KYC passing required No | Whitelist No | Restriction for countries No
|Price||1 LUC = 0.05 USD|
|Price in PreICO||1 LUC = 0.05 USD|
|Minimal investment||0.1 ETH|
|Acceppting||BTC, ETH, BCH, LTC, DASH, Fiat|
Play2Live search trends in Google
Global gaming and cryptocurrency markets
Live game streaming and VOD market
Markets Play2Live will operate in
Setting the scene
General principles and problem-solving philosophy
Interaction on Play2Live platform
Earning opportunities for platform users
A constructor of eSports content
Advertising on the platform
Level Up Coin - the fuel that powers the platform
Features of Play2Live platform. The ﬁrst project based on Level Up Chain
The platform crowdfunding system
P2L platform as an escrow service for eSports tournaments organizers
Totalizator for eSports tournaments
Contribution to the broadcasts of favorite streamers
Tasks for the streamers
Peer 2 peer CDN
Level Up Chain blockchain
Main participants of Play2Live platform
Design of the LUC token and its application within Play2Live project
15 Sources of revenue generation within the platfo...
Wagering on the outcome of a eSports event with a coeﬃcient.
n application to eSports the term ‘content’ stands for stream
The part of Play2Live economy which determines the reward
equivalent received by a user for making a contribution or
performing actions within the platform.
Delegated Proof of Stake. It leverages the power of stakeholder
approval voting to resolve consensus issues in a fair and
Voluntary reward from a viewer to a streamer.
A form of competition that is facilitated by electronic systems,
particularly video games, and which forms a major part of the
Games in which the winning outcome completely or to a large
extent depends not on the art of playing, but on the randomness.
Level Up Coin
Play2Live platform utility tokens which provide a means of ...
Video games and eSports markets, representing the largest part of the global gaming
industry, have started to attract the attention not only of their core audience (gamers),
but also of investors. The global market for video games has already surpassed that
of the ﬁlm industry, topping $105 bn in 2017. This should not be surprising given that
the funds required to develop and release a video game is often on a par with the
budget of a Hollywood blockbuster.
At the same time, the tremendous growth of cryptocurrencies and dissemination of
blockchain technology suggests that there are opportunities to unite eSports
entertainment with a blockchain-based solution. This would address a number of
ineﬃciencies and offer unique advantages over conventional streaming platforms,
whose features have remained virtually unchanged over time.
To date, more than 30 gaming industry projects have been launched that make use of
blockchain technology, which is just a fraction of the vast number ...
With extensive experience of the eSports industry and a deep understanding of
blockchain technologies and their potential, we have decided to focus on building a
full-blown ecosystem for gamers. Play2Live streaming platform has been created on
the basis of decentralization principles. One of its unique functions is the ability for
any participant to inﬂuence the content generation process within the platform that
allows to personally impact all stages of content generation. In other words, not only
can the spectator watch the stream, but they can also act as a content creators. On
top of that, any participant of the ecosystem has an opportunity to earn rewards. That
approach is the antithesis of that offered by existing streaming platforms, where the
viewer is obligated to spend funds on various activities and where their role in content
creation is constrained or non-existent.
Play2Live token sale is expected to attract the seed user base of the project, which
constitutes the critical mass of us...
GLOBAL GAMING AND CRYPTOCURRENCY
Below are the most up-to-date ﬁgures for the markets where Play2Live project is
anticipated to operate in.
ACCORDING TO FORECASTS, THE REVENUE OF THE GAMING INDUSTRY
WILL REACH $115 BILLION BY 2018
AND BY 2020 WILL REACH THE $130 BILLION MARK.
Page 6 of 71
The following excerpts are from a SuperData study:
665M people around the world tune in to sites like Twitch.tv and YouTube for
content about their favorite games. Taking into account the 100M+ monthly active
users of Twitch.tv and the total live broadcast, this audience is substantial. At the
same time, data from the Chinese market are not included in the calculation,
which signiﬁcantly exceeds other regions in terms of viewership.
eSports is one of the fastest growing tech markets, with only VR technology
market outpacing it.
eSports is one of the most dynamically developing segments of the gaming industry.
By 2020, the market is expected to reach $1.5 billion.
LIVE GAME STREAMING AND VOD MARKET
Gaming and eSports have opened new channels of communication for viewers such
as streaming and broadcasting platforms for gamers.
Page 7 of 71
According to SuperData, live game content and VOD in 2017 will generate $4.6
billion in revenue.
Twitch was acquired by Amazon for $970M and at present is the industry leader.
Gaming and eSports streaming markets have huge growth potential. Interestingly,
Twitch.tv has been a market leader in both gaming and eSports sectors, accounting
for 70% to 80% of the global gaming market share according to various estimates.
An in-depth market review of the gaming and eSports markets can be found in a
separate document (Market Overview) that also contains an overview of the following
Market for trading of in-game items, betting and gambling
Page 8 of 71
The global cryptocurrency market
The VR market
MARKETS PLAY2LIVE WILL OPERATE IN
Facilitating diverse features for a global gaming audience, Play2Live operates in all
markets reviewed in the previous section.
DIVERSIFICATION ALLOWS PLAY2LIVE
TO BECOME A TRAILBLAZER IN VARIOUS MARKET SEGMENTS
FACILITATING OPPORTUNITY-DRIVEN APPROACH.
Therefore, Play2Live operates in the following markets:
1. eSports and gaming,
2. Betting and external items exchange,
3. Live and VOD broadcasting of the game content,
Orientation on the various markets provides numerous sources of revenue
Page 9 of 71
START OF DEVELOPMENT
Initiation of Play2Live core back-end functionality, front-end layers, and blockchain system development. Setting up a marketing budget for streamers and tournament operators to promote within the platform.
CORE FEATURES DEVELOPMENT
Development of authentic features of Play2Live - totalizator, crowdfunding system, a system of interaction between viewers and streamers. MVP release and broadcast of CS:GO World Championship with offline final rounds at the stadium with 15,000 seats capacity
INTEGRATION WITH PARTNER SERVICES
Integration with partner services agreed to cooperate with Play2Live including bookmakers. Setting up a marketing budget for acquiring rights to broadcast top eSports events and negotiating exclusive contracts with the most popular streamers of the well-established games such as CS: GO, Dota 2, LOL, Overwatch, PUBGs and others.
INTEGRATION OF EXTERNAL PROJECTS
Integration of external projects in Level Up Chain. Broadcasting Dota 2 tournament on beta version of the platform. Broadcasting showmatches covering well-established games - CS: GO, Dota 2, LOL, Overwatch and others.
FOCUS ON REGIONAL EXPANSION
Focus on regional expansion and attracting top content providers: negotiating exclusive broadcasting contracts with Tier 1 tournament organizers as well as top 10 eSports teams and players to broadcast their content on the platform.