KYC passing required Yes | Whitelist Yes | Restriction for countries China,USA
|Price in PreICO||0,75 EUR|
|Bonus in ICO||50|
PIXELBIT (PXB Token) is a dedicated crypto currency based on the Ethereum blockchain that allows both gamers and game developers to earn passive income in form of real-world currency during gaming, incentivizing both target groups to create and consume games even more than they used to. The ultimate purpose is to create a living, economically sound ecosystem that makes gaming and game creation even more lucrative, enjoyable and worthwhile. PIXELBIT is designed from the ground up for maximum cross-platform interoperability and providing a set of intuitive and easy to use tools for developers. The project offers: In-game reward system, P2P trading mechanisms for players, Intuitive tools for game developers and publishers and APIs for game developers and publishers tailored towards certain third-party game engines like Unity, Unreal, etc. as well as custom solutions. The goal is to make PIXELBIT available on every gaming platform imaginable, from mobile gaming to PC to consoles while maintaining a high level of compatibility and cross-platform capabilities.
PixelBit search trends in Google
The purpose of this Whitepaper is to present PixelBit – a digital currency based on blockchain
technology – to potential community members who might want to join in on the proposed
PixelBit Token Launch, or “Initial Coin Offering” (“ICO”) and Crowdsale.
The information set forth below should not be considered exhaustive and does not imply
any form of contractual relationship. Its sole purpose is to provide relevant and reasonable
information to potential token holders in order for them to determine whether to undertake
a thorough analysis of the PixelBit project with the intent of acquiring PixelBit Tokens (PXB).
Nothing in this Whitepaper shall be deemed to constitute a prospectus of any sort or a
solicitation for investment, nor does it, in any way, pertain to an offering or a solicitation to buy
any securities in any jurisdiction. The document is not composed in accordance with, and is
not subject to, laws or regulations of any jurisdiction which are designed to protect investors...
Being one of the fastest growing markets over recent years, the wider gaming industry has long
since started exploring additional ways for generating revenue. Many of these ways include
microtransactions of some sort, usually involving some kind of virtual currency: gems, rubies,
silver bars - whatever they want to name it.
With the emergence of blockchain technology and crypto currencies, new possibilities for the
way transactions (both data and financial) are handled online emerged on the horizon. With the
current trend of the gaming industry, heavily relying on recurring in-game microtransactions,
blockchain unlocked new doors for the sector.
With PixelBit we aim to utilize cryptocurrency for in-game purchases as well as to implement
a way to earn real-world currency during gaming. PixelBit (PXB Token) is a dedicated crypto
currency based on the Ethereum blockchain that serves as a foundation for In-Game purchases,
unlocking additional content as well as it constitutes an ingenious syst...
Table of Contents
III. INDUSTRY OVERVIEW
IV. PROBLEMS OF THE INDUSTRY
V. THE PIXELBIT PROJECT
VIII. COMPETITOR ANALYSIS
IX. THE PIXELBIT ICO
XII. RISKS AND CONCERNS
XIII. LEGAL DISCLAIMER
The video gaming industry has seen an unprecedented growth over the last years. Since its
emergence approximately 50 years ago, the sector has been expanding every year. Forecasting
a stunning 138.4 Billion USD revenue by 2021, the industry is quickly becoming one of the
most prominent sectors in entertainment.
Graph: The market value of the gaming industry in US dollars. Source: Statista
In 2018, the market was expected to be worth about 115 billion USD and the industry is
expected to surpass 138 billion in revenue by 2021.
The gaming industry started with video arcade games in the USA, boomed during the 60s
and laid out the foundation of what gaming is today. The ‘70s, however, brought with them
With competitive gaming gaining in popularity worldwide, especially over the course of the
last 10-15 years, turnover of the gaming industry has skyrocketed. The term eSports was born
years ago; today, gaming is already officially considered a sport. Tournaments in popular online
competitive games such as Counter Strike, Dota 2, League of Legends, Starcraft 2 and many
more have set huge prize pools of 25 Million USD and more.
The leading sports game in 2017 worldwide that attracted the most prize pool of $38 million
was DOTA 2 (Esports-betting.pro, 2018)
The eSports market revenue worldwide from 2012 to 2021 in million USD. Source: Statista.
According to Statista, the global eSports market revenue will rea...
In 2015, worldwide revenues generated in the eSports market amounted to 325 million USD.
At the pace of 40 percent year-on-year growth, the market is expected to generate close to
1.5 billion USD in revenue by 2020. It was calculated that nearly 80 percent of these revenues
came from sponsorships and advertising in 2016, and the rest from eSports betting, prize
pools, tournaments, merchandise and ticket sales.
Today, gaming is one of the most popular sources of entertainment. Consecutively, gaming
content is it’s all-time highest demand. Live streaming video games has evolved into a profes-
sion and platforms such as TwitchTV have over 900M unique monthly visits. Youtube has
launched its own streaming platform and gaming-related videos are among the most searched
topics on the platform. Gamers are able to become millionaires at a young age just by playing
one single game (think of any of the top battle royale streamers), something that older gener-
51 - 65
36 - 50
21 - 35
10 - 20
Graph: Game players by age. Source: Filmora
Contrary to the popular belief that most gamers are teenagers, the statistics show otherwise
- 35% of all gamers are between 21-35 years old, which also puts them in the driver seat
because they have a significantly higher spending power than teenagers, who are trailing the
race with 3rd place and 22%. Interestingly enough, people between 36-50 years old are just
6% behind teenagers, almost catching up. We have to take into account the average time
spent by each group, with teenagers having considerably more free time than adults, but the
results are still impressive.
The younger target group of gamers is not falling behind. Although they do not possess
any spending power, due to the wider acceptance of video games today, parents are will-
ing to allow their kids to spend more time playing than before. Fr...
GAMING ACCESSORIES AND SPONSORING
Additionally, the demand for gaming-related products such as gaming PCs, keyboards, mice,
graphics cards, monitors, gaming chairs and many, many more is rapidly expanding, propor-
tionally to the interest of the general public in video games. eSports players and streamers
are sponsored by famous brands in the industry such as Razer, AMD and others to use their
products and showcase them on stream.
43% of the worldwide gaming PC and accessory sales revenue are from high-end gaming PCs.
35% of the worldwide gaming PC and accessory sales revenue are from mid-range gaming PCs.
22% of the worldwide gaming PC and accessory sales revenue are from entry-level gaming PCs.
Entry level gaming PCs
Mid range gaming PCs
High end gaming PCs
Graph: Sales revenue of gaming PCs. Source: Jon Peddie Research, 2017
Launch of PixelBit
PixelBit tools and APIs become available to select partners
Private Sale of PXB tokens starts
PixelBit tools and APIs become available to general public
Public Sale of PXB tokens starts
Founding of a new studio for developing premium games
August - November 2019
Development of more small games and apps and Integration of PXB processing in 3rd-party apps
Premium game “Rocket Sharks” is released
Sponsoring of diverse e-sports and gaming events
First private beta of our new browser / social network “Frox” is released