Vacuum
Vacuum
Token: VAC


A Next Generation Gaming Platform for Gamers

PreICO dates
Start date: 10th Oct 2017
End date: 24th Oct 2017

ICO dates
Start date: 2017-10-24
End date: 2017-11-24

Registrated in: Russia

PREMIUM ICO

https://vacc.io/ Screenshot
Vacuum categories
Entertainment Platform
Video
Vacuum token sale
KYC passing required No | Whitelist No | Restriction for countries No
Tokens for sale 60,000,000
Token distribution in ICO
60%
60%
Price 0.47 USD
Minimal investment 0.134 ETH
Vacuum news, social
Vacuum search trends in Google
Random whitepaper excerpts

Contents
1. Abstract
......................................................................................................................................................... 3
2. Background
.................................................................................................................................................. 3
3. The Problem
..............................................................................................................................................5m
3.1 Overwhelming number of games
............................................................................................................ 5
3.2 Pricing Power
............................................................................................................................................. 6
3.3 Creative Innovation Stifled
....................................................................................................................... 6
3.4 Negative Treatment
..............

1. Abstract
This whitepaper will describe the PC gaming industry and the problems with it. The
solution proposed is Vacuum, a revolutionary platform that will change the PC
gaming industry as we know it.
2. Background
The global gaming industry is one of the fastest growing segments worldwide. 2.2
billion gamers across the globe are expected to generate $108.9 billion in game
revenues in 2017. This represents an increase of $7.8 billion, or 7.8%, from the year
before. The global gaming market is projected to reach US$128.5BN by year 2020.
[1]
...

Digital game revenues will account for $94.4 billion or 87% of the global market.
[1]
The PC gaming industry represents $36 billion.
[2]
This makes gaming the largest and
fastest growing segment of the entertainment industry.
While console and mobile gaming platforms are dominated by players like
Microsoft’s Xbox, Sony’s PlayStation, Nintendo, Google and Apple, the PC
gaming
industry is currently dominated by a single corporation, known as Valve Corporation.
The Steam platform, owned by Valve, controls a significant percentage of the PC
gaming market

50 percent to 70 percent of all PC game downloads happen on
Steam, selling titles from bigger firms such as EA and Activision, as well as Valve’s
own games. Its sci-fi shoot-
’em
-up thriller Half-Life 2 has sold 12 million copies since
2004 and is the highest-rated PC game on the Web site Metacritic
.[3]
Steam is a digital games distribution platform which gives consumers centrali...

3. The Problem
3.1 Overwhelming number of games
The average Steam customer has purchased 11 to 25 games in the past 12 months
and had not played 40% of those, according to a survey done by Ars Technica.
[4]
Due to the incessant sales held by Steam, it’s too easy to spend money on all these
games only to realize later that you'll never have time to play them all.
Not all games are equal. Some games aren’t geared with multiplayer features but
have incredible single player storylines and cinematics. Others may have no
storyline but easy to understand mechanics and fun to play for a few hours such as
2D side scroller games. The end result is having a library filled with completed
games or games that have gotten boring that are just collecting digital dust.
...

3.2 Pricing Power
Steam currently takes a minimum of 30% of digital game sales from game
developers to a high 50%, depending on the contract discussed with individual game
developers. Exact figures are not disclosed due to the NDA (Non-Disclosure
Agreement) nature of contracts.
Game developers are able to get lower commission costs from direct ecommerce
channels, however most of them choose to launch of Steam due to Steam’s
perceived popularity.
Despite not pushing any pre-sales through Steam, EA managed to break presales
records entirely through a direct channel. Even though EA is a house-hold name in
the video-game sphere, the important lesson here is that gamers will make
purchases outside of Steam.
[5]
This shows that the idea of getting better sales
through Steam is a misconception.
This type of pricing structure also forces out the little guys, middle to low level game
developers are unable to compete with big gaming companies. They price their
games hig...

3.4 Negative Treatment
Due to Valve’s large market share, they have lost sight of the most important thing
within the gaming industry and neglected both game developers as well as gamers.
They are often cited for mistreating customers such as waiving customer’s rights
to
refunds as a condition for buying software.
[7]
Valve’s worst behavior may be its treatment of artists who sell goods via Steam
Workshop. In 2011, Valve announced it would allow 3D modelers to sell hats, skins,
and items for games like Team Fortress 2, Dota 2, and CS:GO. In 2015, the
company boasted that it had paid out $57 million to 1,500 contributors in 75
countries, a respectable achievement. But given that Valve only paid out 25 percent
of the total, which means the company pocketed $171 million during the same period
from the sale of those same goods.
[8]
Valve slashed the royalty rate for items included in the 5th international DOTA 2
championship to 12.5%, down from 25%. In 2016, it made...

4. The Solution
The PC gaming industry is flourishing and the cryptocurrency market reveals
exponential growth. Vacuum is the explosive combination of the two. We aim to
revolutionize the PC gaming industry and give back the power to the people. We
believe that we can improve the current state of PC gaming without the need of
greedy large gaming companies.
4.1 Buying, Selling & Renting Digital Game Rights
The video game industry has been observing a shift from physical CDs to online
download of digital games. Despite this, used physical games still remain popular.
GameStop, an American video game, consumer electronics, and wireless services
retailer operates 7,117 retail stores throughout the United States, Canada, Australia,
New Zealand, and Europe.
[9]
Used game products contribute to more than half of
GameStop's profit despite accounting for only a third of the net sales.
[10]
...

Taking the concept of the used games market and applying it to today’s digital game
market, we believe that this will create a new market that is currently non-existent.
Through the use of block chain technology, digital game rights can be transferred
between users on our platform.
Vacuum users will be able to buy, sell and even rent out their digital games to other
users. Essenti
ally, we are creating a “second hand” market for digital games. This
allows users to re-sell or rent games that they have completed or bored with to
another user that has yet to try the game.
The game rental market is a very exciting feature. Users will be able to rent games at
a minimum duration, for example 30 days. This allows users to try out games for a
period of time before deciding if they should purchase. Users that put games on the
rental market place can make passive income on games that would otherwise be left
untouched in their library.
...

Vacuum Roadmap

1
2017 Q2
INITIAL RESEARCH & TEAM FORMATION
2
2017 Q3
ALPHA UI LAUNCH
3
2017 Q4
PRESALE & PUBLIC ICO
4
2018 Q1
CREATION OF UI & UX
5
2018 Q2
ALPHA LAUNCH
6
2018 Q3
GAME DEVELOPS OUTREACH & INVITATION
7
2018 Q4
TRIAL & TESTING OF PLATFORM
8
2019 Q1
TEAM EXPANSION, CREATE PAYMENT GATEWAY
9
2019 Q2
BETA LAUNCH
10
2019 Q3
REFINE PLATFORM, BUG FIXES
Alexander Tolkach
Alexander Tolkach Lead Developer

George Stine
George Stine Head of UX/ UI

Todor Karaivanov
Todor Karaivanov Platform Developer

Leon Hong
Leon Hong Frontend Developer

Vinshu Gupta
Vinshu Gupta Blockchain Developer

Maxim Prishchepo
Advisors Maxim Prishchepo CEO at Allmax & Integral

Maxim Prishchepo
Maxim Prishchepo
CEO at Allmax & Integral
Architect
Vinshu Gupta
Vinshu Gupta
Blockchain Developer
Senior Blockchain Engineer
Blockchain Expert
Blockchain Expert
BLOCKCHAIN ARCHITECT