In the simplest terms, they build a platform for buying and selling game items in blockchain and creating a token named Flip to do this.
However, if we summarize the project with two lines, unfortunately we will eat less.
If you mention the company quickly, Gameflip was established in the silicon valley in 2014 and is already specializing in this. In other words, they aim to reach more players and grow more by creating a decentralized system by moving the area they have been doing and the area in which they have achieved rapid growth for blockchain.
I have been buying things for years, but as far as I know, there are some risks that are not protected from cheating, and sometimes you get confused. Gameflip's number one goal is to remove this bore and be the first platform created in this regard. Obviously there's no interest in buying and selling stuff, so I'm not sure there's another system in this case, but I hear a lot of cheating on this. Maybe he did not really happen. Again, the advantage for players is that players will be able to buy and sell their goods safely, and at the same time they will be able to spend as much as they want with the knowledge that they can easily sell their goods in the future.
This system also has advantages for game makers. As a result, the extra relief of this merchandise trade will attract more players into the game, some will even be able to do it for the profession, so game producers in every trade will also earn a small commission. Another benefit is that every game token will be different, and this token will be bought and sold with a flip. So, imagine every game that thinks of a new game ecosystem has a separate token and that token is only bought and sold with a flip. For example, I can only give a fine token in etherdelt. Thousands of tokens are bought and sold only with ethereum, but the tokens we buy are not clear tokens, but the tokens in question.
In total, an estimated 2.2 billion people in the world are playing some games and digital goods will reach the market of 20 billion dollars in 3 years. Already formed in recent years, espor, marketing is the reason for the flow of the game. Now the game market is a highly developed market, and everyone holds it from one side and walks from there.
I have discussed cheating in the market, you have two varieties, you have to buy the seller's money or send the product or send it in different way, otherwise buyer does not send or send money but try to cancel the bank or system.
Steam has that system, and they do not offer the option to buy and sell products, but to get paid money. They also get a crazy commission of 15%. Does it not make sense to ask if you will only have a high commission sale that you can use at a steam price or a low commission sale so you can withdraw money into your pocket?
Currently, there is already an average system of 500,000 people per month and has increased their sales revenue by 1500% every month since 2016. If Ico succeeds, they aim to develop their decentralization system until 2018 in the first quarter. Currently, they aim to put their system, which only exists in some games, in all games around the world in the third quarter of 2018.
Until now, pre-ico has started. You can see that if the pre-ico top limit is collected at 50%, you have exactly 1,500 ethereum, and if you think how high the market is because the screening now, the start is very good. For those interested, stay two more days for final pre-ico with a 20% bonus.
I do not know if it will win or not, but there are successful companies, big markets and good projects.
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Author: adifariz
Bitcointalk: https://bitcointalk.org/index.php?action=profile;u=1279352
ETH: 0x48CeC0d6baa75D069eA06A59D6Ed8916E94ef19A
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