Disrupting In-game content - FinTech Profilesfintechprofiles.com/FT01/Shreyas/FT500-Shreyas...
Transcript of Disrupting In-game content - FinTech Profilesfintechprofiles.com/FT01/Shreyas/FT500-Shreyas...
Disrupting In-game content
A new way to engage gamers & gaming ecosystem from across the globe
Peppercorn
#Team Peppercorn
The Problem
User Frustration
1. Residual in-game currency, resources can’t be combined for use in other games.
2. No safe, secure option to sell game account when bored/achieved legendary status.
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Launch Growth Maturity Decline
INT
ER
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TIME
Gaming Lifecycle
Target Market
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Solution
We propose to create a platform to help monetize in-game contents & create incremental revenue streams for Game Developers, Publishers, and Gamers worldwide
‘EK’ Coin
‘EK’ Coin is a crypto-based Utility token that makes in-game currency fungible.
Technically pegged to SGD 0.10
‘EK’ Platform
‘EK’ Platform is an auction place that
facilitates fast, secure, convenient auction of game accounts, and
rare in-game resources.
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एक एक
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‘EK’ Coin – Aimed at Dormant Accounts
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Eligibility Criteria for being classified asmonetizable Dormant A/C:
• Players who have not logged in to the gamein the last 180 days
• Have made at least one in-game purchase inthe lifetime of the account.
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70%
15%
15%
Revenue Distribution
Player Developer & Publisher
Ek Technologies Pte
Dormant A/c Business Model - Supercell
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‘EK’ e-Auction Platform
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Flow slide
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30 Mil Customers paying $10 Listing Fee: USD 300 Mil
30,000 Gamers will have successful bids,
averaging $100 per transaction – 3 Mil
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○ Gamers need a legitimate way to cash out residual in-game resources, which can't be combined for use elsewhere -'Ek' coin, which is our Crypto-based utility token offers the easiest, safest means for fungibility.
○ Gamers need an authentic, secure, and trust-worthy platform to auction their game accounts, and rare in-game resources - 'Ek' platform addresses this problem through its e-auction market place using SmartContracts, and Oracle.
Summary
A new way to engage gamers & gaming ecosystem from across the globe
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Phases
A new way to engage gamers & gaming ecosystem from across the globe
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Peppercorn
#Team Peppercorn
Timeline
Our three-year action plan
2018
Ideation & Early Funding
Jul, 2018
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Proof of Value
Sep, 2018
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MVP – ‘Ek’ Coin & ‘Ek’ Platform, ICO
WhitepaperDec, 2018
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2019
Phase I
Sep, 2019
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Phase II
Mar, 2020
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ICO – Token Sale Begins
Feb, 2019
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2020
Value Capture Phase II
Jul, 2020
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USD (112,900)
USD 3,350,000
Value Capture Phase IDec, 2019
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ICO – Token Sale Ends
Mar, 2019
Testing
Aug, 2019
USD 12,506,250
USD 50,118,750
USD (2,065,200)
#Team Peppercorn
Financial
A new way to engage gamers & gaming ecosystem from across the globe
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Peppercorn
#Team Peppercorn
Financials
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NPV: $91,279,276.38, 2 Years Future Cash FlowDiscount: 8%
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25+ Person Years of Experience (Combined)
Dheepak Rajoo
18+ Years of experience inBanking, Insurance,Business Services
Skills: FinTech, ProgramManagement, BusinessTechnology Management
Learning to game from my10 Yr old
Shreyas Jani
3+ Years of Experience inFinance & Banking
Skills: FinTech, FinancialEngineering, TechnicalAnalysis
Avid Gamer
Dhirendra Chaudhari
4+ years of Experience inEquities, Banking &Constructions
Skills: ProjectManagement, Consulting,Business Analysis
Casual Gamer
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Market Opportunity
$78B○ Market Size – USD 90 Bn by 2020.
Current levels: 78 Bn
○ Japan: 12 Bn (15%)
○ Europe: 11 Bn (14%)
○ Remaining – US (25%) & China (27%)
○ Revenue models will largely be in-game purchases – insights, as per Clairfield
○ CAGR of the global gaming industry is 5.6%
$90B○ Largest markets are Japan, US, China
○ Europe – Germany, France, UK has a small market
○ Market segment is divided into hardcore, casual, mass market
○ 70%-80% of industry revenues come from hardcore gamers (typical annual send Euro 1100 – 1400)
○ 15%-25% from casual gamers (price sensitive, often has no time)
○ 5% revenue of industry revenues come from mass market
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⚫ Two Tokens:− EkCoin – Utility Token
− Single Game Token (SGT) –Investor Token
⚫ All tokens are Pre-mined⚫ ICO Goal: USD 3 Million⚫ Issue 25 Million Tokens @USD 0.1
⚫ First preference will be given to Angels
⚫ Reference: Gawooni (Development & publisher of games) – Ambitious plans to list complete gaming ecosphere (Listed in Feb 2018, raised $6 Mil
ICO & Reference
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ICO ICO Plan
Fund-Raising approach, and public reference
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Data, Assumptions & Risks
Revenue of Supercell: 2Bil as off Yr-ended 2017
Unit cost of hosting assumed at: 0.24 per user (IT cost is 10% of Top line, Infra makes up 60% of overall IT costs)
Active Userbase: 100 Mil
Dormant Userbase: 200 Mil
Total Userbase: 500 Mil
Benefit 1: 200 Mil customers, 9.6 Mil customers (5%) – Average in-game resource $5 ($50 Mil – Share in Revenue: 30%)
Benefit 2: 30 Mil customers will bid, out of which 1% will have successful bids (30k)- One time listing fees & Tx fee
Benefit 3: Saving of Multi-tenancy cost for 200 Mil customers
Avg in-game currency assumed as $5 (irrespective of hard currency type)
Dormancy assumed: 180 Days + at least one micro-transaction
AWS Storage costs (PPU) – assumed, and needs to be computed based on real projections
Development costs assumed at 50% of overall project cost
Blockchain, Smart contracts, Tokenization, API factory – will be built using 3rd party service provider
Assume that game developers will allow fungibility of in-game resources/games accounts/rare items (IP)
ICO will be listed in Singapore – future regulation is unknown (Ek coin as utility token, SGT as investor token)
Keeping away Hackers, IP sniffers, Gamers with malicious intent (On-going ethical hacking)
Delivery Risks (Governance to be put in place), Industry Mentor