MARKET OVERVIEW AND ENVIRONMENT OF PLAY2LIVE PROJECT - THE FIRST DECENTRALIZED STREAMING PLATFORM FOR GAMERS AND ESPORTS FANS
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MARKET OVERVIEW AND ENVIRONMENT OF PLAY2LIVE PROJECT THE FIRST DECENTRALIZED STREAMING PLATFORM FOR GAMERS AND ESPORTS FANS
Global gaming and cryptocurrency markets Global market eSports market Live game streaming and VOD market In-game items trading market. Betting and gambling Global cryptocurrency market VR market Markets Play2Live will operate in Open sources White Paper Page 2 of 12
GLOBAL GAMING AND CRYPTOCURRENCY MARKETS Below are the most up-to-date figures for the markets where Play2Live project operates. GLOBAL MARKET ACCORDING TO FORECASTS, THE REVENUE OF THE GAMING INDUSTRY WILL REACH $115 BILLION BY 2018 AND BY 2020 WILL REACH THE $130 BILLION MARK. White Paper Page 3 of 12
The following excerpts are from a SuperData study: 665M people around the world tune in to sites like Twitch.tv and YouTube for content about their favorite games. Taking into account the 100M+ monthly active users of Twitch.tv and the total live broadcast, this audience is substantial. At the same time, data from the Chinese market are not included in the calculation, which significantly exceeds other regions in terms of viewership. eSports is one of the fastest growing tech markets, with the only VR technology market outpacing it. White Paper Page 4 of 12
ESPORTS MARKET eSports is one of the most dynamically developing segments of the gaming industry. By 2020, the market is expected to reach $1.5 billion. Millennials contribute significantly to the overall growth of eSports market. This audience is: Solvent Eager to make own decisions on purchasing and spending Active and knowledgeable Likely to favorably meet novel products and services, which yields high conversion rate White Paper Page 5 of 12
In other words, the existing users of streaming platforms are willing to spend their time and money in exchange of the new products and solutions, constituting a lucrative target audience for many brands worldwide. Classic sports and eSports industries are already comparable in terms of the revenues and fan base. LIVE GAME STREAMING AND VOD MARKET Absolute numbers for viewership of eSports tournaments versus traditional sports audiences are almost similar. Gaming and eSports have opened new channels of communication for viewers such as live streaming platforms for gamers. White Paper Page 6 of 12
According to Superdata, live game content and VOD in 2017 will generate $4.6 billion in revenue. Twitch was acquired by Amazon for $970 million and at present is the industry leader. It’s fair to say that gaming and eSports markets have huge growth potential. Interestingly, Twitch.tv has been a market leader in both sectors, accounting for 70 to 80% of the global gaming market share according to various estimates. The development of eSports has been somewhat different in China. The market is by large divided between 5 companies - Douyu, Huomao, Zhanqi, Huya, XiongMao [PandaTV], QuanumTV. There is no established leader there compared to the other parts of the world. White Paper Page 7 of 12
Therefore, streaming market has low barriers to entry due to: Opportunities to provide gamers with innovative solutions and their readiness and desire to try new products Exclusive content provided by publishers on a regular basis Dissemination of new technologies. IN-GAME ITEMS TRADING MARKET. BETTING AND GAMBLING Basically, the market of in-game items trading has been established mostly due to several well-established games. As the majority of publishers reasonably encapsulate their ecosystems prohibiting integration via APIs or other services, we are convinced that it is impossible to establish a decentralized market of in-game items exchange. Without a permission from the large publisher or open APIs, any third-party platform is not able to get access to in-game items or accounts. However, there are opportunities of cooperation with a few publishers that enable this option such as Valve. White Paper Page 8 of 12
Betting and gambling market in eSports is dominated by betting on in-game items. Valve banned in-game items trading on its platform last year, but crypto community managed to resolve this problem with such projects as SkinCoin. GLOBAL CRYPTOCURRENCY MARKET Market capitalization of global cryptocurrency market is unstable due to price fluctuations. Still, despite this this volatility tendency, the market is currently valued at $130 bn with a solid growth potential. Main cryptocurrencies by capitalization. Along with these trends, there are as few as 55 million cryptowallets currently established in the world. Obviously, the penetration rate of blockchain technology and cryptocurrencies is relatively low. Gaming industry might contribute largely to this growth since gamers are regarded as the most tech-savvy segment of PC and mobile users, and it is plausible to assume that they will find it easy to make the transition from fiat money to cryptocurrency, as many already have. White Paper Page 9 of 12
VR MARKET VR market constitutes one of the largest parts of video games market. MARKETS PLAY2LIVE WILL OPERATE IN Providing a diverse set of features for a global gaming audience, Play2Live operates in both gaming and eSports markets. White Paper Page 10 of 12
Play2Live introduces the brand-new streaming platform for gamers with several functional modules that provide users with the completely new level of virtual interaction. Diversified functionality of Play2Live platform is a significant advantage for the developing markets. Play2Live platform is a great investment opportunity, as we take care of market-specific restrictions and regulations by providing flexible configurations for different markets. Growth projections for Play2Live platform estimate at least 10M unique users per month by the end of the first year of operations after the product is launched. Each user registered in the system has a cryptocurrency wallet powered by Level Up Coin (LUC) token, the fuel that facilitates monetization opportunities for all users, from streamers to viewers. White Paper Page 11 of 12
OPEN SOURCES 1. https://newzoo.com/insights/trend-reports/global-esports-market- report-2017-light/ 2. https://superdata-research.myshopify.com/products/year-in-review 3. http://tnl.media/esportsnews/2017/3/8/time-to-kill-the-esports-beats- sports-viewers-stat 4. https://bitinfocharts.com 5. https://superdata-research.myshopify.com/products/year-in-review 6. https://en.wikipedia.org/wiki/Twitch.tv 7. https://www.idc.com/getdoc.jsp?containerId=prUS42959717 8. https://techcrunch.com/2017/01/24/streamer-numbers-and-incomes-are- rising-healthily-according-to-data-from-popular-tool/ 9. https://blog.streamlabs.com/livestreaming-q117-twitch-vs-youtube-avg- spend-ltv-and-tip-volumes-8263c6a9f99e White Paper Page 12 of 12
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