Last Update
Apr 5, 2018
Pre-sale – End, until 28 December 2017
Token-sale – End, 23 January 2018 until 28 February 2018
MARK.SPACE is an open-source platform for the creation of 3D, VR and AR-compatible spaces and objects of any purpose, as well as their quick launch and integration into a unique ecosystem. The platform supports a crypto economy and is powered by Blockchain. MARK.SPACE supports all Internet browsers (preferably Chrome) and, at the same time, is compatible with CardBoard, Oculus and HTC Vive.
A desktop PC or tablet is all that is needed to create a state-of-the-art VR store, office, community or other space for business or entertainment. The MARK.SPACE universe consists of multiple VR spaces (units), in which each unit can be linked directly to its own top-level domain. The property right to the units is guaranteed by recording all transactions involving units (creation, sale, purchase or rental) on the Blockchain. All unit owners may buy, sell or rent their units to others using smart contracts.
MARK.SPACE has an internal currency - the MARK token (MRK), which is a utility token (not a paper bond), allowing all users to sell and buy VR spaces and objects, consume various goods and use services, pay salaries to their employees and to buy ads to promote their businesses through the MARK.SPACE platform. GPU-miners who will be rendering VR spaces and objects for the platform’s users will also receive rewards in MRK tokens (Proof of Work (PoW) Concept).
MARK.SPACE supports all internet browsers (preferably Chrome) and is compatible with CardBoard, Oculus and HTC Vive.
MARK.SPACE has a utility token used as internal currency, the MARK (MRK). The MRK token enables all users to sell and buy VR units and objects, consume various goods and use services, pay salary to their employees and buy ads to promote their businesses within the platform. GPU-miners who will be rendering VR spaces and objects for the platform’s users will also receive rewards in MRK tokens.
Virtual Reality.
The AR / VR market share will grow from USD 11.4 bn in 2017 to USD 215 bn in 2021. VR is much more than gaming; it’s also e-commerce, business, education, science, film industry and many other areas. All MARK.SPACE locations are 3D zones fully operating in any browser and compatible with all VR headsets. This solution increases the audience of users and content providers by a factor of tens. Using VR glasses or helmets is optional, which opens up absolutely unique opportunities for the development of the Internet economy sectors.
E-commerce.
There are over 1,5 billion Internet-shoppers globally, with the e-commerce industry market share totalling over $2,6 trillion. Users are now able to buy anything or get practically any service from the Internet.
Blockchain.
Blockchain technology opens doors to the future of digital economy. Units are the foundation of the MARK.SPACE universe - virtual real estates with an open source address. The register of property accounting for each unit is maintained on a Blockchain, which ensures the security of personal data. Units may be sold or leased to other users through smart contracts.
Social networks.
With an audience exceeding 3 bln people, they are the main channel for communication and consuming content. Thanks to the visual capabilities of 3D / VR and powerful platform communication tools (p2p voice communication, interactivity of units in ecosystem, multithreaded broadcasts), the social virtual life of MARK.SPACE will be very similar to the ideal real life of its users.
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Verified 19%
Attention. There is a risk that unverified members are not actually members of the team
MARK SPACE is a platform for the creation of 3D and Virtual Reality (VR) online services sites and objects powered by block chain.
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SUGGSETIONS:
High-level competition on the market by leading technology companies - despite the fact that there are no MARK.SPACE analogues yet, the market players have all the resources for replicating such business model, if its market acceptance will be fully confirmed. Certain elements of the product offer, such as residential districts, may have problems with market acceptance due to the presence on the market of such solutions as Instagram that satisfy the same user need in a more natural way.
Although the project provides an opportunity to use the services of the platform via PC and other standard devices, nevertheless, in the absence of VR-glasses, an expensive prerequisite and a poorly distributed device, the originally conceived customer experience concept is lost. The concept of the product is rather unintuitive, there is a need to work on integrating the service into the existing Internet space in order to make the transition to the platform as "seamless" and even logical for the user. The MARK.SPACE business model is in a subordinate position in relation to the interest of the miners to this project. There is a risk that it will not be possible to establish relations with corporate clients, who by their presence on the platform create the bulk of the value of the service. The MRK-token may not settle down as a means of payment within the platform due to the availability of a more customary alternative in the face of fiat money, therefore, the company risks losing an important component of the community's demand for its own token, which may lead to negative MRK dynamics. There is no mechanism for returning funds to investors. The company does not provide any forecasts of its financial activities. The system of discounts to the base token price creates a risk of premature exit from the investment of a significant part of the investors (especially those who entered the project at the stage of open preliminary sales) and, as a result, the risk of token price collapse. Judging by the hard cap, the potential size of this ICO round seems to be too high relative to the size of comparable venture capital transactions in the early stages of project development: according to the Pitchbook report, the median size of the early-stage rounds in the US venture market in the end of 2017 promises to be 6 million USD. Apparently, the project had no experience of attracting the funds of "qualified" venture investors - only business angels like hockey player Evgeni Malkin.
The absence among the team members of a sufficient number of specialists with experience in blockchain development. A number of representatives of the company's management core does not provide an opportunity to verify information on competencies stated in official documents even through classical social networks, not to mention professional ones like LinkedIn.
This offer is based solely on information provided by the offeror and other publicly available sources.
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