Hello everyone, in this new post, I want to introduce you the project Epic, and for more details, let's go to the following discussion:
The biggest and most socially important achievement in recent decades is the Internet, which is hard for us to imagine today. You can treat it differently, but humans really live the transition between our real world and the digital world created. Communication, entertainment, shopping in online shops. And the relatively new direction, but one that is developing very quickly, is the purchase of virtual goods, elements that are not in real life, only in the digital world, but it is important that consumers spend most of their lives time on the Internet. In the last decade, the sale of virtual goods has exploded alongside the exponential growth of social media and games.
The result is a multi-billion dollar market for products that, technically speaking, are not real. Money, however, is very real, with recent estimates putting annual revenues of virtual products at more than $ 15 billion. Virtual goods can be digital stickers used in messaging applications, outfits for your avatar or extra lives in a digital game.
This all-new product category was born as part of the transition to a "freemium economy" where consumers expect to get the services they want free of charge, from information to mobile gaming. Companies still have to pay the bills, and they have become creative in terms of monetization. The traditional approach has relied on advertising, but for many digital businesses, integrated purchases of virtual goods offer a new way of keeping the light while improving the user experience.
For many people, massively multiplayer online games have become important sources of revenue. Web sites have emerged that allow players to use cryptocurrency to buy items such as weapons or real estate.
Games like Second Life, World of Warcraft, Ultima Online and dozens of others offer the opportunity to interact with thousands of players around the world in virtual environments that continue to exist, that a particular person plays or not right now. It will not be surprising that, as with most new trends, young consumers drive growth in virtual goods sales. In addition, the market is much more mature in other parts of the world than in North America, particularly in Asia. Entry into the virtual goods market offers brands a new opportunity to reach these two highly desirable demographic groups and may also present a relatively low risk way of testing new markets.
And the fact that the products do not actually exist is an advantage in itself. This commodity is not limited by the physical limitations of the real world. The time and financial constraints of product development and supply chain concerns are far from over. In many cases, the platform or the developer will do the work of creating the virtual good themselves, all that the brand has to do is to approve. This is because, for these digital platforms, the virtual goods have become an essential way to make money. introduce new content that maintains engagement among users.
EXISTING PROBLEMS
The problem of creating a successful and branded virtual products market is fragmentation. Today, digital platforms function as firm ecosystems and brands are fragmented, operating in silos with little accessibility. In addition, when reviewing license agreements, each brand juggles with very different branding goals such as geographic location, demographics, license fees, marketing power and attractiveness.
VISION & MISSION BLMPBLMP
(Blockchain Licensing Marketplace) is a B2B2C blockchain company that processes B2B2C transactions and provides value through efficiency, traceability and security. BLMP is a pioneer of licensed virtual products and BLMP's mission is to connect the IP licensing industry to digital platforms. BLMP takes advantage of crypto-token technology based on the blockchain to easily produce and exchange liquid values in digital ecosystems.
SOLUTIONS BLMPBLMP
is in the process of solving this complex business problem by creating a vast collaborative network of global brands and digital platforms to facilitate the licensing process. BLMP is ideally positioned for growth because of its relationships with established licensing companies such as Evolution and BDLabs, with a combined total of more than 1,000 customers, partners, properties and brands. The Epik token powers BLMP's blockchain B2B licensing platform and is used by consumers to acquire branded virtual goods.
Finally, apart from the furtive, BLMP has worked hard before the launch and within 3 months, the start-up has created a fully functional product, has gained tons of traction (more than 1000 brands, millions of active users monthly) and has a revenue model that works!
EPIK TOKEN
The EPIK token is the ultimate means of collecting branded items on any digital platform, such as video games, mobile games, virtual reality, augmented reality, social networks and branded emojis. On top of that, this symbolic sale features Token Collectible rewards - something truly unique. Considering he has the lead author of ERC-721 on our team and we specialize in ERC-721 collectibles, we thought it would be cool to reward buyers with collectibles that offer abilities special.
ARTICLES EPIK
The biggest and most socially important achievement in recent decades is the Internet, which is hard for us to imagine today. You can treat it differently, but humans really live the transition between our real world and the digital world created. Communication, entertainment, shopping in online shops. And the relatively new direction, but one that is developing very quickly, is the purchase of virtual goods, elements that are not in real life, only in the digital world, but it is important that consumers spend most of their lives time on the Internet. In the last decade, the sale of virtual goods has exploded alongside the exponential growth of social media and games.
The result is a multi-billion dollar market for products that, technically speaking, are not real. Money, however, is very real, with recent estimates putting annual revenues of virtual products at more than $ 15 billion. Virtual goods can be digital stickers used in messaging applications, outfits for your avatar or extra lives in a digital game.
This all-new product category was born as part of the transition to a "freemium economy" where consumers expect to get the services they want free of charge, from information to mobile gaming. Companies still have to pay the bills, and they have become creative in terms of monetization. The traditional approach has relied on advertising, but for many digital businesses, integrated purchases of virtual goods offer a new way of keeping the light while improving the user experience.
For many people, massively multiplayer online games have become important sources of revenue. Web sites have emerged that allow players to use cryptocurrency to buy items such as weapons or real estate.
Games like Second Life, World of Warcraft, Ultima Online and dozens of others offer the opportunity to interact with thousands of players around the world in virtual environments that continue to exist, that a particular person plays or not right now. It will not be surprising that, as with most new trends, young consumers drive growth in virtual goods sales. In addition, the market is much more mature in other parts of the world than in North America, particularly in Asia. Entry into the virtual goods market offers brands a new opportunity to reach these two highly desirable demographic groups and may also present a relatively low risk way of testing new markets.
And the fact that the products do not actually exist is an advantage in itself. This commodity is not limited by the physical limitations of the real world. The time and financial constraints of product development and supply chain concerns are far from over. In many cases, the platform or the developer will do the work of creating the virtual good themselves, all that the brand has to do is to approve. This is because, for these digital platforms, the virtual goods have become an essential way to make money. introduce new content that maintains engagement among users.
EXISTING PROBLEMS
The problem of creating a successful and branded virtual products market is fragmentation. Today, digital platforms function as firm ecosystems and brands are fragmented, operating in silos with little accessibility. In addition, when reviewing license agreements, each brand juggles with very different branding goals such as geographic location, demographics, license fees, marketing power and attractiveness.
VISION & MISSION BLMPBLMP
(Blockchain Licensing Marketplace) is a B2B2C blockchain company that processes B2B2C transactions and provides value through efficiency, traceability and security. BLMP is a pioneer of licensed virtual products and BLMP's mission is to connect the IP licensing industry to digital platforms. BLMP takes advantage of crypto-token technology based on the blockchain to easily produce and exchange liquid values in digital ecosystems.
SOLUTIONS BLMPBLMP
is in the process of solving this complex business problem by creating a vast collaborative network of global brands and digital platforms to facilitate the licensing process. BLMP is ideally positioned for growth because of its relationships with established licensing companies such as Evolution and BDLabs, with a combined total of more than 1,000 customers, partners, properties and brands. The Epik token powers BLMP's blockchain B2B licensing platform and is used by consumers to acquire branded virtual goods.
Finally, apart from the furtive, BLMP has worked hard before the launch and within 3 months, the start-up has created a fully functional product, has gained tons of traction (more than 1000 brands, millions of active users monthly) and has a revenue model that works!
EPIK TOKEN
The EPIK token is the ultimate means of collecting branded items on any digital platform, such as video games, mobile games, virtual reality, augmented reality, social networks and branded emojis. On top of that, this symbolic sale features Token Collectible rewards - something truly unique. Considering he has the lead author of ERC-721 on our team and we specialize in ERC-721 collectibles, we thought it would be cool to reward buyers with collectibles that offer abilities special.
ARTICLES EPIK
Epik articles are special items that are unique in nature. Epik objects are secured and stored in the blockchain. Collect different EPIK items in various digital platforms and view them anytime and anywhere in the EPIK App.
PORTEFEUILLE EPIK
Proprietary backstage technology inside the EPIK application. The EPIK wallet is used to buy, exchange and collect EPIK objects in your favorite games and social platforms.
Proprietary backstage technology inside the EPIK application. The EPIK wallet is used to buy, exchange and collect EPIK objects in your favorite games and social platforms.
SITE WEB: https://www.epiktoken.io/
WHITEPAPER: https://www.epiktoken.io/assets/pdf/BLMP_whitepaper.pdf
FACEBOOK: https://facebook.com/EpikToken
TWITTER: https: // twitter. com / epiktoken
TELEGRAM: https://t.me/EpikToken
Author: Tejo_surty
Eth Address: 0xF9BC056454948A5D645c86708243A9C7d9578334
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