DreamTeam
DreamTeam
Token: DTT


Esports Recruitment and Management Network

PreICO dates
Start date: 7th Dec 2017
End date: 10th Dec 2017

ICO dates
Start date: 2017-12-11
End date: 2017-12-15

Registrated in: Ukraine

Platform: Ethereum
Type: ERC20

PREMIUM ICO

https://token.dreamteam.gg/ Screenshot
DreamTeam categories
Platform Internet Entertainment
Video
DreamTeam token sale
KYC passing required No | Whitelist No | Restriction for countries No
Soft cap 2,000,000 USD
Hard cap 6,000,000 USD
Price 1 ETH = 2000 DTT
Acceppting BTC, ETH
DreamTeam news, social
DreamTeam search trends in Google
Random whitepaper excerpts

MUST
READ
Since the beginning of mankind, we have been living in endless competition. Striving to be faster, better, stronger
at everything - from faster cars to sports achievements to...becoming the best player on a gaming server!:) Really?
Gaming server?!
Yep. Really. The early 90`s saw the gaming market barely in the $100M range with just a dozen million players
and Minesweeper as the most popular game. However, today’s gaming industry is already
worth $100Bn with
2.3Bn players
worldwide, and most importantly, 1.4Bn registered users are concentrated around the top 10
most competitive titles. Eight of these are team-based games like Counter-Strike, League of Legends, Dota2 and
Overwatch, all played 5x5 or 6x6. But while it’s easy to have fun playing solo, it becomes really tough for players
who want to form a team and start an amateur career.
There are over 250М such players, but only 1M teams
. So where are the other 49M?! They’re not here yet for
many reasons. Ima...

3
TABLE OF CONTENTS
MARKET OVERVIEW
GAMING MARKET OVERVIEW
ESPORTS MARKET OVERVIEW
ESPORTS MARKET INSIGHTS
TOP COMPETITIVE TITLES
COMPETITIVE PLAYER PROFILE
WHY NOW
PROBLEM & SOLUTION
PROBLEM
SOLUTION
TEAM CREATION
MARKET OPPORTUNITY
PROJECT
COMPANY HIGHLIGHTS
DREAMTEAM PRODUCTS AND SERVICES
4
COMPETITOR ANALYSIS
16
5
ROADMAP
17
6
TEAM
18-19
7
ADVISORY BOARD
20
8
PARTNERS
21
9
BLOCKCHAIN INTEGRATION / TOKEN SALE
DREAMTEAM TOKEN & BLOCKCHAIN
22
10
DREAMTEAM MONETIZATION OPTIONS
23
11
SMART CONTRACTS EXAMPLES
24
12
PREMIUM ACCOUNTS EXAMPLES
25
13
DATA SCIENCE EXAMPLES
26
DREAMTEAM TOKEN OUTSIDE THE PLATFORM
27
TOKEN SALE STRUCTURE AND COIN DISTRIBUTION
28
USE OF FUNDS & TOKEN DISTRIBUTION
29
14
...

4
GAMING MARKET OVERVIEW
$100BN INDUSTRY COVERING 1/3 OF THE WORLD POPULATION
REVENUE, $ Bn
CAGR
6%
101
109
116
123
129
2016 2017 2018 2019 2020
GAMING AUDIENCE, Bn
CAGR
5%
2,2
2,3 2,5 2,6
CONSOLE
TABLET
(SMART) PHONE
BOXED/DOWNLOADED PC
BROWSER PC
2,7
MARKET SEGMENTS IN 2017
CONSOLE
BROWSER PC
4%
BOXED/
DOWNLOADED PC
31%
23%
$109
Bn
10%
TABLET
32%
(SMART) PHONE
2016
2017
2018
2019
2020
Sources: newzoo researches
Some 20 years ago, the gaming industry
was taking its first steps as a developing
market with a yearly revenue of under $200M.
Back in the 90's, we played everlasting hits
like Super Mario, Legend of Zelda, DOOM,
Duke Nukem and Half-Life - all immensely
entertaining despite their limited single-
player mode. But playing agai...

5
ESPORTS MARKET OVERVIEW
STRONG CONSUMER MARKET WITH UNTAPPED POTENTIAL
ESPORTS REVENUE, $ Bn
1,6
CAGR
33%
1,2
1,5
1,2
0,9
0,8
0,7
0,5
0,4
0
2016
2017
2018
2019
2020
16-36 YRS
CORE AUDIENCE
85% MALE
ESPORTS AUDIENCE, M
600
CAGR
17%
590
500
515
444
400
324
390
300
200
100
0
2016 2017 2018 2019 2020
$ 75 k
OCCASIONAL VIEWERS
ESPORTS ENTHUSIASTS
AVERAGE HH INCOME
OF US ESPORTS FANS
Sources: newzoo dashboard & researches; superdata research; Mind Share North America Esports research; DreamTeam research
In 1997, when Esports was born, the
youth played in underground gaming clubs,
competing in tournaments with prize funds of
just a few cases of beer. After a while, small
tournaments started to take place throughout
Europe and...

6
ESPORTS MARKET INSIGHTS
ESPORTS WILL BECOME THE #1 SPORT IN THE UPCOMING 10 YEARS
VIEWERSHIP
PRIZE MONEY
SPORTS CLUBS IN ESPORTS
$ 100M
$2.3M
PRIZE MONEY WON IN 2017
15M
5M
SPORTS ESPORTS
$ 15M
2012
2017F
KURO
“KUROKY”
TAKHASOMI
...

7
TOP COMPETITIVE TITLES
8 OUT OF 10 ARE TEAM-BASED GAMES
REGISTERED USERS, M
VARIOUS
650
5x5
250
7x7
110
VARIOUS
107
5x5
100
5x5
100
1x1
50
6x6
30
5x5
30
4x4
29
1,4Bn+
REGISTERED
USERS
3M
TEAMS AND
MIX-TEAMS
TOTAL ADDRESSABLE
MARKET IN 2017
$9 Bn
REVENUE
40%
OF PC GAMING
MARKET
250M
1M
PLAYERS
TEAMS
Sources: open sources, such as: businesswire.com, tweaktown.com, gamesindustry.biz, technobuffalo.com, mojang.com etc.;
newzoo reports; superdata reports; DreamTeam data
Competition is in our nature. In the
beginning, all games were limited to single-
player mode. But with the development
of internet technologies and game dev,
multiplayer titles were finally introduced into
gaming. Just look at traditional sports – the
most popular kinds are te...

8
COMPETITIVE PLAYER PROFILE
VAST MAJORITY OF GAMERS ARE AMATEUR PLAYERS
PROFESSIONAL PLAYERS
PLAYING IN TOP LEAGUES AND
TOURNAMENTS; HIGH SALARY AND FANBASE
0.00001%
AMATEUR PLAYERS
REGULARLY PLAYING RANKED MATCHES,
PARTICIPATING IN AMATEUR TOURNAMENTS
CASUAL PLAYERS
PLAYING ANY GAME MODE AT LEAST ONCE
A MONTH; OFTEN PLAYING JUST WITH FRIENDS
56%
44%
300M CORE GAMERS
PLAY 80 HOURS A
MONTH
FANS ARE INTERESTED IN:
TEAMS TOURNAMENTS
4 OUT OF 5 LOL PLAYERS AND FANS ASPIRE
TO BECOME PROFESSIONAL GAMERS
15%
GAMES
36%
58% OF HARDCORE PLAYERS
26%
WANT TO PLAY IN A TEAM
AND/OR ATTEND ONLINE
6%
17%
TOURNAMENTS
FRIEND’S ADVICE
PLAYERS
Sources: superdata researches; ResearchNow “Esports gaming study”; DreamTeam data
While competitive gaming may be in the
early stages of its development, the numbers
and dedication of fans strivin...

9
WHY NOW
THE $500M ESPORTS MARKET IS GROWING FAST. HERE’S WHY:
$5
M
$50
M
$500
M
WE ARE HERE
$5
Bn
1997-2003:
DARK AGES
2004-2010:
THE RENAISSANCE
These were the so-called “Dark Ages”
of Esports. Underground movement
of gamers united under the flag
of competitive play - that’s how
Esports was born. Prize pools usually
amounted to a case of beer.
Esports expanded rapidly from
an underground movement to
large-scale entertainment. Large
tournaments were occupying major
venues on all parts of the planet.
2011-2016:
GLOBAL PHENOMENON
Esports turned into a global phenomenon.
Top gaming events were filling whole
stadiums and being broadcast on TV and
online platforms. Global viewership of
Esports started outgrowing the global
viewership of the NBA. Prize pools reached
$20M for a single event.
2017-2023:
THE FUTURE
E...

DreamTeam Roadmap

1
Q1 2017
- Team Assembly
- Dev. Start
2
Q2 2017
- Blockchain Team Assembly

- Token Sale Preparation
3
Q3 2017
- Marketing Campaign Start
- Dream Team 1.0 (Players & Teams)
4
Q4 2017
- CS:GO & League of Legens Supported
- DreamTeam 1.2 (Practice Games & Leaderboards)
- Token sale #1
- First top Esports tournament supported
- 250k users
5
Q1 2018
- Playerunknown's Battlegrounds, Quake Champions, Dota supported
- DreamTeam 1.3 (DreamTeam Token Integration & Monetization Demo, Premium Accounts, Smart Contracts)
- Token sale #2
- First pro-team signed
6
Q2 2018
- HearthStone Heroes of Warcraft & Overwatch supported
- DreamTeam 2.0 (Coaches, Managers, Team Management Tools, Team Analytics Tools, Team Coaching Tools, More Monetization Services, One-time Services, Smart Contracts, Premium Accounts)
7
Q3 2018
- World of Tanks, Smite & Heroes of the Storm supported
8
Q4 2017
- Minecraft & World of Warcraft Legion supported
- 5+ pro-teams signed
- DreamTeam 3.0 (Personal Coaches, Scouts, Agents/Agencies, Psychologists, Big Data Analytics and AI Learning, Mobile App, More Monetization Services, Futures, Additional One-time Services, Verified Rank)
- 4M users
Andriy Khavryuchenko
Andriy Khavryuchenko BLOCKCHAIN ARCHITECT

Alexander Beseda
Alexander Beseda LEAD ARCHITECT

Alexander Trigub
Alexander Trigub Backend Team Leader

Igor Drozd
Igor Drozd System Architect

Dmitriy Lennoy
Dmitriy Lennoy Head of Development

Andrey Cherednychenko
Andrey Cherednychenko Marketing Director

Max Tkachuk
Max Tkachuk Chief Designer

Petr Loboda
Petr Loboda Product Manager

Oleg Bulavko
Oleg Bulavko Head of Media

Sundance Digiovanni
Advisors Sundance Digiovanni CEO & Co Founder of MLG

Moe Levin
Advisors Moe Levin CEO of Keynote

Kim Rom
Advisors Kim Rom Chief Gaming Officer at Kinguin

Alexander Kokhanovsky
Alexander Kokhanovsky
CEO & FOUNDER
Co-founder
Volodymyr Panchenko
Volodymyr Panchenko
CO-FOUNDER
Founder and CEO
Andriy Khavryuchenko
Andriy Khavryuchenko
BLOCKCHAIN ARCHITECT
Blockchain architect
Moe Levin
Moe Levin
CEO of Keynote
CEO of Keynote
Public Sector Advisor
CEO of Keynote
Founder of Blockchain Forum
CEO, Keynote
Keynote, World Blockchain Forum
Advisor
Advisor
Public Sector Advisor
Keynote (Founder and CEO)
Kim Rom
Kim Rom
Chief Gaming Officer at Kinguin
CHIEF GAMING OFFICER