdiepie | 62M fan base
• VanossGaming | 23M fan base
• Markiplier | 20M fan base
• DanTDM | 19M fan base
• Jacksepticeye | 19M fan base
• Tweakbox | 10M fan base
• Marzia Bisognin | 7M fan base
• Ninja | 11M fan base

In-line with industry-wide best practices for digital marketing, the marketing spend will be allocated to two distinct mediums:

  1. Digital performance marketing channels such as:
    a. Facebook
    b. Instagram
    c. Google Ads
    d. Chartboost
    e. AdMob
    f. Applovin
    g. InMobi
    h. HeyZap

  2. Branding and offline marketing:
    a. Local events involving Influencers and Publishers partners
    b. Sponsored E-sport Challenges
    c. Traditional offline media: tv editorial, newspaper, billboards
    d. Guerrilla marketing applied with local street influencers in the following Countries: Japan,
    India, Usa, France, Uk and Spain

< ICO STRUCTURE >

  • TERMS & CONDITIONS

Sgame SA, a Swiss based corporation (“Sgame”), is conducting the issuance of a utility token (the “SGM”). The main and only purpose of SGM is to be used as a utility token to access to services and products available on the Platform.

Sgame Pro will issue a maximum amount of 350,000,000 SGM Tokens (the “Tokens Total Supply”).

As of today, 139,500,000 SGM tokens have already been sold to a restricted group of early backers and partners with a lock-up period up to 14 months (the “Pre-Sale Tokens”). The remaining proceeds are to be collected through a Main Sale which shall take place within 2nd Quarter 2018. A maximum amount of 55,000,000 SGM (the “Main Sale Tokens”) will be on sale during the Main Sale at a value in CHF that will be defined 10 days before; the exchange rate of ETH to CHF will be set within 24 hours prior the Main Sale. Any unsold tokens will be burned at the end of the Main Sale.

Sgame will retain a SGM Reserve initially equal to 83,000,000 SGM, that will be used to reward Players of Sgame Pro during its course of business and as described in Section 4.3.
The following table summarizes the planned SGM’s distribution:


  • ICO SERVICE PROVIDERS

In the execution of the ICO, the Company will be assisted by two leading technical service providers, namely Eidoo Sagl and BitIncubator & Venture SA:

Eidoo Sagl (CH) – ICO engine
Eidoo has developed an innovative multicurrency wallet which allows user to deposit crypto assets in such a
way that the users have full and sole control of their assets.

BitIncubator & Venture SA - Exchanger from fiat to crypto
BitIncubator manages the exchange Platform bitmax.ch, allowing exchange from fiat to crypto, being a financial
intermediary authorized by the Self Regulated Body VQF.

  • USES OF FUNDS

The large majority of the funds raised (91%) will be allocated to furthering the product and business development.

• Marketing (42%): user acquisition (organic and M&A) will significantly increase the number of live accounts, with a major effect on revenues generated;
• Development (29%): the development of new features and integrations with new products will constantly improving the gaming experience, as well as offer cutting-edge solutions to partecipants in Sgame Pro ecosystem;
• Operating costs (20%): a team of highly experienced professionals will be managing the scale-up process, ensuring a strong addition to an already existing business.

  • FUTURE ISSUE OF A SECURITY TOKEN

Once the business is launched and consolidated, Sgame would like to open its success to the public by issuing a Security Token, which will allow investors to participate directly in the revenues of the Company. The Security Token will be issued only after the business has reached a series of KPIs based on traditional performance (Revenues, Profit) but also on user adoption (active users, churn rate).

The Security Token will be distributed – indicatively - only in the first 8 Countries where the highest number of Players have residence. In the US, it will only be issued under Regulation D to Accredited Investors.

As currently envisaged, the Security Tokens will aggregately give participation rights to a share of the net revenues of the Company: tokens holders will receive a distribution payment calculated on the revenues of the Company, before any operating costs are deducted (except from the cost associated to the Players’ rewards in SGM).

Holders will therefore benefits directly from the business turnover, without risking that the Company reduces its income by charging extra costs like bonuses or other inflated expenses. We believe that this distribution method will create an extremely transparent profit sharing rule.

The payment of the distribution will be executed through a smart contract and will be fully verifiable on the blockchain.

SGM tokens will not per se entitle to any allocation of Security Tokens. Security Tokens will need to be purchased through a Dutch Action where the only mean of payment accepted will be SGM tokens.

In order to purchase Security Tokens, Investors will need to own an amount of SGM Tokens higher than the sale price of a single Security Token as set during the auction. Investors with an amount of SGM tokens lower than the sale price of a single Security Token will not be able to participate in the auction.

Investors with a sufficient amount of SGM tokens who do not wish to participate to the auction will not be entitled to any Security Token.

Since SGM tokens will only be a mean of payment for Security Tokens, the legal qualifications of the SGM token remain those of a utility token.

< TEAM AND ADVISORS >

  • TEAM


  • ADVISORS


  • PARTNERS

Here are the reviews I present to you all in finding information and knowing the SGAMEPRO project currently being run by their team, if there is any lack of explaining this article, do not worry, I have set up a link for you to get accurate information. information and of course you will be able to talk directly with or their team, at the link.

For more information and join SGAMEPRO's social media today please follow the following sources:

★ Website: https://sgamepro.io/
★ ANN: https://bitcointalk.org/index.php?topic=4452342
★ Whitepaper: https://sgamepro.io/wp-content/uploads/2018/05/Sgame_Pro-White_Paper-v1.73.pdf
★ Twitter: https://twitter.com/sgame_official?lang=en
★ Facebook: https://www.facebook.com/sgamepro.io/
★ Telegram: https://t.me/sgamepro
★ Reddit: https://www.reddit.com/r/sgamepro/

Profile: https://bitcointalk.org/index.php?action=profile;u=1964710