Cryptocurrency for Digital Asset Trading Platform
PreICO dates
Start date: 2018-06-20
End date: 2018-07-30
ICO dates
Start date: 2018-08-01
End date: 2018-08-30
Registrated in: Korea
Platform: Ethereum
Type: ERC20
PREMIUM ICO
KYC passing required No |
Whitelist No |
Restriction for countries
No
Soft cap | 30000000 USD |
Hard cap | 80000000 USD |
Tokens for sale | 120,000,000 |
Token distribution in ICO | |
Sold tokens | 14000000 |
Price in PreICO | 1 BRN = 0.5 USD |
Minimal investment | 100 USD |
Acceppting | BTC,ETH |
Burn Coin search trends in Google
Disclaimer
⚫
The purpose of this white paper is to introduce potential owners and coin owners who
are involved in coin sales to the coin and platform.
⚫
This white paper is not intended to attract investors and is not a proposal to induce a
purchase of certain securities within a particular jurisdiction, and is not subject to the
laws or regulations governing consumer protection.
⚫
We are not responsible for any loss arising from the use, reference, or basis of this white
paper. This white paper may contain quotations from third-party data and industry
publications.
⚫
Even if the information and data sources cited in this white paper are credible, the
independent verification of the third party information and data cited in this white paper
has not been conducted and the basic hypothesis based on the information has been
confirmed. It was not.
⚫
This white paper does not make any promises about the future or value of cryptography,
and ...
Crypto-currency for Digital Asset
Transaction
Summary
This white paper is a safe and smart contract based on blockchain technology. It explains
the distributed ecosystem with trading digital assets. In the new, distributed ecosystem,
digital assets such as games, webtoons, digital music, e-books, e-learning, electronic
coupons, etc. can be sold like liquid assets, and these digital asset transactions comprise
of crypto-currency so-called
‘
BURN
’
.
The new distributed ecosystem able to build its own marketplace provides small digital
...
content companies which do not have their own marketplaces due to large companies
with a new opportunity to safely operate digital content
On not only the development of the blockchain, but more comprehensively over the
digital content ecosystem, TJNT Platform is a company with the development ability to
constitute a new type of ecosystem with other small but various digital content
companies.
Marketplaces made by blockchain, a new technology, fundamentally block untrustworthy
or fraudulent cases from existing in man-to-man trade or transactions via third
companies and are willing to make a pleasant environment with reliable, safe, and fair
rewards about service values to be fairly provided for game companies or publishers.
In this environment, economic values are divided and given to all participants, and values
become rewards based on trust and contract.
From digital content developers, users officially are able to obtain recognition of their
ownership, deliver it safely to others, and rec...
distributors for now own and distribute transaction exclusively through their own
platforms, new
‘
diffusors
’
will advertise, expand, and distribute the transaction detail of
digital content through DApp (decentralized application). By doing so, a number of
various trades can be made and commission followed by diffusion can be received
separately at the same time. Like existing exclusive platform business operators, trade
diffusion services will be provided easily without the platform development in large scale.
This new ecosystem will converse the paradigm of digital content industry. Ordinary
paradigm represents after the completion of digital content creation, further revenues
are made by man-to-man trades in secret or the market of digital content mediators. ,
However, through fair and secure blockchain technology, it directly connects digital
content developers with users and converses the way to provide the correct reward
system.
BURN is crypto-currency prov...
Content
Disclaimer
........................................................................................................................2
Summary
.......................................................................................................................... 3
1. Market ..........................................................................................................................7
1.1. Environmental Analysis
........................................................................................................................7
1.2. User-Earned Digital Content Goods
.......................................................................................... 13
2. Problems .................................................................................................................. 16
3. Solution
–
BURN Coin and Burn Platform ................................................... 21
3.1. Outline
..........................................................
1.
Market
1.1. Environmental Analysis
Global digital content market is continuously developing. According to
“
PwC,
”
a market
investigation company of global media and entertainment sector,
“
ICv2,
”
an American
cartoon content business information site, and
“
The Numbers,
”
a special analysis
company of movie business data, the scale of the world digital content market will
increase much more than expected because of the expansion of IT infrastructure of
developing countries, the increase of wireless internet use due to the expansion of tablet
PCs, and the activation of platform services of global platforms, etc.
234
The scale of digital content market will be recorded about 1 trillion 794 billion US dollar
in 2018, and 2 trillion 405 billion US dollar in 2021.
2
PwC
의 ‘
Global Entertainment and Media Outlook 2017-2021 - https://www.pwc.com
3
ICv2 ...
In particular, the global game market is consistently developing. According to the Newzoo,
an American market investigation company, the scale of the world game market is
developing much more than expected due to the rapid growth of mobile game business.
5
In 2018, the scale of the world game market (household PC, mobile) is analyzed to reach
137.9 billion US dollar (148.391 trillion Korean won), which is 13.3% bigger than in 2017,
and expects to increase 10.3% in annual average by 2021.
5
https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-
games-take-half/
...
In spite of the disadvantage factor by the price increase of e-book selling price and e-
book device of leading companies in 2016, e-Book market has reached the market scale
of 36.24500 billion dollar, 14.1% bigger than the last year as generalization of smart devices,
expansion of digital textbook, increase of independent publication and investment increase
of distribution platform such as Amazon, Google, etc. It has much potential of market
development in terms of the segmentation of distribution platforms followed by the
technology improvement such as IoT, AI, Cloud, etc. and the customer
’
s access
enhancement. However, the speed of growth becomes slow down due to customer
breakaway into the entertainment section and the maturity of the e-Book market. Therefore,
the scale of the e-Book market is expected to increase 9.1% in annual average by 2021,
reaching 56,039,900 thousand dollar.
6
6
International Digital Content Market Research (2017.12)
...
Burn Coin Roadmap
2017 October 15th
Ethereum Based ERC20 Token Development
2017 November 1st
1st Private Sale ICO
2017 December 15th
Burn Coin Native Coin Development
2018 February 1st
Burn Coin Native Coin Tested Development
2018 April 20th
Burn Coin Wallet Development
2018 May 10th
Hurbit P2P Exchange Service Development
2018 June 20th
Public Sale ICO will start from 2018 June 20th to 2018 July 30th
2018 August 10th
Burn Platform Blockchain Development
2018 August 15th
Burn Platform API&SDK Development
2018 September 20th
Public Hurbit Game Exchange Service
DB Architecture
Founder & CEO
Auditor
Head of Service Planning
Head of UX Design