RUNtoken: Ethereum Blockchain Fitness Platform
RUNtoken: Ethereum Blockchain Fitness Platform
Token: RUN


Ethereum Blockchain Fitness Platform

ICO dates
Start date: 2018-03-17
End date: 2018-07-31

Registrated in: US

Platform: Ethereum
Type: ERC20

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RUNtoken: Ethereum Blockchain Fitness Platform categories
Charity Health Platform Software Sports Virtual Reality
RUNtoken: Ethereum Blockchain Fitness Platform whitepaper
RUNtoken: Ethereum Blockchain Fitness Platform token sale
KYC passing required No | Whitelist No | Restriction for countries No
Tokens for sale 3,500,000,000
Token distribution in ICO
70%
70%
Price 1 RUN = 0.02 USD
Acceppting ETH
RUNtoken: Ethereum Blockchain Fitness Platform news, social
RUNtoken: Ethereum Blockchain Fitness Platform search trends in Google
Random whitepaper excerpts

Abstract
Run2Play is gaming fitness by building the platform of the future for mobile,
augmented reality, and virtual reality fitness technologies. Our platform
operates using RunToken, an Ethereum Blockchain-Based system, utilizing
proof-of-stake to reward users for their fitness activity. We’ve created a user-
friendly interface allowing fitness activity to be converted into an easy-to-use
currency both within apps and the real world. Run2Play believes that with the
democratization of currency through exercise, we could obtain a future where
being fit could mean being fed.
2
www.Run2Play.com
...

Table of Contents
Introduction......................................................................................................................4
Target Markets & Industry...........................................................................................5
Competition......................................................................................................................6
Product Details................................................................................................................7
RunToken, RunCoin, & FitCoin.....................................................................................9
Functionality ..................................................................................................................10
Technical .........................................................................................................................13
Security .......................................................................................................................

Introduction
Run2Play strives to develop the future Mobile-based, Augmented Reality, and
Virtual Reality fitness platforms. We aspire to create a world where we have
democratized the development of currency via fitness activity. Users’ fitness
activity, as measured by their smartphones and wearables, will be converted
into cryptocurrency called RunCoin. By using the Ethereum Blockchain utilizing
the ERC20 Token Contract, we will be able to mask the identities of our users in
order to create a fully anonymous ecosystem. This is necessary to provide the
privacy that users are increasingly demanding.
Run2Play will bring people together, and encourage the use of fitness to drive
social engagement both in-app, and in the real world. With a continuous focus
on the opportunities that real world engagement brings to people, especially
our youth, we are able to create new experiences for our users. We will also
implement RunCoin within our platform to allow game developers to adopt our
curre...

operate on one basis: for its value; the size of the currency’s use in the real
world.
RunToken is our release token, whilst RunCoin can be used within games and
apps created by Run2Play as well as games and apps that are created on the
Run2Play platform. There is an additional level of exchange that takes place
with games that use our add-on to develop a conversion rate between RunCoin
and the company’s in-game currency.
Target Markets & Industry
The market potential for fitness and gaming industries combined is
astronomical. According to Statista, the global fitness revenue per year exceeds
$80 billion. The IDC reports that the revenue from the global AR/VR market
already exceeds $52 billion dollars annually. Furthermore, they project that by
2020, worldwide revenues for AR and VR will reach $162 Billion.
Initially, our target market will be gamers and fitness enthusiasts within the
developed world. We intend on quickly moving this market into internationally
developi...

Competition
Movement
– A new entry looking to add a competitive betting platform into the
fitness currency space. This actually goes against our goals to engage the youth
and would become difficult to defend if parents were not happy with that use.
They focus on inferior monetization models with an emphasis on in-app
purchases and lack the bigger picture.
SweatCoin –
They have the advantage of being first to market and have
propelled themselves into a nice place in the app store. However, they are only
in US, UK, and Ireland, which provides us the opportunity to leap over them in
our first year with explosive growth within international communities.
Just like Movement, SweatCoin focuses on inferior monetization models with an
emphasis on in-app purchases.
Fitbit –
Although they are not publicly developing in our space at this time, we
should always keep an eye out on the potential bully they could become should
they implement currency creation. They have ...

Product Details
Problem:
I. The More Economically Developed World
Inactivity rates and obesity rates are increasing rapidly over time.

The CDC has reported that Childhood Obesity Rates have tripled in the
US since the 1970's.

According to the CDC, one in five school-aged children (ages 6-19) has
obesity in the US currently.

According to the US Department of Health and Human Services, children
now spend more than seven and a half hours a day in front of a screen.

Eighty percent of American adults do not meet the government's national
physical activity recommendations for aerobic activity and muscle
strengthening according to State of Obesity.

Big Fish Games asserts that 4 out of 5 households in the US have a
gaming console today, 155 million Americans play 3 or more hours per
week, and 49% of American adults play video games.

44% of the world’s internet population is comprised of gamers. (Big Fish <...


In reference to statistics provided by Worldwatch Institute, most of the
world’s impoverished work in the agricultural sector. This also means
they spend a significant amount of time performing physical activity.
Agricultural work is the second largest source of employment worldwide,
employing 34% of the world’s workforce.

Approximately 110 million children worldwide labour within the
agricultural sector- according to the International Labour Office as of
2016.
Solution
I. The More Economically Developed World
To gamify exercise. The virtual goods market now exceeds $52 billion dollars
annually. We can convert fitness data into a currency in order to motivate youth
and adults alike. Using RunCoin within games and applications will give way to
using the currency within the real world via sponsorships and it’s growing value.
We’ll create rewards for people who keep fit, and create social networks for
people of all classes, from all over the world. ...

opportunity to generate currency for themselves through their physical activity,
and they’ll be a source previously untapped data.
With Run2Play+ purchases, we’ll be able to provide an additional hardware
band each month that someone continues their membership. Therefore, the
plus user helps someone abroad every month while continuing on their path
towards a healthier life.
Run2Play+ Features:

Personal Fitness Coach

Meal Plans

In-Depth Fitness Analysis

Health Rate Monitoring

Emergency Assistance
RunToken, RunCoin, & FitCoin
RUNtoken
is our release token and can be traded on cryptocurrency exchanges
as well as exchanged with RunCoin to be used within our fitness ecosystem.
RunCoin
is created through the monitoring of biometric health data by our own
hardware or through the accelerometer on the user’s phone. The conversion
between RUNtoken and RUNcoin can be done within the app and...

RUNtoken: Ethereum Blockchain Fitness Platform Roadmap

1
Q3, 2017
Established Run2Play. Trademark. Team hiring.
2
Q4, 2017
Team hiring. Token raise planning. FitCoin & RunCoin Trademark.
3
Q1, 2018
iOS app & server auth. Marketing for token raise. Team hiring. Patents.RunToken TM.
4
Q2, 2018
Exchange data storage. iOS beta release. Marketing campaigns. Team hiring.
5
Q3, 2018
Wearable hardware dev. Multicurrency integration. Partner development. Get listed on exchanges.
6
Q4, 2018
Transmission server dev. Production support. Strategic direction alignment v2. Charitable events sponsorships.
7
2019
Distribute low cost wearables. AR/VR platform dev. Complete iOS & Android development.
Integration with Fitbit, Healthkit & Google Fit.
8
2020
AR fitness platform. Mixed reality sensors R&D. Development team LA office. Marketing team SD office. Sales team NYC, SF, London, Hong Kong, Tokyo.
Joseph Fargnoli
Joseph Fargnoli CEO & Founder

Chelsey Clime
Chelsey Clime Co Founder, CCO

Rob Newport
Rob Newport Engineering Lead

Bill Dewitt
Bill Dewitt Marketing Lead

Rod Azarmi
Rod Azarmi Design Lead

Michael K Lira
Michael K Lira Security Advisor

Brendan Smith
Brendan Smith Business Advisor

Daniel Hargey
Daniel Hargey Partnerships