The launch of digital
distribution platforms such as Apple’s iOS App Store (2008) and Google Play
(2012) have contributed to the rise of indie game studios. The ease of entry to
these platforms have allowed game developers to bypass traditional large game
publishers like Electronic Arts. The instant accessibility to a large global
player base conferred by these platforms allow indie game studios to compete
with established game companies and profit off the games they have passionately
created.
Some successful one-man indie game studios that have generated millions in
revenue include Andreas Illiger’s Tiny Wings (2011) and Dong Nguyen’s Flappy
Bird (2013). These were commonplace in the early years of these platforms.
However, established studios with huge reserves and connections began entering
the marketplace, causing indie game studios to struggle with increasing CPI
(Cost-Per-Installs) and competition F2P (Free-to-Play) Games. These F2P games
require a higher initial capital outlay of resources to be successful and are
thus dominated by big game studios.
The situation was made worse by the high commissions (30% off revenue) from platform providers that reduce developer’s margins. Developers have also complained about the lack of transparency, inefficient payment calculation and distribution. These platforms are also overcrowded with thousands of games released daily. Top-grossing games that make up 50% of the store’s total revenue dominated by established big budget mega studios. As such, these digital distribution platforms are no longer the “Mecca” (champion and go-to-platform) for indie game studios.
The situation was made worse by the high commissions (30% off revenue) from platform providers that reduce developer’s margins. Developers have also complained about the lack of transparency, inefficient payment calculation and distribution. These platforms are also overcrowded with thousands of games released daily. Top-grossing games that make up 50% of the store’s total revenue dominated by established big budget mega studios. As such, these digital distribution platforms are no longer the “Mecca” (champion and go-to-platform) for indie game studios.
First-world
problem: Gamers with too many choices.
There has been an
exponential increase in the number of games available for gamers to choose on
mobile gaming platforms. From December 2009 to 2017, the number of application
spike from 16 thousand to 3.5 million. It is increasingly difficult to capture
attention and retain users.
Crypto
Kitties case study
CryptoKitties is
essentially a digital version of the popular PokƩmon trading cards but based on
the Ethereum blockchain. It is growing fast owing to the extensive media
coverage. A total of $1.3 million USD has been transacted. Multiple kittens are
selling for approximately 50 ETH which is $23 thousand dollars. The highest
record is 246 Eth or 113 thousand dollars. People are using cryptocurrencies to
purchase other intangible assets which is like buying in-game items and
features.
Japan’s self-regulatory
body the Japanese Cryptocurrency Business Association (JCBA) found that there
were 3.5 million active crypto investors from a study of 17 crypto-exchanges.
Annual trading volume has increase from $22 million in 2014 to $97 billion in
2017, a 340 thousand increase over three years. Secondary trading options such
as margin, futures saw similar growth from 2 million in 2014 to 543 billion in
2017.
This coupled with the
high gaming population makes Japan an attractive target for PlayGame.com.
RoadMap
Q2
2018 - ICO planning
1. ICO planning.
2. Formalizing
partnerships, legal procedures, and advisory members.
3. Private sales
scheduled on 1 April – 10 September 2018
Q3
2018 - Pre-ICO and Crowd sale starts
1. Private sales ends
2. 10 September – 22
October 2018
a) Token Public Sale
b) Multiplayer
asynchronous playable games and working economic models of PlayGame.com demo
completed
c) ERC20 PXG (PlayGame
Token) final security audits and distributions.
3. Q4 2018
a) Platform and SDK
development
Q1
2019 - PlayGame.com in business
1) Q1 2019 a) Account
services, wallet and trust protocol, Crypto payment gateway launch, SDK in beta
phase.
2) Q2 2019 a) Playgame.com
platform soft launch, PXG wallet and smart contract implementation SDK
released. Game developer beta outreach.
3) Q3 2019
a) Playgame.com public
global launch, PXG virtual vending machine, international expansion focusing on
Japan and China
Benefits
for game publishers/developers
·
Open source SDK, easy to use with
integrated wallet
·
Monetize directly to users, no gatekeeper
fees and profit sharings*
·
Empowering games to use cryptocurrency in
their game economy
·
No worries on fraud, chargebacks and other
payment gateway problems as everything is built on top of blockchain technology
·
Full access to our crowdfunding platform
(FunFund Initiative)
Benefits
for gamers
·
Get rewarded with tokens while playing
games
·
Full control of ownership of any virtual
goods
·
Buy in-game purchase with PXG Token
·
Double your tokens by entering tournaments
and staking your tokens
·
Trade PXG tokens in supported exchanges
globally
More Information About PlayGame , Below:
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