"Welcome to the future of in-game asset liquidity" - engage gametech
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Table of Contents 1. Introduction 2. The Company 3. Industry Challenges - Engage Solutions 4. Market Opportunity 4.1 The Gaming Industry 4.2 Blockchain & Gaming Industry merged 5. Case Study Successes 5.1 Steam 5.2 Fortnite 5.3 Dmarket 5.4 Naga 6. Competitor Matrix 7. The Engage Ecosystem Components 7.1 User Profile 7.2 My Items 7.3 The Vault 7.3.1 Insta-sell 7.3.2 Rent It 7.3.3 Pawn it 7.3.4 Custom Items 7.3.5 Live Auction 7.3.6 Rare, Unique, and Specially sourced in-game items 7.4 The Marketplace 7.4.1 Buy it 7.4.2 Sell it 7.4.3 Trade it 7.4.4 Live Price Index 7.4.5 Massive selection of in-game items for sale 7.5 Engagements 7.5.1 Pink Slips Project 7.5.2 Watch Live 7.5.3 Fantasy league 7.5.4 Leaderboards 7.5.5 Instant prizes 7.5.6 Sponsorships 7.5.7 Mobile games
Table of Contents 8. NGA - The Engage Token 8.1 Multi-Reality Currency 8.2 Use In-Game 8.3 Use In-Store 8.4 Contactless Payment via mobile app 8.5 Industry Backed Currency 8.6 EngageX 9. Why Steem? 10. Token Utility Within the Platform 11. Buying, selling and storing NGA tokens 11.1 Engage Wallet Desktop 11.2 Mobile Wallet 11.3 EngageX 11.4 KYC/AML Procedures 12. Engage Subscription Model 13. The ICO Tokenomics 13.1 Token Specifications 13.2 Tokenomics 13.3 Token Distribution 13.4 Allocation of Funds 13.5 Lockups 14. Roadmap 15. Team 16. Disclaimer 17. References
1 Introduction The Engage Platform presents an exciting new concept for avid gamers and blockchain enthusiasts. We will pay gamers to play their favorite online video games! In addition, Engage will offer a 'one-stop experience' for the trading of in-game assets and digital currencies. Our technology will put the user in control of the monetization of their gaming estate. The virtual market is rapidly expanding and every hour spent gaming leaves players with virtual stock, however, the 2.5 billion gamers around the world have limited trading options available for this stock, creating a lucrative opportunity for 'The Engage Platform' to pioneer this arena. The synergy between gaming and blockchain development is nothing new. Crypto innovators have already developed features and functionality while trying to combine both domains. The most popular implementation of blockchain technology in gaming has been 'non-fungible' assets. These assets can be anything from game skins to tools, with authenticity guaranteed by using smart contract standards. With the bridging of blockchain and gaming technologies, users will benefit from full transparency of in-game transactions, the opportunity to earn while playing, privacy with encrypted accounts and efficient communication among fellow gamers. The opportunities emerging in the market right now are truly incredible and the synergy between blockchain/cryptocurrency and Esports is inevitable. Our platform will allow members to take part in a variety of in-app events and features like peer-to-peer battles for prizes and discovering our marketplace where users can; trade, sell, buy, loan, auction, donate and even pawn their in-game assets. All these transactions are supported by our 'Engage Token' - a multi-reality cryptocurrency which can be used both in-game and in real life. Engage Tokens will be tradeable against other coins/tokens across multiple exchanges as well as our very own exclusive gaming exchange. Whether it's a limited edition Fortnite skin, a token loan or a simple cup of coffee, the Engage Token will be instantly available to our members and their in-game characters.
2 The Company 'Engage Gametech' is a startup registered in Singapore. We specialize in the development of cutting-edge blockchain technologies that focus on evolving and shaping the future of online gaming and streaming. The island is home to the world’s second-most competitive economy as a result of its friendly framework. Singapore’s unique colonial history and diverse population place it interestingly between Asian, European, and American cultures. The Monetary Authority of Singapore (MAS), the central authority responsible for administering statutes pertaining to the financial sector, has taken several positive steps towards cryptocurrencies and blockchain technology. MAS has taken an open approach to categorize digital tokens, namely utility, payment and security tokens. Singapore with its free market economy, stable socio-political environment, attractive tax framework is also one of the fastest growing in Asia. This coupled with ease of doing business, makes it a great platform for founders including the teams that launch their ICOs. Why Singapore? Neutrality, decentralization, and direct democracy Stable governmental and political system Economic stronghold Attractive tax regime Friendly regulatory and business environment Proximity and access to global markets An investment destination
3 Industry Challenges - Engage Solutions Challenge 1 Time wasted playing games. Solution Monetize the way 'gamers game'. With our platform, users will be able to earn money in the form of tokens, rewards and content for playing their favorite online video games! Users will also have the opportunity to link anything they purchase online -via steam or various other platforms- to our marketplace for the purpose of reselling or trading items. We intend to create a dynamic 'in-game economy' that rewards every player, professional or not. All users will receive monetized value for their time spent in-game. Challenge 2 A lack of quick-cash options in the gaming industry. Solution Offer instant loans on gaming assets. The Engage Platform will give users the opportunity to have their assets held as collateral for a reduced rate of the market value. Users will have the loan transferred in tokens to their mobile wallet. Once the tokens are received the user can choose to find liquidity on their holdings on the internal exchange or send it to a third party exchange for trading. Example: A user has 5 assets worth $500 and he wishes to instant sell. Assuming his/her assets are of sufficient value within our set limits, we offer the user $450 worth of tokens. He accepts the offer and says to repay the tokens in 1 month. If the user fails to repay us in the agreed upon time frame, Engage will relist the item on the marketplace to sell at market value to redeem the funds. Interest on that item will be negotiated between both the user and the platform.
3 Industry Challenges - Engage Solutions Challenge 3 No known opportunity for gamers to test their skills against other players while wagering their goods on the outcome. Solution The invention of 'Project Pink Slips'. A feature in which competitors can put their favorite items 'up for grabs' in a winner-takes-all event. This event could be for both single player or multiplayer in teams. The only limit to the pink slip challenge system is the number of items put on the line. Only matching values based on predetermined price bands will be permitted to proceed with Pink Slips engagements. Challenge 4 In-game giveaways are often 'below average', resulting in low product satisfaction. Solution Increase player odds and up the rewards. Engage improves a player's odds by increasing their chances of receiving a rare item by using our platform. Whenever a player finds a treasure, receives a crate or a free pack during a game, they can send it over to the Engage Platform and open it there, where users have a greater chance of retrieving valuable items. Challenge 5 The amount of time it takes to sell an item through current online marketplaces. Once an item has been listed on Steam or Dmarket, sellers can wait days and even weeks to receive funds. Solution Instant sell orders. For example, a user has an item worth $5 and has listed the item on the marketplace but the 'sell order' won't necessarily be completed quickly. Most marketplaces won't assist users with liquidity on their item in a short period of time - nothing can be done to speed up the process and enhance the user's experience. Engage offers a simple and easy instant sell function. Once the item is sold we proceed to relist in the Engage marketplace for its market price and let the sale commence as it would have.
3 Industry Challenges - Engage Solutions Challenge 6 There is no bridge between virtual gaming currencies, in-game asset value, and real-world spending money. Solution A multi-reality currency. With the fast transaction times between the NGA Engage Token and fiat currencies, it becomes possible to translate the value of an online item into an online currency and convert that into real-world fiat currency which can then be spent via the contactless payment function with the Engage mobile app. Challenge 7 Dedicated Fantasy League participants don't earn real-world rewards. Solution We will build, design and implement new Fantasy Leagues that participants can enter by token payment. All participants will be rewarded in NGA tokens and virtual prizes. Example: During the league, participants will be rewarded for all sorts of in-game achievements such as scoring a hat-trick, penalty saves and more. There are various criteria, but once achieved by any player a reward will be given. Rewards will vary with the best teams and performers receiving top prizes. This is a major marketing tool which is currently overlooked in the gaming industry and will form a part of Engage Platform's user acquisition strategy. Challenge 8 Rare digital assets are extremely expensive and inaccessible. Solution Introduce a live auction and bidding system. Engage will source or obtain rare items from crates, marketplaces, creators, streamers, sponsors, and professional gamers to auction on the Engage platform. To ensure success on the auction surveys will be conducted on the website and mobile application to gauge interest on popular items and stock. Once a level of interest has been attained, the most popular items will be selected for the auction. Bidding prices will begin at a competitive level and will increase in line with the demand for each item.
3 Industry Challenges - Engage Solutions Challenge 9 Hyper-casual and free-to-play mobile games often have little to no incentive for players and use weak user-retainer strategies. Solution The Engage platform will host free-to-play and hyper-casual mobile games with in-game rewards for players. The players at the top of the scoreboard will receive tokens and various other prizes for their participation. At first, Engage will develop its own hyper- casual games and at a later stage begin the implementation of our software into games such as PUBG mobile, Clash of the Clans and various others. Engage will drive in-game purchases for these gaming brands and profits from items sold will be given to the company that has allowed the integration of our software. Once again, players of all levels will be rewarded for their participation.
4 Market Opportunity The market for online games is growing at a healthy pace thanks to the growing adoption of advanced gaming technologies, along with changing entertainment preferences among consumers, rising income levels, and growing demand for mobile gaming. The ever-evolving smartphone coupled with fast and stable internet connectivity has led to a rise in the number of gamers at a rapid pace. In the past twenty years, the gaming industry has established itself as a significant contributor to the global economy. Compared to more established entertainment industries such as film and music, limited market research has been conducted to address how video and online games have created value for companies and consumers. Since 2013, there has been $3.3bn of venture capital investment in eSports-related startups. In 2018 YTD, we have already seen $1.4bn of investment, a nearly 90% y/y increase from the total amount of funding in 2017. The uptick was largely driven by two outsized investments, made by Tencent (Gaming Company), in Chinese online video platforms Douyu and Huya of $630mn and $461mn, respectively. We believe these investments, in particular, underscore two key trends: 1) the opportunity for live- streaming to monetize the growth of eSports in a way that few other eSports-related businesses can, and 2) the popularity of eSports in Asia in particular. (Goldman Sachs, 2018). The overall esports market is expected to grow from USD 694.2 million in 2017 and is expected to reach USD 2,174.8 million by 2023, at a CAGR of 18.61% between 2018 and 2023. The emergence of esports is expected to transform the outlook of the sports industry. Major revenue streams for esports include media rights; tickets and merchandise; sponsorships; direct advertisements; and publisher fees. In revenue- generating streams, sponsorships and advertisements are the major sources of revenue generation that have witnessed burgeoning demand during the last five years. (marketsandmarkets, 2018). Unlike traditional sports, eSports' viewership is solely online, where multiplayer gameplay takes place and through which the eSports audience consumes media content. In the coming years, we believe eSports content (particularly live) will consistently grow in value, not only due to its audience reach but also the engagement it commands, creating a marketing haven for advertisers to target and captivate a wide demographic. 2500mn 2000mn 1500mn 1000mn 500mn 2017 2018 2019 2020 2021 2022 2023 (eSports market growth)
4 Market Opportunity The industry is characterized by not just growth but also a high degree of innovation and dynamics. In addition to consoles, video gaming takes place within interactive networks and on various mobile devices, including smartphones and tablets. users can earn money from esports carried out in front of crowds and on live TV, or they can spend their money to buy virtual goods and expansions within games. (Goldman Sachs, 2018). Whether it's new armour, a legendary hero, exclusive skins or just a pile of crystals - the availability and transactional value of the virtual goods that a user collects while playing games is mostly confined to the individual game experience. But what if users had the means to trade these virtual goods on a secure and global marketplace? It would disrupt the gaming community and create a worldwide stream of non-stop transactions. The immense popularity of survival-based games like Fortnite, growing prize pools for eSports tournaments, the rise of live-streaming, and improving infrastructure for pro leagues have all paved the way for eSports to reach nearly 300mn viewers by 2022, on par with NFL viewership today. For game publishers, we believe eSports will not only help to increase audience reach and engagement but also drive direct revenue through established leagues. (Goldman Sachs, 2018). Right now, the eSports industry is at a 'cross-road' with some powerful trends as social connections are now being formed and maintained online along with the digital consumption of video and global growth in the gaming audience. Looking ahead, we see numerous public and private investment opportunities that will benefit greatly from the structural growth of eSports in terms of audience and monetization, as the requisite infrastructure is built to transition eSports from the "wild west" of sports to a fully fledged professional activity. The Audience 276mn The estimated size of the eSports audience in 2022E - up from 167mn viewers today who already outnumber the audiences of the NHL and MLB 58mn Unique viewers of the 2017 League of Legends finals 125mn The number of global players for Fortnite, the highest monetizing video game in the world By leveraging blockchain applications companies are starting to build innovative business models that not only offer new monetization strategies for their digital assets but also streamline critical business aspects such as maintaining relationships with partners and distribution of revenue across the value chain. These developments could create completely new ecosystems for content creation and consumption.
4.1 The Gaming Industry Video gaming has become much more than a hobby for players around the world - from professional eSports players to social media influencers with lucrative streaming careers. Today, there are over 2 billion global gamers worldwide actively buying into the games that they play. As a result, gamers are spending over $100 billion annually, and the majority of these sales stems from the purchase of in-game virtual items (Wax.io, 2018). The console industry is booming, with the ascendant Nintendo Switch joining the fully mature Xbox One and PS4 while both the PC and mobile gaming world are continuing to grow at stupendous rates. Revenue streams have opened up in various forms from in- game and in-app purchases to tournaments, conferences, influencing, gamer tipping, event/player sponsorship and more. The prize money earned from games such as League of Legends, CS: GO, DOTA 2 and Fortnite has greatly surpassed previous years earnings, providing healthy prize pools for teams and individuals who stand a chance to win up to $24.3 million for first place in some tournaments. These large numbers have piqued the interest of big brands who've started throwing astronomical sponsorship budgets at players. These mega cash prizes have also increased the number of players and the number of viewers catapulting gaming into the multi-billion dollar industry that it is today. “Epic Games banked $3 billion in profit this year mostly thanks to Fortnite” - pcgamesn.com 2018 Modern eSports has shaped the way see gaming and gamers, taking the industry from one that was only enjoyed by a small community to a global phenomenon that allows players to utilise their full potential and skill to earn a living. “The 2017 League of Legends world championship, held in Beijing, drew a peak of over 106 million viewers, over 98% of whom watched from within China. That's roughly on par with the audience for the 2018 Super Bowl.” - Chicago Tribune 2018
4.1 The Gaming Industry 2000 1750 Revenue in Million U.S. Dollars 1650 1488.1 1500 1250 1187.4 1000 906 750 655 493 500 325 250 194 130 0 2012 2014 2015 2016 2017 2018 2019 2020 2021 eSports market revenue worldwide from 2012 to 2021 (in million U.S. dollars) While viewership is on the rise, there is another place where players and brands are finding a new revenue stream; advertising through influencers who market to their loyal and devoted audiences. Online personalities can place brands in front of millions of viewers in a heartbeat. Advertising is carried out through product placement, brand mentions, in-game conversations and other creative avenues. This has created a new ecosystem of game purchasing, in-gaming tipping and product placement and more. Streaming platform Twitch has even stepped in to provide the viewer with 'DROPS' which rewards them for their hours spent watching live gamers. The ecosystem is working tirelessly to provide everyone with the ability to be a part of the rapidly evolving gaming industry. With over 2.21 billion ACTIVE gamers out of the Ninja, a professional Fortnite player, generated estimated 7.6 billion people at this very moment, close to $10 million dollars in revenue through it’s expected to see an enormously solid rise & viewers streaming his games on YouTube and increase to over 2.71 billion by 2021. Steam, while big brands sponsorships made up (WeCP report) close to 30% of that including a whopping donation of $40,000 from one single person. He confidently The revenue of the gaming industry has shot from says that in-game tipping is a major industry in $81.5 billion in 2014 to $137.5 billion in 2018 and itself right now (Forbes, 2018). could see a staggering rise to $180.1 billion by 2021 while the year of 2018 saw eSports In May 2018 Fortnite & Epic Games announced enthusiasts and Occasional Viewers total over 500 that they would provide a $100-million-dollar fund million. (WeCP report) to Fortnite competitions in prize money in 2018 – - This has created a cult-like following for 2019, which soared past the incredibly huge $38 professional gamers & influencers within this million DOTA 2 attracted in 2017 which shows the space. level of interest from all areas. (CNBC 2019)
4.2 Blockchain & Gaming Industry Merged While this industry, from a blockchain perspective, is still in its infancy phase it's already gaining the interest of major corporations; Sony is looking to use the technology for ownership records on their PS4 Network, Fortnite is currently exploring blockchain opportunities while Microsoft is rolling out blockchain products that will be Xbox ready in the near future. Both industries working side by side will drive mass adoption quicker than any other industry around. Blockchain technology & the gaming industry has the potential to drive mass adoption. Through the use of decentralized networks and non-fungible tokens like the ERC-721- compliant tokens first created by Axiom Zen’s Crypto Kitties—players can create characters, vehicles, weapons, and other digital manifestations that they own for life, not just the shelf life of a game. The technology opens the door for a user’s individualized and tokenized creations to move seamlessly from one game to another across the decentralized web—or even to be bought, sold, or traded on second-hand markets (decryptmedia, 2018). Crypto gaming dates back to 2013's 'Crypto Hunter' but ultimately it was 'Crypto Kitties' that took the spotlight in 2017 on the Ethereum platform. 'Crypto Kitties' is much like the 90's Tamagotchi toy in that users must care for, feed and keep their digital pet alive. What made 'Crypto Kitties' so unique was the ownership and the pedigree being unhackable which gained the game a lot of confidence from its users. One Crypto Kittie was even sold for over $170,000. “To the average computer gamer, many early blockchain games probably suffer from limited gameplay. However, the games are changing and evolving. At the same time, large game developers are starting to explore the possibilities in blockchain games.” - Singulahilarty.com 2018
4.2 Blockchain & Gaming Industry Merged 60% 69% of gamers of devs said they’d be more say trade flexibility likely to purchase increases item digital items if they value were freely tradable to others Developers strongly believe that tradeable, in-game assets will become increasingly important in future games. More than two-thirds have agreed that the value of these assets is being managed by unnecessary publisher controls which is a gripe in the industry right now. Tokenization of user-items and customizable in-game items gives gamers more control over their virtual assets and creates more value for these items by being able to buy, sell, loan, rent and trade them in a second-hand digital marketplace. Tokenization has the potential to revolutionize in-game economies by facilitating ownership of items. The legitimate trade of items for an in-game currency would also help to crack down on digital games' 'black markets'. “Blockchain and crypto-gaming also increase the possibilities for players to be remunerated for their game-time, as well as their mastery and creativity in game worlds. This helps blur the traditional borders between developers and gamers.” Blockchain has what it takes to make these improvements to the gaming sector. This is how gaming can become the first real adoption point for blockchain, and how this sort of integration can lead the way for other changes and improvements. 62 percent of respondents to a study by Worldwide Asset exchange said that the ability to transfer virtual items between games ‘would make spending money on those items more worth it.’ There could also be new innovations in further incentivizing players to create content or direct and lead online teams. (WAX.io, 2018)
Case Study Successes Why the need for online Marketplaces? The trading of digital items is becoming a daily trend amongst gamers. Players want and need access to buy items from a marketplace and use them. Strict market terms and conditions are applied. Trading and gifting in-game and in various marketplaces is allowing the industry to expand as the number of day-to-day trades increases. 5.1 Steam Company Information Steam is a digital distribution platform developed by Valve Corporation for purchasing and playing video games. Steam offers digital rights management, matchmaking servers, video streaming, and social networking services. Statistics • Steam saw an increase in game sales revenue of $800 million in 2017 from $3.5bn to $4.3bn. 2017 $3.5bn 2018 $4.3bn 1bn 2bn 3bn 4bn 5bn • Half of that $4.3 billion was generated by just 100 of the 21,000 games available on Steam. In other words, 0.5% of games accounted for 50% of sales revenue.
5.1 Steam • Topping the list of highest earners was Player Unknown’s Battlegrounds generating $600 million with 28 million owners on Steam. • In second-place was Counter-Strike: Global Offensive with $120 million, and Grand Theft Auto V with $83 million. Of the top 20 games, seven were released before 2017, including Civilization VI, The Witcher III: Wild Hunt, Rainbow Six Siege, Dark Souls III, and Rocket League. • Along with obvious money-spinners such as Call of Duty: World War II - which came in at fourth with $41 million generated in sales from 840,000 copies owned - were more surprising entries such as Cuphead at 20 with 1.3 million owners and a sales revenue of $22 million. • Data does not include micro transactions, DLC, or in-app purchases. As a result, free - to - play games and titles with additional in-game monetization are underrepresented & unaccounted for. Stats via Steamspy Steam had over 90 million active monthly users by the end of 2018 and has become the biggest online gaming portal with 47 million daily users while averaging 1.5 million new users a month. Steam reportedly has over 30 million registered Chinese gamers with an average of 11.08% games in their ownership while 34% of their PC based online purchases come from North America. 90mn Active Monthly Users 47m Active Daily Users
5.2 Fortnite Company Information Fortnite is an online video game first released in 2017 and developed by Epic Games. It is available as separate software packages having different game modes that otherwise share the same general gameplay and game engine. Statistics • Highest monthly active Fortnite players: 78.3 million (August 2018). • 70% of players have spent money in game, spending on average $85 - over a third of these represented first in-app purchases. • Celebrity player Ninja makes $500,000/month through streaming. • Ninja and Drake playing together accumulated 635,000 concurrent views on Twitch. • In May 2018, 8.9 billion minutes of Fortnite were viewed on Twitch. • Viewership hours for pro-am tournament E3 total 6.1 million, peak concurrent viewership stands at 2.2 million. • Epic Games are offering $100 million prize pot for 2018/19 season. • Highest earning pro Fortnite player Tfue has made $465,000 to date. • Fortnite brought in $1.2 billion revenue as of June 2018, including $318 million in May 2018. • Epic Games valued at $15 billion in October 2018, up from $8 billion in July 2018. (Stats via BusinessOfApps) $3bn $296mn Our estimate for total eSports revenue in 2022E, Fortnite’s revenue in April. The game is the most up from $655mn in 2017. We expect media rights watched title on Twitch, with 1.5X the average will contribute nearly half of this amount viewership of the 2nd most-watched title
5.2 Fortnite Incentives $100mn $500k The prize pool promised for the first year of The monthly income of Ninja, an online personality Fortnite competitions, nearly the size of the entire who live-streams gameplay on Twitch eSports prize pool in 2017 Fortnite needs no introduction. In its short year and a half since its release, the gaming conglomerate has enjoyed astronomical success amongst a vast demographic of users. Earning up to $127 million of revenue in a single day makes Fortnite a very lucrative game. The online phenomenon has created such a buzz that Fortnite schools and classes are taking place and ghost players are being paid to improve fellow users ranks. What makes Fortnite so attractive to the gamer is that it doesn't appear to be driven by monetization, it's free for all to play. It's their marketing, strong sense of community and the ongoing conversation that encourages users to spend. Epic Games took the best bits of PUBG and turned it into an attractive and inclusive experience for all levels of gamers.
5.3 DMarket Company Information Based on dedicated love for the gaming community, Dmarket was created in 2017 to satisfy the hidden demand for virtual asset trading. The team behind the project has more than ten years of experience in the gaming industry. Two of their most successful projects to date are their websites, 'skins.cash' and 'SanTechSoft.com'. Skins.cash is a leading global marketplace for instant in-game skins sales and boasts over two million visitors per month and over twenty million in-game items sold per annum. Suntechsoft Corp Limited is the number one private merchant of digital goods and owner of World of Games and Global Games companies. Statistics • DMarket received outstanding support from the community during their Initial Coin Offering in 2017 raising over $19 million. Engage will also tap into the same market and capitalize on the openings made by DMarket. We will improve the market by creating even more enjoyable and interactive ways to experience the gaming environment. • Right now, people can make money from the sale of their in-game items sold on the Steam Marketplace, which is Valve Corporation’s digital online community and store for selling PC games. This works in Valve’s products such as Team Fortress 2 and Dota 2, and it can work in other games if their developers open up their titles to it. But this is locked to the Steam ecosystem (Venturebeat, 2018). Game developers use the DMarket API to make items from their games tradeable, so they don’t need to create their own independent marketplaces. The idea is that this portability of assets will encourage players to spend more time in-game and increase revenues for game makers (Venturebeat, 2018). • Using these solutions, gamers will be able to make their virtual items available to the digital marketplace, creating a new billion dollar industry. DMarket uses blockchain technology to act as a matchmaker between virtual and real economies. The Engage Platform will build on this by pairing the NGA Engage Token with multiple top cryptocurrencies giving our virtual currency access to real-world marketplaces for both internal exchanges and third-party exchanges.
5.4 Naga Virtual Company Information NAGA VIRTUAL is a German fintech company that allows mobile, console and PC game publishers to effortlessly set up their own virtual marketplace. NAGA provides a scalable, end-to-end solution that integrates into the most common technologies such as 'Unreal' and 'Unity.' The company gives users full control by enabling them to monetize transactions by directly connecting gamers to whatever they desire to purchase online using assets from a different medium. Statistics • Some publishers only sell items with esthetic value while others sell items that provide players with a competitive edge. These are important aspects to consider when it comes to the trade of in-game stock. • NAGA's decentralized platform also allows gamers to convert their in-game rewards into Apple shares or gold through Switex or even leverage their trading prowess with the social stock trading tool, SwipeStox. Dubbed the "Facebook for traders," SwipeStox offers the use over 700 trading instruments, 'auto-copy' of top traders with one single click as well as sophisticated Robo-Advisor called "CYBO" that provides traders with crowd data indexing and market data. • Naga Coin is the cryptocurrency driving all interactions on the platform from rewards system to settlements. However, unlike most coins, Naga coin is not limited to financial settlements only. It also represents shares in the company and is backed by real assets. Users will be able to use these coins trading via SwipeStox and Switex across various platforms and networks. Being an openly traded company, Naga is among the top 16% companies with completed projects and working infrastructure. Engage will not implement a sharing scheme as all incentives are passed to the customer through the platform directly.
Competitor Matrix User Experience Access for Every game publisher Player to player buy/sell Player to player swaps Player vs Player matches Team vs Team matches Rewards for taking part in platforms Live streaming Loan system Pawn system Player rankings Live price index Multi-reality currency Contactless payment Player and Team sponsorships
7 The Engage Ecosystem Components Engage EcosystemLayout CUSTOM ITEMS LOAN-IT PAWN-IT FANTASY LEAGUE INSTANT PRIZES WATCH INSTA-SELL LIVE THE VAULT LEADERBOARDS ‘PINK SLIPS’ PVP LIVE TEAM V TEAM AUCTIONS SPECIALLY SELECTED ENGAGEMENTS IN-GAME IN-GAME ITEMS POINT WAGERS EVENTS TOURNAMENTS BUY-IT SELL-IT USE IN-STORE USE IN-GAME MASSIVE MULTI- SELECTION REALITY OF IN-GAME TOKEN ITEMS MARKET PLACE LIVE PRICE CONTACTLESS INDEX NGA PAYMENT TOKEN TRADE-IT STABLE AVAILABLE INDUSTRY TO TRADE ON BACKED MULITPLE CURRENCY EXCHANGES
7 The Engage Ecosystem Components 1. User Profile After a user has created an account they are automatically transferred to the profile dashboard where all stats can be viewed. Users can also search and view the stats of other users. Profiles can be edited at any time and personalized with avatars. 2. My Items This tab displays all in-game items from your inventories in different games. You can sort your items per game and select items to utilize in upcoming games. From here items can also be sent to the marketplace. 3. The Vault ‘The Vault' is the core of the user’s personal Engage experience. It is where the majority of interactions within the platform will take place. These interactions include: 3.1 Insta-sell on to the Engage marketplace where it will be sold Users select any item they want to trade. At the top to recover any loses. right corner, a card will appear with all the information pertaining to the item. Players will then 3.4 Custom items select the 'Put up for Sale" option. Once a value Using our gaming associates network, we will has been determined, the service immediately employ creative partners to design custom items converts NGA to USD and calculates the to be sold and auctioned within the Engage commission fee which is 2.5-5% of the item price. marketplace. These items will be used for marketing, affiliate promotions, prize giveaways, 3.2 Rent-it charity auctions and more. In the event that a player can't afford to purchase an item permanently, they will have the option to 3.5 Live auctions rent items such as skins. The Vault will offer users This is where the Engage platform will sell all of a plethora of skins which they can choose to rent. the exclusive items procured from gaming Tokens received from rented skins are only kept as developers, professional gamers, teams and collateral and is refunded when the skin is sponsorships. These are rare, high-end items that returned back to The Vault. A daily penalty fee will are auctioned off to users that want to accumulate be charged for items not returned on time. In the unique collectables with limited and exclusive event that an item is not returned at all, the total availability. A pre-survey system will be used to token collateral balance will be deducted and the gauge levels of interest for certain items being user will be temporarily flagged and prevented auctioned. This allows Engage to assess the from using The Vault. They would then need to market interest and value of items beforehand and appeal the ban which will be reviewed by create a streamlined, automated process for their Engage's support team. sale. The survey will take place one to two weeks prior to the auction. 3.3 Pawn-it Players can use the Engage platform as a pawn 3.6 Rare, Unique, and Specially sourced in- service by using their digital assets as collateral to game items acquire a token loan. Once the criteria have been Engage will collect unique items purchased met and a contract is signed the player will then through pro players, developers and teams. Our receive their tokens. If the tokens are not returned scouts will scour the internet for the rarest and in the given time-frame, the item will then be listed most prized in-game assets for auctions that are exclusive to Engage members.
7 The Engage Ecosystem Components 4. The Marketplace The Engage marketplace is a central point of trade for gamers wanting to monetize their virtual assets. Using encrypted technology our marketplace is a safe point for buying, selling and exchanging in-game goods and taking advantage of our liquidity models for quick cash 4.1 Buy-It items up for a trade with other users. Members are Players select the game they wish to purchase then matched via similar search criteria and will be items from and go to its marketplace. Players must able to view each other's items and make an offer. use the filters to find the item of their choice. Once The exchange will be finalized with a "digital the product has been selected users will handshake" and items will be swapped automatically be redirected to its information card. immediately. This service is free to all Engage Here users can view all there is to know about the users. commodity including a detailed description, current offers from sellers and the stats 4.4 Live Price Index dashboard. A live price index of all tradeable items across all of the gaming platforms that Engage associates 4.2 Sell-It with will be displayed. The index will also have a Users select any item they want to trade. At the top live exchange showing all the current and recent right corner, a card will appear with all the transactions. information pertaining to the item. Players will then select the 'Put up for Sale" option. Once a value has been determined, the service immediately 4.5 Massive selection of in-game items for sale converts NGA to USD and calculates the Engage will have a huge inventory of in-game commission fee which is 2.5-5% of the item price. assets from all the gaming platforms we affiliate with. Items will be categorized by; price, 4.3 Trade-It popularity, type, platform, availability and market Here, Engage members will be able to offer their price history. 5. Engagements 5.1 Project Pink Slips - [OVER 18 ONLY] Project Pink Slips allows competitors to put their items up for grabs in a winner-takes-all, Player vs Player or Team Vs Team match. The only limit to the Pink Slip system is the number of items put on the line. Only matching values based on predetermined price bands will be permitted to proceed to Pink Slips engagements. These micro-movements of a game are creatively exploited and used to motivate viewers to participate.
7 The Engage Ecosystem Components 5.2 Earn while you play 5.7 Sponsorships Engage users will be able to earn tokens, rewards, Engage will support and uphold a culture of high- content and XP while they play their favorite online quality gamesmanship that will reward exceptional video game. By rewarding users with XP, they will players and teams with sponsorships for Engage be able to progress their profile levels, which in tournaments as well as events of our affiliated turn means they will receive higher payouts and brands. rewards through the Engage algorithm. 5.8 Hyper-casual Mobile Games 5.3 Watch Live Our uniquely developed mobile games, which will Engage will integrate Twitch and YouTube to allow be linked to Engage's 'mobile wallet', continues to users to view live streams. An Engage Twitch encourage users to be incentivized for gaming on account will be created for users to stream games the Engage platform. The process will be initiated via their Engage account. by designing and developing native mobile games and subsequently incorporate established games 5.4 Fantasy League (such as the Clash of Clans). By reaching high- The Engage platform will create fantasy leagues, score targets, executing multiple combos or even major competitions and tournaments. Players can finding a rare in-game item, Engage mobile enter using NGA tokens and are rewarded gamers will be rewarded for their achievements. depending what their position on the leaderboard is at the end of the fantasy league period. 5.5 Leaderboards A live leaderboard will be established showing the statistics for many of the interactions within the Engage Ecosystem such as; top Gamers (wins/losses/achievements), top-selling items, top used items, most played games, most watched streamers, biggest spenders and so on. 5.6 Instant Prizes Based on predetermined outcomes specific challenges will be issued across the platform every month. Challenges will involve both in-game, and real-world situations, for example; use your 'engage wallet' to Insta-pay for five IRL items in one week. These incentivizing challenges will promote the use of our multi-reality currency in everyday life, just what the Engage Token was created for. Winners will be announced and rewarded at the end of each month.
8 NGA - The Engage Token 8.1 A Multi-RealityCurrency The Engage Token is our digital currency which can be leveraged both inside and outside of the Engage marketplace. Everyday transactions occur mostly in real-world marketplaces but a new fin system is quietly blooming in the online world. Soon, gamers will have easy access to two economies in which they can financially interact. Engage will actively strive to increase token liquidity inside and outside the platform to ensure maximum ease of access for our users. 8.2 Use in-game Engage Tokens are used on our platform for the purpose of trading digital assets or engaging with other players to win digital assets. By using NGA Tokens users gain access to our exclusive marketplace and limited offers. Tokens will also be able to be traded on our EngageX exchange. 8.3 Use in-store Outside of the Engage platform, our NGA Token can be converted to fiat currency. Using our convenient mobile wallet, Engage members can instantly pay for retail goods by simply using the super convenient contactless payment function. 8.4 Contactless payment via mobile app A seamless and convenient payment solution for Engage users with Visa/MasterCards. Contactless payment allows users to enjoy the benefits of their NGA tokens both in- game and outside of the digital realm. 8.5 Industry-backed currency The value of the Engage Token will be governed and backed by the stability of the multi- billion-dollar global gaming market and the high demand for efficient mobile payment gateways and liquidity partners established further down the roadmap. 8.6 EngageX The Engage Token uses 'Waves' blockchain protocol with open source, peer-to-peer technology that quickly accelerates all transactions, minimizes risk, enhances security and does not ever involve any third party. Engage Gametech will create the world’s first exclusive blockchain exchange, directly aimed at the gaming industry. EngageX will drive traffic to our exchange where traders can buy and sell all kinds of gaming related projects that will be pegged to the NGA token.
9 Why Waves? One of the key features of the Waves platform is easy token creation. Unlike Ethereum, tokens are not smart contracts instead they are supported at the core level and require no programming experience to issue. Smart Asset functionality adds another layer of operation to Waves' tokens, making them highly flexible and straightforward to use. 'Waves' makes use of RIDE language to set a script and is significantly easier and safer to use than Ethereum’s 'Solidity'. Its structure avoids the ambiguities that have led to a number of high-profile exploits of Ethereum smart contracts in the past. Developers have shown a keen interest in the tokenization of in-game economies. Using Smart Assets it would be possible for a game developer to create an item that can only be owned by a player with certain attributes, for example; a sword that could only be used when a certain skill level is reached. The trade of these exclusive items could be restricted to the native in-game currency, to help mitigate black market activity around digital game tokens along with the use of whitelisting -the practice of explicitly allowing some identified entities access to a particular privilege, service, mobility or level of recognition. A brief overview suggests that this new functionality will provide some very promising possibilities. As a requirement, any new user would have to KYC/AML themselves when signing up on our platform. Low in cost Fast Scalable TX fees can be paid in tokens One-minute Transfers up blocks to 1000 txs/sec Low transaction fees
10 Token Utility Within the Platform In-game currency Utilized for all purchases of items and subscriptions. Exclusive Offers Access special features, merchandise and content, only available through NGA. Reward system Players will be rewarded with NGA for victories and achievements, as well as XP for user profiles. EngageX NGA tokens can be used to trade, buy and sell on our Engage Exchange. Loan, Rent and Auction The currency is utilized for all services offered by the Engage platform, exclusively to Engage subscription members. 11 Buying, selling and storing NGA tokens 11.1 Engage Walletdesktop Coded with Electron. The desktop wallet is used for the Engage marketplace, pink slip games, EngageX and fantasy leagues. Offline token storage is recommended for longer periods of time. This feature is for medium-term storage once the tokens have been purchased on from the Engage internal exchange. Wallet-to-wallet transactions will be available for NGA wallet users. Tutorials will be available to show users how to send their tokens to their safe storage wallets and mobile devices. Waves compatible wallet holders (such as waves client wallet) will be our recommended wallet for safe storage. Users will be able to transfer from desktop wallets to any of these selected platforms. A Trezor or Nano ledger will be the safe offline storage wallets we recommend to our users in need of long term storage.
11 Buying, selling and storing NGA tokens 11.2 Mobile Wallet Coded with React Native. Easily accessible mobile wallet for token storage that uses fingerprint recognition, 2FA and username/password to log in. Links will be shared with users to send tokens to desktop and pair with mobile compatible games. Engage mobile will have announcements regarding new events, leagues, fantasy games, live feed tournaments and development updates to keep our members in the loop. IOS and Android compatible applications. All tokens can be held safely on the mobile apps or sent to the desktop wallet or various online wallets such as Waves DEX and offline cold storage units such as Trezor or Nano Ledger. Features will be added as the development of the app progresses. Users can look forward to features such as live auctions and video streaming available with version one. Version 2 will have features that allow for cloud gaming. More on this soon High-end, encrypted security will be a top priority when the development begins. 11.3 Internal Crypto Exchange (EngageX) An internal exchange will be developed to offer liquidity to traders looking to buy and sell NGA tokens. The exchange will be for gaming blockchain projects only. The only token pairing offered for NGA on the exchange will be BTC/NGA and ETH/NGA with respective wallets created for each pair to allow for secure storage. For the mobile app, Engage developers will attempt to build a functional internal exchange for mobile users. If this isn't possible from the 'get-go', Engage will implement a live chart to view the current price of the token listed on a particular exchange or site as with coinmarketcap. Notifications on price movements can be enabled by Engage users. 11.4 KYC/AML Procedures KYC or Know-Your-Customer is a common practice, especially in financial institutions. We need to gather relevant and sometimes crucial information about our users in order to provide a smarter, safer and more intuitive platform for gamers worldwide. KYC is important for many reasons; passing necessary KYC requirements gives the user access to higher deposit and withdrawal amounts and also ensures we comply with Anti Money Laundering (AML) and Counter Terrorist Financing (CTF) laws. Criminals who use exchange platforms to conduct illegal activities and engage with the dark web are one of the mains reason why scepticism around cryptocurrencies and blockchains is still prevalent in the financial mainstream. Working to combat these malicious users through encrypted protocol is essential for industry health.
12 Engage Model The Engage model will be available on a tiered system over a period of time - meaning, the longer users engage with the platform, the more they will be rewarded. After careful competitor analysis, Engage has been designed to encourage the audience to not just benefit from the enjoyment of in-game actions but to profit from trading, buying, selling, renting, Insta-selling and much more. Our unique models allow users access to lower fees, better-priced items while still having access to The Engage platform and all its features. Every tier will give members access to the marketplace, the vault and our engagements. Higher tiers offer greater perks within the Engage ecosystem. As an act of commitment to growing the community, The Engage platform will be completely free to join, no monthly or yearly commitment will be required from you. We will build Engage on the foundation of a loyal and passionate community who will be incentivized to participate from the get-go. New users will have ample access to our platform and its features. Engage will galvanize members to interact with NGA tokens, the marketplace as well as fellow members and the rest of the global gaming and blockchain community. Users will earn higher tier levels by spending time in-game. This comes down to our development algorithm that monitors the movements you as the gamer make in-game. By showing us this data, we will reward the users with experience points (XP), which in turn will allow the user to level up their profiles. Each new level, users will receive cool content and rewards. Every 10 levels gained, users will earn more rewards and tokens! The exchange will plan to build, EngageX. Will be solely based on the gaming industry. We will only allow the listings of gaming blockchain projects on our exchange. We want to create a unique environment for our traders and gamers to enjoy the exclusive rights to our gaming platform!
12 Engage Model Micro Business Models Within The Engage Platform Marketplace Influencer Gamer Game Trader /Streamer Creator Team Enterprises Creating esports teams & creating a brand News, Blogs, Vlogs Social Media Journalism about Engage Events Community News Tiered Levels Pro Gamers For more information on investor outreach documents, please request our investor pitch deck.
13 The Tokenomics 13.1 Token Specification Token type Waves Token Consensus Algorithm Proof of stake (POS) Mineable token No Smart Contract As requested Yes, you will be able to validate Waves Steem Engine transactions on the Waves Explorer 13.2 Tokenomics Token supply 500,000,000 Soft Cap $9,500,000.00 Hard Cap $30,000,000.00 Ticker NGA Token Sale Price $0.10 Accepted Currencies BTC, ETH & USD (website public pre-sale may differ in currency selections)
13 The Tokenomics 13.3 Token Distribution Private Sale 4% ($0.05) (20,000,000 NGA) Public IEO 60% ($0.10) (300,000,000 NGA) Founders and team 8% (40,000,000 NGA) Advisors 6% (30,000,000 NGA) Bounty Program and Airdrop 2% (10,000,000 NGA) Funds and reserve 15% (75,000,000 NGA) Partnerships 5% (25,000,000 NGA)
13 The Tokenomics 13.4 Allocation of funds Technical 25% of the contribution is intended to cover the technical development costs of service features, starting with implementing platform functionalities and additional entity features. Operational 10% of the contribution will cover operational expenses like office rent, office equipment, travel expenses, legal fees and more. User payouts 50% of the contribution will fund the first users joining the platform. The reserve funding will also be allocated to user payouts until we can achieve monetization strategies through advertising and marketplace revenue. Non-technical 5% of the contribution will cover the costs of non-technical product development, including capital expenditures. R&D 10% of the contribution will be allocated to financial research as well as development expenses incurred to explore new features, technological solutions and setting up an in- house R&D centre.
13 The Tokenomics The Token Flow Ecosystem Methods of Methods of users spending tokens accumulating tokens Loans Prize Pools Rent Ambassadors Auctions Sponsorships The Vault Selling items on Marketplace Instant sell Fantasy League EngageX Hyper-Casual Fantasy League Mobile Games Marketplace Playing online Mobile Games EngageX The Engage Platform / Business
13 The Tokenomics 13.5 Lockups Team and Founders 24-month Lockup, with 25% to be released every 6 months after an initial 3 month vesting period. Angel/Private Sale Non US persons 12-month Lockup, with 25%% to be released every 3 months. Angel/PrivateSaleAccreditedUSInvestors,participatingviaReg.D 12-month lockup, with 25% to be released every month afterwards. Early supporters / Advisors 6-month Lockup, with 50% to be released every 3 months. Community/Bounty 1 100% tokens released 1 month after completion of the IEO. Public IEO Tokens 100% tokens released during IEO. Main Reserve 24 months vesting period with 50% released every 6 months thereafter.
14 Roadmap Q2’18 Conceptualization stage Building prototypes and establishing brand identity and our tokenized gaming economy. Team Building Q3’18 The building of a core team and outreach of strategic partnerships and advisors. Scaling the Concept Q4’18 Building monetization models within the ecosystem. Q1’19 Private Sale Investment outreach to funds and individuals Q2’19 IEO Campaign IEO listings Additional IEO listings Q3’19 Additional IEO listings for funding prototype development Beta testing Q1’20 Prototype testing made available to the Engage community and general public. Q1’20 Development phase 2 Beta systems tested and further developments for final product
14 Roadmap Q1’20 Partnership Network Global Expansion Engage increasing strategic partnerships across EU and Asia in preparation of our Global Expansion. Q2’20 Marketing Global launch Phase 2 Aggressive marketing tactics across EU and Asia. Q2’20 Exchange Listing Third party exchange listings (high volume exchanges). Q2’20 Platform launch An official launch of the Engage Platform and ecosystem with full features including exchange and desktop wallet. Monetization of advertising space Q2’20 Brands utilizing the Engage platform to advertise. Mobile App Q3’20 Mobile App Launch with full features (Wallet, Exchange and all platform features). Sponsorships and initiatives Q4’20 Engage hosted tournaments and its first initiative program launched. Platform R&D Q1’21 In-house R&D facilities for platform scaling and new developments.
15 Team Trevor Henry Director and Founder Trevor Henry is an experienced gamer and cryptocurrency fundamentalist whose love for gaming was sparked by Sony's PlayStation 1. This self-made entrepreneur who has lead successful companies in construction and unmanned aviation, joined the blockchain community as a gamer back in 2016. Trevor initiated the idea for The Engage Platform in 2017 and has since been putting the together the framework needed to construct successful and effective 'go-to-market' technologies. Trevor has curated a tremendous team of international industry experts who are working closely by his side on launching Engage to the global market. Robert Eckert Chief Marketing Officer Robert Eckert is a retired Esports Athlete who decided to dedicate his life to assisting gamers in all genres adopt Blockchain technology. Robert has been a gaming enthusiast for over 15 years. He used his skills in the sales industry and knowledge of the gaming industry to assist blockchain gaming projects with social media and promotional campaigns. This cemented him as a blockchain Marketing Expert. He joins Engage Gametech as Chief Marketing Officer and has plans to use his Gaming and Blockchain experience to market Engage Gametech to the gaming population
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