Epik: Money in the virtual market
-Man spends $70,000 on Free-to-Play mobile video game
-Kim Kardashian supposedly cashing out $80M for her video game
What do these two have in common? What can you conclude from them?
Yes, it’s correct. There is money in the virtual market.
People will spend money, wherever they are. It’s human nature.
Gamers are already part of virtual good economy, which is worth $15B+ annually.
Games like Candy Crush Saga and the likes even earn $2M every day.
The situation in Japan
Now let’s talk about Japan for a bit, and how they’re capitalizing the money in the virtual market.
Most mobile games in Japan include the “Gacha” as their main way of earning money from its users. The game where a man spends $70k is called Fate/Grand Order and it also capitalizes on gacha to earn money. This game has almost always consistently stayed on the top 10 of Top Grossing in Play Store ever since its launch.
This concept is from the “Gachapon” – a variety of vending machine-dispense capsule toys popular in Japan. It’s like lottery but you win toys instead.
Japan capitalized on this concept for their mobile games.
Not to devalue these games, its players or anything, but what Japan puts out for value are the PNG images of animated characters (usually women).
That alone isn’t very marketable if you do not hire the best artists for those PNG images, the best voice actresses to voice those characters, the best developers and producers, etc. So in short, a lot of work is still involved even though the market seems simple enough.
Now let’s talk about one particular strategy that Japan paired up with the gacha – the media mix.
Instead of producing 1 single product, advertising it, then hoping it becomes successful, they instead produce a concept, build around it TV animation, toys, games, and more at the same time so each can advertise each other. A lot of titles have made their ways to success due to this – Pokemon, Yo-kai Watch, and the company CyGames is capitalizing on this with GranBlue Fantasy and their latest title – Uma Musume.
Problem:
Now it makes you think twice. How can Japan get so successful in selling things virtually of little to no worth? How? When even selling important things such as food can only get so much profit.
Well, Japan made full use of these so-called media mix. They tapped in to all possible markets instead of operating as closed-off ecosystems.
They ventured into other markets. Kind of like setting up a store to advertise that you have another store.
Problems with the low-profit games include the ff: fragmentation, games operating as closed-off ecosystems/ operating in silos with little accessibility, and different brand objectives (geographical location, demographics, licensing fees, marketing power, attractiveness)
However, the solutions to these problems cost money. Or do they?
Let’s look back at Japan again. Aside from using media mix to venture into other markets and prevent operating as closed-off ecosystems, they do something called “collaboration events”.
Collaboration events borrow characters and or game concepts mechanics from other similar games, hopefully bringing in fans from other game to their game and vice versa. That way – both franchises win without investing much.
Solution:
BLMP’s solution is pretty much that.
They offer to create a vast collaboration network of global brands and digital platforms to facilitate the licensing process.
Due to these, every member would be uniquely positioned for growth because of relationships with established licensing companies such as Evolution (Yo-kai atch, Hannibal) and BDLabs (Universal Music Group Nashville, Discovery Kids). There’s a combined total of over 1000+ clients, partner, properties, and brands
Now everytime a brand or digital platform joins BLMP network, all their fans or users can participate. There won’t be much issues with financing as well if they sell their idea to a collaborator which they could find within the platform
Usually, the missing component for virtual market is business adoption and BLMP offers just that.
Imagine – Users using the same crypto across all participating digital platforms
Take note that this could be made possible using existing BLMP real product called Air (Business-to-business-to-consumer B2B2C)
There are also problems with the solution like the limits of transaction scalability and transaction confidentiality. Transaction between 2 businesses should not be visible to the entire network but BLMP overcomes those problems by: 1) developing world's 1st production level enterprise software blockchain solution called Helium; and 2) test existing PoCs, new blockchain frameworks, hybrid public/private permission-based blockchains, or developing custom configuration otherwise.
About EPIK TOKEN:
In order to power BLMP – you could buy EPIK Tokens.
BLMP stands for Blockchain Licensing Marketplace and it is the world’s first blockchain solution for officialy licensed virtual goods.
It has already gained 1,000+ brands and millions of monthly active users in just under 3 months.
A unique feature of this token sale is Collectible Token Rewards – considering they have the main author of ERC-721 on the team and specialize in ERC-721 collectibles, they thought it would be cool to reward purchasers with collectibles that grant special abilities.
EPIK TOKEN is the future of digital collectibles.
TOKEN DETAILS:
Price 1 ETH = 2,600 EPIC
Platform: Ethereum
Hard cap: 15,000,000 USD
Country: Singapore
Total Supply: 200M
To know more about the technical details and aspects of the project plus their latest updates, visit their official social media pages and website:
Bitcointalk Announcement Thread: https://bitcointalk.org/index.php?topic=4473798
Website: https://www.epiktoken.io/
Whitepaper: https://www.epiktoken.io/assets/pdf/BLMP_whitepaper.pdf
Telegram: https://t.me/EpikToken
Facebook: https://www.facebook.com/EpikToken
Twitter: https://twitter.com/epiktoken
Medium: https://medium.com/@BLMPNetwork
Bitcointalk Username: AmorFati
Bitcointalk User Link: https://bitcointalk.org/index.php?action=profile;u=2077040
Eth Address: 0xF52820b75f4aedeeECF780abb94c338830214842