Token: DMarket

Make Virtual Assets Real

PreICO dates
Start date: 30th Oct 2017
End date: 13th Nov 2017

ICO dates
Start date: 2017-11-14
End date: 2017-12-01

Registrated in: Ukraine

Platform: Ethereum
Type: ERC20

PREMIUM ICO Screenshot
DMarket categories
DMarket token sale
KYC passing required No | Whitelist No | Restriction for countries No
Price 750 DMarket = 1 ETH
Minimal investment 0.1 ETH
Acceppting ETH, BTC, LTC
DMarket news, social
DMarket search trends in Google
Random whitepaper excerpts

DMarket is a global marketplace solution that turns every virtual item into a real
commodity. This paper discusses how we combine blockchain technologies and
seven years of industry experience to open this multi-billion dollar market to
the existing world economy. All that time people spend playing games on their
mobile, PC, console or any other platform could finally be worth something.
Essentially, DMarket is a new ecosystem where gamers, developers, and
entrepreneurs can efficiently and securely evaluate and trade virtual items.
Thus, DMarket creates a new economy that joins with existing real-equity
Early-access to the present paper was given to a number of individuals from
the gaming industry and blockchain community. The authors deeply thank
and acknowledge the comments and criticisms that have made the design of
DMarket and this whitepaper as good as they are. Any faults that remain are,
of course, the authors’.

Table of contents
Market & Industry
Video Games & VR
Digital e-Commerce & Gaming Market Analysis
Cryptocurrency Market
Product Details
Problem Definition
The Solution
For Gamers
Items Unique Signature & History
Influence on Market Development
For Developers and Publishers
Increased Revenue
Bounty program for the game developers and publishers
DMarket business opportunities
Modders, Designers & Contributors
The DMarket System
DMarket Coin
DMarket Token as in-game item
Product monetization & DMarket Coin economy
DMarket: Outlook
Our Team
Advisory Board

In real life, whether you are a lawyer, a crypto trader, a game developer or a
miner, you spend time, experience, and even luck working to achieve something.
This always results in a new experience and/or real assets. And since it is yours,
you can sell, gift it or just throw any asset away.
Around 2.3 billion people play games
on different platforms and devices,
a gaming industry that in 2016 reached $100 billion and continues to
Only 4,000 pro gamers make a profit from the time and skill they spend
gaming, including the trading of in-game items they accumulate. Just a couple
of games accumulating only 6% of the global audience made a turnover of $4
billion of in-game items. The rest of gamers are out of the market.
The existing technologies cannot connect the many game universes and
platforms together. As a result, players are stuck with their useless items,
despite their time and effort. The growth of the gaming audience and the rise

Market & Industry
Video Games & VR
There are approximately 2.3 billion gamers across the globe who are expected
to generate revenue of $109 billion in 2017
. This shows a $7.8 billion (7.8%)
growth compared to 2016. Digital game revenue will account for about $95
billion (87%) of the global market.
The most profitable segment is mobile, showing $46.1 billion (19%) and claiming
42% of the market.
According to the VR/AR Report Q3 2017
, provided by Digi-Capital, the virtual
reality and augmented reality (VR & AR) market is expected to reach up to $122
billion by 2021. Also, Digi-capital claims that the size of the gaming market is
going to reach $200 billion over the next five years. Many companies, such as
Microsoft Corp., Nintendo Co. Ltd, and Sony Corp., are launching their own VR-
compatible console, and this competition accelerates the industry as a whole.

Digital e-Commerce & Gaming Market Analysis
In this section, we review the biggest players in the global in-game items
trading market.
platform was released on September 12, 2003. Over the past 4 years,
it has gained enormous popularity among the gaming community, reaching
$3.5 billion revenue in 2016
. This platform was the first to allow trading of in-
game items, but all the profit received from trading is held inside the platform,
without the possibility of cashing the money out. Moreover, the possibility to
trade in-game items is very limited and presented in just a few games (CS:GO,
DOTA2, TF2, PUBG, H1Z1).
Steam Pros:
• Steam has become the largest marketplace for video games and mods
• It had $3.5 billion revenue in 2016. Steam’s rate of acquisition and catalog
offering have shown rapid growth. Up to this day, almost 370 million paid
games have been activated;
• Steam also offers many servic...

Here are some figures that show average daily Steam user numbers and the
overall number of games connected to Steam:
• Number of daily active users
: 12 853 536 (as of 2017-07-15);
• Number of games
: +- 14 398 (as of 2017-07-15).
is an in-game items trading marketplace that was launched in
December 2014. The service implements the Steam API to enable the trading
of in-game items. Currently, Opskins is the biggest skins trading platform on
the planet with ten million unique users monthly.
Opskins pros:
• Q1-Q2 2017 turnover conducted around $250 million;
• One of the biggest communities for skins trading (over 10 million users
• Real money cashout.
Opskins cons:
• Doesn’t have official support from Steam (lots of account fraud);
• High fees for transaction and cashout (up to 10%);
• Supports only a few Steam games;
• Due to the use of the Steam API, is highly dependent o...

Product details
Problem Definition
Every minute spent in-game leaves gamers with virtual goods. This could be
new armor, a fancy car or just a pile of crystals. Unfortunately, there is no easy
way (or no way at all) to trade these virtual assets among the billions of gamers
around the world.
Game universes are not connected to each other, which means there is no
safe and easy way to trade between them, and no reliable way to approve
these trades. It was not technologically possible to build a bridge between the
dozens of game engines, independent and global game developers, and the
mobile and console worlds.
More than 70% of the 15 million games we sold in the last 5 years is 2 or more
years old.
There are currently thousands of games, where people can potentially
trade and exchange digital items. But this is impossible, due to the inability of
game developers to provide local trading markets for each game.
Billions of gamers possess rare items, fancy items, memorabilia...

and tradable gaming content.
Users (players as well as developers) will be able to leverage their own
achievements and time spent. DMarket will also be an easy place to start
showing off to other players. This adds a completely new dimension to game
virtual assets: the notion of virtual capital.
For Gamers
We want to provide an opportunity for every gamer (DMarket user) in the world
to be able to evaluate their time, skills and luck. Gamers will be able to perform
easy, one-click buy/sell, exchange, and evaluation of every possible game
asset, item, skin, or another game object. To make this possible, each DMarket
user will be provided with an account on a full-time basis. The account will
preserve all data in our decentralized database and interact with users utilizing
smart contracts.

DMarket Roadmap

2016 June was created
2016 October
Added DotA 2 & TF2
2017 January
DMarket idea
2017 February
DMarket market and technical research
2017 March
DMarket team creation
2017 April
Integration meetings with game developers
2017 May achievements
2017 June
Token sale development
2017 July
2017 August
Token sale phase #1
2017 August distributes tokens
2017 September
DMarket brand awareness
2017 October
DMarket Alpha
2017 November
Token sale phase #2
2017 December
DMarket token listing
2018 January
DMarket main development phase
2018 February
DMarket security audit
2018 June
DMarket API integration
2018 December
First steps of Global market influencing
Volodymyr Panchenko
Volodymyr Panchenko Founder and CEO

Andriy Khavryuchenko
Andriy Khavryuchenko Blockchain architect

Oren Klaff
Advisors Oren Klaff Managing Director at Intersection Capital

Moe Levin
Advisors Moe Levin CEO of Keynote

Brian Kerr
Advisors Brian Kerr Managing Director at GL Ventures, Founder & CEO, Fnatic Gear

Igor Matsanyuk
Advisors Igor Matsanyuk Chairman at Game Insight, Senior ex-Vice President at, Founder at IMI.VC, Founder at Farminers

Denis Dovgopoliy
Advisors Denis Dovgopoliy Founder at GrowthUP Group, investor, advisory

Evgeniy Grygorovych
Advisors Evgeniy Grygorovych Project Leader at GSC Game World (S.T.A.L.K.E.R., Cossacks game series)

Oleg Yavorsky
Advisors Oleg Yavorsky Co-Founder of Vostok Games development studio

Igor Karev
Advisors Igor Karev CEO at Tatem Games

Denis Dovgopoliy
Denis Dovgopoliy
Founder at GrowthUP Group, investor, advisory
Igor Matsanyuk
Igor Matsanyuk
Chairman at Game Insight, Senior ex-Vice President at, Founder at IMI.VC, Founder at Farminers
Brian Kerr
Brian Kerr
Managing Director at GL Ventures, Founder & CEO, Fnatic Gear
Moe Levin
Moe Levin
CEO of Keynote
CEO of Keynote
Public Sector Advisor
Founder of Blockchain Forum
CEO, Keynote
Keynote, World Blockchain Forum
CEO of Keynote
Public Sector Advisor
Keynote (Founder and CEO)
Andriy Khavryuchenko
Andriy Khavryuchenko
Blockchain architect
Sergey Nemesh
Sergey Nemesh
CTO, co-founder
Alexander Kokhanovsky
Alexander Kokhanovsky
Volodymyr Panchenko
Volodymyr Panchenko
Founder and CEO