Eloplay
Eloplay
Token: ELT


Decentralized prize pools for eSport

ICO dates
Start date: 2017-10-16
End date: 2017-11-15

Registrated in: Estonia

Platform: Ethereum
Type: ERC20

PREMIUM ICO

https://ico.eloplay.com/ Screenshot
Eloplay categories
Entertainment Sports
Eloplay whitepaper
Video
Eloplay token sale
KYC passing required No | Whitelist No | Restriction for countries No
Soft cap 3,000,000 USD
Hard cap 12,000,000 USD
Token distribution in ICO
80%
80%
Price 0.03 USD
Minimal investment 0.1 ETH
Acceppting ETH
Eloplay news, social
Eloplay search trends in Google
Random whitepaper excerpts

Abstract
Esports platform Eloplay.com allows players to organize and participate in tournaments with
decentralized prize pools. The Eloplay team has managed to develop and test a set of hypoth-
eses, and to bring the project to life in 18 months.
The next stage is to raise funds over a
Token
Sale to expand the platform’s audience, add
new games and game consoles, and run extended advertising campaigns in order to reach
new markets of the EU, the USA, and China.
The platform is made for:
players and teams who want to battle for prizes and rewards;
brands and organizations who want to conduct tournaments by themselves;
advertisers who target esports audience.
Global brands and game developers conduct major tournaments with million dollar prize
pools. However, only a small group of professional players can compete for those prizes. It
creates inequality and leaves millions of amateur players aside with no chance to compete for
major prizes.
Eloplay introduces Sma...

Table of contents
Introduction
4
1.1 Market Overview
4
1.2 Current Esports Challenges
7
1.3 Smart Tournaments Market Potential
9
Esports Smart Tournaments
11
2.1 Eloplay.com
11
2.2 The Eloplay
Token
13
2.3 Smart Tournaments
14
2.3.1 Player-organized Smart Tournaments
18
2.3.2 Brand-organized Smart Tournaments
20
2.3.3 Eloplay Smart Tournaments
21
2.4 Gas Fee in the Ethereum Network
22
2.5 Long-term Bounty Fund
23
2.6 Eloplay Stream Section
23
2.7 Eloplay Advertising Module
25
Eloplay
Token
Sale
26
3.1 Token Sale Plan
26
3.2 Distribution of Funds
27
Conclusion
28
...

Introduction
1.1 Market Overview
Esports are a form of competitive computer gaming
[1]
and a new kind of sports, rapidly
gaining popularity among the youth
[2]
. Esports will be an official discipline at the 2022 Asian
Games in China, which is the boldest step yet toward mainstream recognition of competitive
gaming
[3]
. And it might be added to the Olympic programme as an official medal sport in
2024
[4]
.
Video games have turned into a global esports market with revenues turnover that might
reach $1.5 billion by 2020. Experts call esports the investment opportunity of the decade
[5]
.
The esports market is booming.
The global esports audience will reach 385 million in 2017, including of 191 million esports
enthusiasts and a further 194 million occasional viewers. The global esports awareness will
reach 1.3 billion people in 2017 and is estimated to reach 1.8 billion people by 2020. The
overall number number of esports p...

ESPORTS AUDIENCE GROWTH
GLOBAL | 2016-2020
OCCASIONAL
VIEWERS
ESPORTS
ENTHUSIASTS
115M
120M
TOTAL
AUDIENCE
+36.6%
YoY
161M
162M
TOTAL
AUDIENCE
+19.6%
YoY
194M
191M
TOTAL
AUDIENCE
+20.1%
CAGR
2015-2020
303M
286M
2015
2016
2017
2020
Picture 1. The growth of the esports audience
The basic audience of esports mostly consists of young males (71 per cent), with more than a
half of them being 21 to 35 years of age. Most of them are employed and have solid income,
which makes this market segment explicitly attractive to companies and brands of many
kinds.
The esports market is a 385,5 million people global audience who spend
$230 million a year.
[7]
5
...

ESPORTS REVENUE GROWTH
GLOBAL | 2015, 2016, 2017, 2020
TOTAL REVENUES
(MEDIA RIGHTS,
ADVERTISING,
SPOSORSHIP,
MERCHANDISE &
TICKETS, GAME
PUBLISHER FEES)
BRAND INVESTMENT
REVENUES
(MEDIA RIGHTS,
ADVERTISING, SPOSOR-
SHIP)
$325M
$230M
TOTAL
REVENUES
+51.7%
YoY
$493M
$350M
TOTAL
REVENUES
+41.3%
YoY
$696M
$517M
TOTAL
REVENUES
+35.6%
CAGR
2015-2020
$1488M
$1220M
2015
2016
2017
2020
Picture 2. Esports Revenue Growth
Revenues will have reached $1,488 million by 2020, with the sponsorship being the largest
source of income at $655 million
[6]
. New brands entering esports, especially those non-
endemic, will drive the growth in sponsorship revenues in the years to come. Advertising
generates the second biggest revenue, and will grow to $224 million by 2020
[7]
...

1.2 Current Esports Challenges
Tournaments are the most exciting esports events.
The overall prize pool at major events where prize funds exceed $5,000 has reached
$93.3 million in 2016.
MAJOR EVENT PRIZE MONEY
SPLIT PER REGIONS | GLOBAL | 2016
$93.3M
4% 6% 7% 12% 13%
56%
CHINA 13%
WESTERN EUROPE 12%
EASTERN EUROPE 7%
SOUTHEAST ASIA 6%
SOUTH KOREA 4%
REST OF ASIA 1%
LATIN AMERICA 1%
OCEANIA 0.2%
MIDDLE EAST & AFRICA 0.2%
NORTH AMERICA 56%
93.3M
61.0M
36.0M
3.6M
4.4M
6.1M
6.4M
3.5M
5.2M
9.7M
19.8M
13.1M
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
Picture 3. Esports major event prize money
Major tournaments are organized and funded by global brands and game developers, but
there’s only a handful of elite players that can compete for those prize pools. ...

ESPORTS CHALLENGES
PROFESSIONAL
ATHLETE
385.5
MILLION
ESPORTS
AUDIENCE
Picture 4.
S
ports challenges
Eloplay introduces Smart Tournaments with decentralized prize organized
by individual players, organizations or brands. These tournaments work
on Ethereum smart contracts.
This solution enables the entire ecosystem to be scaled up by attracting a great audience of
enthusiasts to sports tournaments, and opens the gate for the platform’s expansion to new
markets.
8
...

1.3 Smart Tournaments Market Potential
Smart Tournaments are a blockchain-based ecosystem that brings automation to conduct-
ing an esports event. For players, it’s a completely new opportunity to self-organize, launch
tournaments and establish collective prize pools. For brands, the tournaments offer a
direct access to the esports audience. It might take the form of a brand-led tournament, or
just ad placement at the platform.
Smart Tournaments offer new opportunities for esports enthusiasts
and have the potential to be scaled to three types of existing esports
markets.
ESPORTS GROWTH BY COUNTRY
UNITED KINGDOM
GERMANY
INDIA
CHINA
RUSSIA
USA
JAPAN
WORLD
Year growth pace, %
+32.1
+19.4
0
+26.4
+33.2
+22.6
+36.3
+21.7
Market volume, $ mln.
2016
2020
9
35
32
77
0
0
56
182
4
16
108
299
5

Eloplay Roadmap

1
October 2016
- Launchof Russian version of beta phase.
- Fights and tournament 1x1 CS: GO, League of Legens.
2
May 2017
Launch of group tournaments and implementing of tournament schemes Best of 3 and Best of 5.
3
July 2017
- 90,000 Registrations on the platform
- 80,000 fights organized
- 3,500 tournaments organized
4
August 2017
Launch of Russian version of Eloplay.
5
October 2017
Start of the token sale.
6
November 2017
End of the token sale.
7
November - December 2017
Launch of Chinese, Spanish, Korean and Japan version of Eloplay.
8
January 2018
- Integration of primary smart-tournaments on Eloplay.
- Start of regular Eloplay smart-tournaments.
9
April 2018
Streaming section Eloplay.
10
July 2018
Advertising module Eloplay.
Dmytro Salnikov
Dmytro Salnikov CIO, Founder

Nir Asaf
Nir Asaf Marketing and Community

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Andrey Pashchenko
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Ivo Georgiev
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