"Matchroom" Revolutionizes Gaming with Blockchain


The global game industry is in the midst of a significant significant explosion that is now recognized as a serious industry with over 2.2 billion global consumers who 1 billion pay customers. This is especially true in the Asia Pacific region (APAC) where revenues are in 2017 constituted 49.8% of total global revenue, bringing 57.8 billion USD (annual growth of 14.6%). However, gamers in the Asia Pacific region are constantly served by Western-centered services and platforms, whether playing on the Steam platform or streaming video games on Twitch or YouTube. Although Chinese and Korean game developers are starting to catch up, the gaming industry remains dominated by Western game developers such as Activision-Blizzard, Inc., Electronic Arts Inc., Valve Corporation, Riot Games, and Ubisoft Entertainment SA.

The gaming industry continues to be in line with the overall rate of ICT development, evolving as the years go by. The current game market can be separated cleanly into two main categories: Pay-to-Play (P2P) and Free-to-Play (F2P). The Pay-to-Play (P2P) model is recognized as a traditional format where game revenue modeling is concerned; under the P2P system, someone will buy the game in full in advance, pay a monthly subscription for temporary privileges to play the game, or a combination of the two. This format has been for years in power, enjoying an adaptation rate of around 100% across all platforms (PCs, consoles, etc.) with tremendous success. A development that is not surprising, because the choice is quite rare in the past.

Time is tested as a model, it is not without its own flaws. It's almost mandatory for games developed under the P2P model to be a high-end variant with a strong unique selling point and wow factor; previewing and initial marketing of these games should be compelling enough for players to agree to invest large sums of advances for something they may enjoy or not. In addition, game-based P2P model subscriptions require a large and consistent monthly subscription base to keep both games and game profitability. Inheriting the contemporary market space from the more traditional revenue model of the Free-to-Play uprising (F2P) system that has so far miserable the world. Games that operate under the F2P system are allowed full access to the basic functions of the game completely free but otherwise have to pay out significant ones amount to get premium features or bonuses (eg faster acquisition experience, access to characters or paid equipment only, etc.), leading to the birth of Pay-to-Advance (P2A).

The main driver of the success of F2P and P2A is the fact that potential players are given the opportunity to personally experience and evaluate the game for a wide period before making a decision about how much they should spend based on the quality of their experience. This is beneficial for publishers and game developers as well because it's much easier to attract new players when there is no cost to try the game; The presence of premium features and items also increases the upper limit of potential earnings to be large that had never been unthinkable. Spectators for eSports are now 256 million worldwide, with Southeast Asia being the fastest growing region globally, projected to reach 40 million by 2019. Although athletes dominated by ESport players from the West, Asians increasingly dominate the top eSport athletes in the tournament international. Despite the growing interest in television and streaming of game tournaments, this has not yet reached the level of advancement and sophistication of professional sports such as tennis and soccer. But the day is getting closer.

Meanwhile, athletes utilize eSports advances made in talent management over the last century and are poised to become true 360 ​​stars. Nolonger did they wait to retire like a conventional sports star before they turn to the commentary job - eSports stars are currently shifting easily between play tournaments and commenting. Meanwhile, YouTube and Twitch, coupled with the ease of making professional-looking videos, enables semi-professional and professional at eSports to expand into the field of Digital influencers; eSports stars have the capacity to generate revenue from not just prize money in tournaments and competitions, but create revenue from the power of their game celebrity status by creating content ranging from how to play video to game reviews.


Matchroom strives to provide a social game platform supported by blockchain technology that can serve as a centralized haven where all stakeholders (players, consumers, developers, organizers, brand partners, and even investors) can gather, engage, and interact. Matchroom will facilitate a variety of game related activities through the unique platform features we offer with a view to solving modern game dilemmas with blockchain; including but not exclusively for: Community & Consumer: social media, coordination & communication, original content, news & updates, virtual trading market space; Content Creation: unique monetization opportunities, optimal publishing space, workshops and other support activities at the grassroots level; Industry Operators: alternative funding sources, targeted marketing opportunities, extended audiences, and market reach. After engaging in a milestone from the introduction of various successful games to oversee the transition from play-to-play PC play (to-play) focus to a more diversified, mobile, and free-to-play (F2P) web browser ) to play games, the Matchroom team has accumulated vast experience in every aspect of the game supply chain (community management, development, distribution, publishing, user analysis, digital marketing).

Matchroom fully understands the importance of strong partnerships in helping us solidify the position we want to take on the market. Moving forward with that in mind, we have gained partnership with content providers and substantial technology. After launching our platform, we will have support from: Hong Kong Cyber ​​Games Arena (HKCGA) - eSports organizers and major content providers in Hong Kong, Taiwan and Macau. HKCGA, having gained prestige in these areas, intends to extend their reach throughout SEA through Matchroom; Hoolai Games - a social pub pub and mobile game developer cum publisher owned by TenCent Holdings with more than 700 employees in Beijing, Shanghai, Guangzhou, Taipei and Silicon Valley. The company has released several award-winning and best-selling games in the Chinese market. After building a saturated Chinese market market, Hoolai is now looking to expand beyond with the help of Matchroom.


SQ2 Fintech - a provider of financial solutions solutions as a multinational service provider spread across Singapore, Malaysia, and China. In addition to hardware and software solutions (including IOT devices), SQ2 Fintech also offers its own blockchain solution Adaptive-Unified-Reputation-Algorithm (AURA); enables blockchain infusion technology into IOT gadgets to allow for mass adoption of crypto-ecosystems with ultra-low power secured devices. In addition, Matchroom also does not forget to keep in touch with local market players, especially those who are in new levels, such as: Weraku - Malaysia game publishers that focus on mobile games. Their value adds to the game supply chain by offering services in development, commercialization, and management. All of which are potentially invaluable to independent game developers; Kitamen - a lifestyle brand for eSports, provides a physical platform for all eSports titles under one roof with 15 outlets across Malaysia. With a team that is now 25 strong, they have now completed more than 50 digital entertainment projects.
 


  Fans who want to support their favorite streamers via Matchroom can do this through the purchase of Virtual Prizes through a unique digital currency Matchroom (MCOINS). MCOINS can be purchased directly from the platform at predetermined rates using traditional payment methods or MRT. The virtual prize recipient will then have the dollar value of the prize recorded in their wallet (in USD denomination) to be converted into MRT (taken from the Changed Space Reserved Room) at the discretion of the recipient which can then be resold on the open exchange. This encourages the organic circulation of MRT that does not depend on market speculation. Prospective buyers who want to make very secure transactions within the platform can only do so via MRT which they must purchase from an open exchange. The transaction will be governed by a smart contract and the seller will receive payment in full (minus our commission) as MRT after completing the contract details. The seller will then resell the MRT acquired to an open exchange, creating another cycle of supply & demand cycle.



Matchroom comes in the form of a digital currency named MRT. The MRT tokens will go on sale from March 13, 2018 to May 15, 2018, at a price of 42,500 MRT equivalent to 0.07 USD. The token purchase itself can be done with foreign digial currency such as ETH. Do not forget, get also purchase bonuses at certain time period.

Participating in the ICO Matchroom, communities will participate in future project growth that is also tailored for their own needs. Seal itself is the result of teamwork of experts and experienced in their respective fields. who strive to give their best abilities in this project. In addition, the team also strives to provide the best benefits and services, to anyone interested in joining this project please to join.

Thus the ICO project info from Matchroom, is also the best ICO project, cryptocurrency, token, altcoin from blockchain ethereum er20 technology. This article is made based on personal views, related to investing how well we do the analysis first. The type of investment must have risks depending on the scale or size of the investment and the goodness of the concept. For more information please visit their official website below : 


By : adiarsent 

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"Matchroom" Revolutionizes Gaming with Blockchain "Matchroom" Revolutionizes Gaming with Blockchain Reviewed by aBdi Manroe on Mei 23, 2018 Rating: 5

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