Matchroom
Matchroom
Token: MRT


Revolutionise Gaming with Blockchain

ICO dates
Start date: 2018-03-15
End date: 2018-05-15

Registrated in: Hong Kong

Platform: Ethereum
Type: ERC20

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Matchroom categories
Entertainment Internet Software
Matchroom whitepaper
Video
Matchroom token sale
KYC passing required No | Whitelist No | Restriction for countries USA, Singapore
Soft cap 1,500,000 USD
Hard cap 10,000,000 USD
Tokens for sale 500,000,000
Token distribution in ICO
50%
50%
Price 1 ETH = 42,500 MR
Price in PreICO 1 ETH = 55,250 MR
Minimal investment 0.1 ETH
Acceppting ETH
Matchroom news, social
Matchroom search trends in Google
Random whitepaper excerpts

EXECUTIVE SUMMARY
1
MARKET OVERVIEW
2
BLOCKCHAIN & CRYPTOCURRENCY
5
THE MATCHROOM STORY
6
Facilitating Community Development
7
Advanced Coordination Functions
7
Integrated Social Media Functions
8
Community Driven Content Creation
8
Facilitating Monetization of Digital Asset (Pay-to-Advance)
9
Virtual Trading
9
Live Streaming (Virtual Gifting)
10
Facilitating Industry Growth
11
Brand Sponsorship (E-Sports & Events)
11
Developer Crowdfunding
12
Synergy Between Matchroom’s Three Core Pillars
13
MATCHROOM TOKENOMICS
15
Resolving Gamer Dilemmas with Blockchain
15
Virtual Gifting
15
Virtual Trading
15
Brand Sponsorship
15
Developer Crowdfunding
16
The Matchroom Token Ecosystem
17
MR TOKENS: THE MATCHROOM ICO
22
UNLEASHING THE BETA
24
THE MATCHROO...

EXECUTIVE SUMMARY
Leet Entertainment’s Matchroom platform (hereby known as Matchroom) is an
integrated digital platform designed from the ground up to serve the unique demands
of modern gaming communities with the aid of blockchain technology. Supported by
a strong team of industry veterans, Matchroom intends to first establish itself a solid
foundation as the preeminent digital destination for gamers across South-East Asia
(SEA) before encroaching on the global market space.
Matchroom envisions itself as a for-the-community-by-the-community entity,
labouring to facilitate and stimulate activities across all stakeholders but especially
those at the grassroots level, of the gaming industry through the various platform
features specifically devised to do so:

Facilitating Communities & Consumers

; social media, coordination &
communication, original content, news & updates.

Facilitating Content Creation

; unique monetizat...

MARKET OVERVIEW
The global gaming industry is amidst a major boom significant enough that it is now
recognized as a serious industry with over 2.2 billion global consumers of which 1
billion are paying customers. This is especially so in the Asia Pacific (APAC) region
where revenue generation is as of 2017 represents a whooping 49.8% of total global
revenue, bringing in 57.8 billion USD (14.6% year-on-year growth). Yet, gamers in
the Asia Pacific region continue to be mainly served by Western-centric services and
platforms, be it playing on the Steam platform or streaming game videos on Twitch
or YouTube. Although Chinese and Korean game developers have begun to catch
up, the game industry remains dominated by Western game developers like
Activision-Blizzard, Inc., Electronic Arts Inc., Valve Corporation, Riot Games and
Ubisoft Entertainment SA.
...

Evolution of Gaming Models
The gaming industry have kept inline with the pace of overall ICT development,
steadily evolving as the years go by. Today’s game market can be cleanly
segregated into two major categories: Pay-to-Play (P2P) and Free-to-Play (F2P).
Pay-to-Play (P2P) models are recognized as the traditional format where gaming
revenue modelling is concerned; under the P2P system, one would either purchase
the game in full upfront, pay a monthly subscription for the temporary right to play the
game, or a combination of the two. This format has over the years reigned supreme,
enjoying adaptation rates of approximately 100% across all platforms (PC, console,
etc) with overwhelming success. An unsurprisingly development, as choice was
pretty much scarce back in the days.
Time-tested as the model is, it was not without its own flaws. It is almost mandatory
for games developed under the P2P model to be of high-end variants with strong
unique selling points and wow factor; the preview an...

The Rise of eSports
The audience for eSports is now 256 million worldwide, with the South East Asia
region being the fastest growing region globally, projected to reach 40 million by
2019
1
. Although eSport athletes are dominated by players from the West, Asians are
increasingly dominating the ranks of the top eSport athletes at international
tournaments
2
. Although there is growing interest in the televising and streaming of
gaming tournaments, this has yet to reach the level of advancement and
sophistication of professional sports like tennis and football. But that day grows ever
closer.
Meanwhile, eSports athletes are capitalising on the advances made in talent
management over the last century and are poised to become true 360 stars. No
longer do they wait for retirement like conventional sports star before they shift into
commentary work - today’s eSports stars shift easily between playing tournaments
and providing commentary. Meanwhile, YouTube and Twitch...

BLOCKCHAIN & CRYPTOCURRENCY
Matchroom has always been a for-the-community-by-the-community product, and
having walked a proverbial mile in the consumer’s shoes, the team behind
Matchroom understands better than anyone the importance of security and stability
in the making of a conducive environment where the consumers may function
without worry.
Simply put, Matchroom aims to adapt blockchain technology in mitigating the various
risks involved in digital transactions via tools such as smart contracts to operate and
monitor platform functions and also to leverage upon the various value-adding
features blockchain offers.
● Facilitate Day-to-Day Gaming Activities
● Resolve Modern Gaming Dilemmas
● Support Independent Developers & Organizers
● Enhance Industry Growth
This reduction in risk will lead to not only a greater overall industry turnover as
trading occurs more frequently but also fosters industry profitability by lowering the
barrier of entry for ne...

THE MATCHROOM STORY
In conceiving the Matchroom platform, the team at Leet Entertainment have drawn
on their 10 years of collective experience in the fields of game distribution, eSports
league and tournament organisation, game refereeing and building as well as
administering game communities. The team have an unparalleled understanding of
Asian gamers psychographics, demographics and game-play preferences, which
have been mined to design from the ground up, a unique community-centric platform
for the ultimate gaming experience. At the same time, Matchroom platform is
anchored around three key pillars with sturdy elements of synergy that creates a
strong positive feedback loop involving 360 constant engagement with all industry
stakeholders.
...

Facilitating Community Development
The heart of the Matchroom platform is a thriving community of SEA gamers.
However, building robust communities in South East Asia presents tremendous
challenges. Language barriers, wide socio-economic variances between the different
types of gamers (Console vs PC vs Mobile) and the dominance of bigger social
media platforms like Facebook, Twitter, and Line makes it hard for a new platform to
take root, much less bloom. Yet fundamentally, gaming is about a shared love and
passion for an experience and the Matchroom team believes that through targeted
and well-segmented guerilla and grassroots marketing, it can bring these different
groups together onto a single platform.
As gamers themselves, the Matchroom team is personally acquainted with many of
the inconveniences incurred from the consumption of traditional media and
communication medium.
● Unlike in the days not so long gone, there now exist multiple alternatives to
social media; some are even...

Matchroom Roadmap

1
2018 March
ICO main Sale.
2
2018 May
Launch Matchroom Platform BETA.
3
2018 June
Launch Virtual Mall Launch Redemption System.
4
2018 July
Expand to India Launch Live Stream App Launch Chat System.
5
2018 August
Launch Matchroom Mobile (IOS, Android) Fan Page.
6
2018 October
Launching eSport Arena & Tournament Features.
7
2018 December
Expand to Philippines, Blockchain Integration.
8
2019 Q1
Launch Virtual Trading (Escrow).
9
2019 Q2
Expand to Indonesia, Cloud Gaming.
10
2019 Q3
eSport World League Launch eSport ranking system.
11
2019 Q4
Expand to Thailand, Matchroom TV streaming.
Anthony Lau
Advisors Anthony Lau PLATFORM ADVISOR SQ2FINTECH PTE LTD – CEO

Ronald Aii
Advisors Ronald Aii BLOCKCHAIN & TECH ADVISOR SQ2FINTECH PTE LTD – CTO

Kenneth Tan
Advisors Kenneth Tan ICO ADVISOR FUNDYOURSELFNOW – CO-FOUNDER & COO

Fayyaz Hussain
Advisors Fayyaz Hussain CONSULTANT

Dhillon Kannabhiran
Advisors Dhillon Kannabhiran AI ADVISOR HACK IN THE BOX – FOUNDER & CEO

Dhillon Kannabhiran
Dhillon Kannabhiran
AI ADVISOR HACK IN THE BOX – FOUNDER & CEO
Founder, CEO at Hack In The Box
Kenneth Tan
Kenneth Tan
ICO ADVISOR FUNDYOURSELFNOW – CO-FOUNDER & COO