The video game industry is growing with new products and technology and could be worth nearly $138 billion by the end of 2018. As technology expands, so will video content, products, virtual reality, special events and video game tournaments. These are just some of the ways the industry is turning into a "recurring revenue model" and capitalizing on increased demand. The initial purchase of a game is just the beginning of a game's monetization. 1 Be it in-game purchases, merchandise, cosplay, pay to view online tournaments or third parties revenue from streaming services such as Twitch or YouTube, the ways of monetization are limited only by ones imagination. The increasing number of gamers worldwide enabled the organization of big events, conventions and the apparition of eSports2 (also known as electronic sports). The most popular eSports in the world right now is League of Legends3 , multiplayer online battle arena video game developed and published by Riot Games for Microsoft Windows and macOS, inspired by the Warcraft III: The Frozen Throne mod, Defense of the Ancients. The game is free to play, but it offers in-game purchases. The famous League of Legends World Championship, where teams of players from all over the world compete for the $1 million championship prize, can be compared with a classical sports championship, such as football or basketball, with 60 million people4 watching the finals in 2017. Among other famous games with big revenue are Counter Strike: Global Offensive, Dota 2, Overwatch, Hearthstone and Starcraft II, each of them bringing various monetization options and million dollars’ revenue. The video game industry is expected to grow even further, thanks to its huge fan base and tools that encourage the emergence of influencers in the form of streamers. Among other famous games with big revenue are Counter Strike: Global Offensive, Dota 2, Overwatch, Hearthstone and Starcraft II, each of them bringing various monetization options and million dollars’ revenue. The video game industry is expected to grow even further, thanks to its huge fan base and tools that encourage the emergence of influencers in the form of streamers. Unlike other ICOs, Universal Games Token starts with already existing products on the market that will replace them in-game digital currency with UGT Tokens. Among its early adopters, we can find three existing games and many more to come as the project will progress over time.
Universal Games Token ICO will take place in two major steps which are the Pre-ICO Private Sale and the ICO, as described below:
Of the 1,000,000,000 total supply, only 20,000,000 (2%) tokens will be available for the Pre-ICO Private sale. 150,000,000 UGT Tokens will be kept as a reserve for the team, advisors, partners, marketing, bonuses and Universal Games Token community. 10% of the total supply will be kept for the in-game funds and rewards program (games community) and the remaining 73% plus the unsold part from Pre-ICO will be available for sale in the main ICO – until hard cap is met. The remaining / unsold tokens will not be minted and will be kept for future investors.
Attention. There is a risk that unverified members are not actually members of the team
$20 000 000
This offer is based on information provided solely by the offeror and other publicly available information. The token sale or exchange event is entirely unrelated to ICOholder and ICOholder has no involvement in it (including any technical support or promotion). Token sales listed from persons that ICOholder has no relationship with are shown only to help customers keep track of the activity taking place within the overall token sector. This information is not intended to amount to advice on which you should rely. You must obtain professional or specialist advice or carry out your own due diligence before taking, or refraining from, any action on the basis of the content on our site. Any terms and conditions entered into by contributors in respect of the acquisition of Tokens are between them and the issuer of the Token and ICOholder is not the seller of such Tokens. ICOholder has no legal responsibility for any representations made by third parties in respect of any Token sale and any claim for breach of contract must also be made directly against the Token issuing entity listed herein.
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