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将在两个主要步骤中进行,这些步骤包括Pre-ICO Private Sale和ICO,如下所述:
在1,000,000,000总供应量中,只有20,000,000(2%)个代币将用于Pre-ICO私人销售。 150,000,000 UGT代币将作为团队,顾问,合作伙伴,营销,奖金和Universal Games Token社区的储备。游戏资金和奖励计划(游戏社区)将保留总供应量的10%,其余73%以及Pre-ICO的未售出部分将在主要ICO中出售–直到达到硬帽。剩余/未售出的代币将不会被铸造,并将保留给未来的投资者。
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注意。未经证实的成员实际上可能不是团队成员
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