BestMeta - 인재 역량 강화. 지역 사회 참여.

BestMeta은 팬 상품, 독점 제공 및 스마트 계약을 통해 자신의 프로젝트에 참여하는 대가로 구매 전문 e 스포츠 게이머가 자신의 디지털 토큰을 만들 수 있습니다.

STO/ICO기본정보

상태
성공
화폐기호
BMT
시작일시
2018-04-01
종료일시
2018-06-15
최저목표
5,000,000 USD
최고목표
22,000,000 USD
처음가격
1BMT = 0.06 ETH
토큰 공급수
40,000,000
공식 홈페이지에서 보기 Owner of BestMeta?
Claim this listing and publish updates.

기본정보

플랫폼Ethereum
타입ERC20
참가가능화폐ETH, BTC, LTC
유통량/발행량40%
KYCKYC & Whitelist
제한 구역불분명
웹사이트홈페이지
백서다운로드

보너스

  • Pre-sale 1 April- 22 April 2018 - 20%

개요

Esports (electronic sports) is a form of competition, which mainly revolves around computer gaming and is one of the fastest growing digital industries in the global economy. There’s an estimated audience of 292 million people (with close to 500 million views on major events streaming), around $892M in earnings (as of end 2016) and forecasted earnings surpassing $1B by 2018.

The existing esports structure does not provide transparency over the spending of funds, raised through crowdfunding by fans within the community looking to nance events and to support their favourite talents, nor accountability for providing any offering or service in exchange for these funds, which in turn - leaves gamers, fans, content consumers and esports talents dependent on game publishers and main-events organizers.

To illustrate this further, most crowdfunding in esports that yield considerable worth are initiated by major industry leaders and game developers. Community funding produces one off services and ingame content that fans can cherish but the contribution lies, in the end, purely with those collecting.

Coupled with faster broadband, improved access to technological infrastructure and rapid digitalization of new territories around the world, the fusion of esports into mainstream media and to newly discovered mass audience consumption opens a door to a vast, untapped “blue ocean” market, valued at billions of dollars.

Additionally, community donations offer no long term nancial sustainability to esports talents.

Talents are restricted in pursuing their marketing activities by publishing companies who own the copyrights. The lack of a dedicated system that enables esports talents to be funded directly by the community in return for exclusive interaction and engagement with their fans poses a major barrier in liberating the esports industry from the control of the big companies, which currently dictate the direction of the industry and restrict the creative freedom in the market.

MICHELE PES
MICHELE PES
CEO
AMY YU
AMY YU
COO
Arman Gal
Arman Gal
CTO
Erdoan Veliev
Erdoan Veliev
CHIEF ARCHITECT