• Gaming
  • Media
  • Social network
  • Sport

ZoneX eSports Platform 3/5 (1) - eSports platform and social network

The main problem of the eSport industry is that although it has an audience of 323 million people worldwide, the amount of professional cyberathletes is 10.000 at best. At that South Korea - where eSport is in fact a national sport and where cyberathletes are recognized better than the world football stars - holds the 5th place among the countries with the biggest number of professional gamers. USA, which is not actually a leading region in eSport a both per the market size and per leading cyberathletes and teams —, has just as much of the professional cyberathletes as all the Top 5 regions combined. The low number of cyberathletes is explained by a number of issues which prevent...

Token sale ended

3.0
Hype2.0
Security3.0
Team3.0
Vision4.0
  • Token: ZoneX eSports Platform / ZNX
  • Price: 1 ETH = 10 000 ZNX
  • PreICO start: 19 Mar 2018
  • PreICO end: 8 Apr 2018
  • ICO start: 16 Apr 2018
  • ICO end: 6 May 2018
  • Country: British Virgin Islands
Report Changes

Please rate this

The main problem of the eSport industry is that although it has an audience of 323 million people worldwide, the amount of professional cyberathletes is 10.000 at best.
At that South Korea – where eSport is in fact a national sport and where cyberathletes are recognized better than the world football stars – holds the 5th place among the countries with the biggest number of professional gamers.

USA, which is not actually a leading region in eSport a both per the market size and per leading cyberathletes and teams —, has just as much of the professional cyberathletes as all the Top 5 regions combined.

The low number of cyberathletes is explained by a number of issues which prevent the market from developing in a proper manner. First of all, the market is not uniform. The developers and the cyberathletes view the future of the industry differently. The order and rules of some tournaments do not meet all the expectations. To put it simply, there is no single operation center which could control the industry and its development. There are no rules, conditions or laws accepted by all the parties involved. In fact, the only party that has a monopoly on the ‘rules of the game’ is the developer himself, who can change the rules at any given moment. The developers can ban players, prohibit companies of their choosing to broadcast the tournaments, invite the teams, which they think could boost the ratings of the broadcasts, etc.

At the end of the day, it hurts only the cyberathletes, viewers and organizers of some of the tournaments.

Also the negative effect on the development of the market is caused by popularization of specific games in different countries. For example, USA has much more eSport disciplines than China and South Korea, despite smaller audience and lesser popularity of eSport in general. China and South Korea prefer Dota2 and League of Legends, while USA prefers Call of Duty, HALO, CS:GO. It means that such genre as MOBA is popular in Asia, while the USA cyberathletes prefer Shooters. In the end, the audience from USA does not care for Asian tournaments and the Asian audience does not care for American ones.

And It Is only the top of the iceberg. There is a significant amount pf micro-problems that create much more global ones.

Currently the eSport Industry faces a significant amount or issues, Starting from smaller ones, which seem to be insignificant, dawn to the global ones, wich affect the whale industry and hinder its development.

In fact, each — even the smallest — problem affects the global ones. A number of tiny problems create one big issue.
Even now, the online tournaments are not developed enough, though the technologies and internet connection provide enough resource to hold online tournaments of any scale and In any amount possible, just as the LAN tournaments.

Lots of powerful, talented and promising cyberathletes do not have even a single clue of how they could enter the professional arena and so they sit in front of their monitors instead of earning the money that the professional cyberathletes get.

We believe that these are the problems which prevent the eSport market from developing in full. It is a subjective view indeed: however it is based an a long-term market observation, The developers’ announcements, interviews with cyberathletes, investors, analytical articles and the must important – the opinion of the amateurs, young guys who wish to enter the professional arena and provide for themselves by playing their favorite games.

The main objective that we set for ourselves and the project is to give absolutely everyone a chance to build a career of a professional cyberathlete.

Tournaments
The platform will hold various tournaments.

1. Tournaments, where entry fees form the prize fund. 15% of each fee is the platform’s commission, 5% of which goes as a payment to the judges, other 5% pays off the public announcers’ work, 5% goes into the surplus fund of the platform to pay premium to the journalists and cosplayers. 85% of the prize fund will be distributed between the finalists.

2. Elimination tournaments are for those who have not bought ZNX tokens yet or are not able to do so. After the elimination tournament a player can enter a tournament with a prize fund.

3. Free tournaments organized by the platform. This type of tournaments is held for a marketing purpose and it provides the new participants of the platform with ZNX tokens.

4. Sponsored tournaments. The prize fund and the prizes for these tournaments are provided by the sponsors and partners. Participation in the sponsored tournaments is free. The prizes are provided in the form of goods or services, crypto currency, fiat money, platform tokens or partners’ tokens.

Sponsors
The sponsors can sponsor the tournaments on the platform, providing their own goods or services, crypto currency, fiat money or tokens as prizes.
Participation in the tournaments is free of charge for the cyberathletes. Just like the paid tournaments, 85% of sponsors’ resources comprise the prize fund, the rest goes to public announcers, judges and platform as a commission per 5%.

Partners
The partners can sell their goods or services in the platform’s shop or in the profiles of the popular cyberathletes (upon an agreement with the cyberathletes).
All the participants of the platform can buy the goods or services of the partners with ZNX tokens.
The partners’ tokens can be used as currency on the platform based on the current ZNX token and the partner’s token exchange rate.

For example:
Price of entering a tournament with an entry fee = 10 ZNX tokens.

ZNX token rate = $1 and the partner’s token rate = $2.

You have 5 partner’s tokens at your disposal which can be used to pay an entry fee to participate in the tournament.

Automatic exchange of the tokens is done from the platform’s surplus. In the end the partners’ tokens will be sold on exchange and the revenue will be the platform’s income.

Team

Mikhail Karkhalev

CEO & Founder

Konstantin Egorov

Chief Technical Officer

Nikolay Simonov

Chief Commercial Officer

Aleksey Ipatov

Front-end developer

Anton Repushko

Back-end developer

Elina Kayumova

PR-manager

Ratmir Shangin

Tournament organizer

Dinara Gimadova

Community-manager

Azamat Mukhametshin

Content-manager

Advisors

Mikhail «Dosia» Stolyarov

Professional esports player of Counter-Strike:Global Offensive in the team "GambitEsports". Member of the Russian National Team in CS:GO.

Robert «Ufenok77» Fakhretdinov

Professional eSports FIFA player, the team Loko eSports.

Will O’Brien

Adviser on the blockchain and smart-contracts.

Saeed Sharaf

CEO eSports Middle East

Partners & Investors

Milestones

  • April, 2017
    Creation of the ZoneX brand. Creation of the project concept. Market analysis, business planning, team building. Pre-acceleration of IIDF.
  • August, 2017
    Start of the project development.
  • March, 2018
    PRE-SALE
  • April, 2018
    TOKEN SALE
  • July, 2018
    Official launch of the ZoneX project. Holding first 5 tournaments on 5 games with prize fund of $10 000 each.
  • August, 2018
    Holding tournaments for 15 most popular eSport disciplines.
  • September, 2018
    Holding tournaments for 30 most popular eSport disciplines. Launch of the transfer section of the platform.
  • November, 2018
    Holding tournaments for 50 most popular eSport disciplines. Launch of personal shops on the cyberathletes’ profile pages.
  • December, 2018
    Award ceremony for the best cyberathletes following the results of the first year of the platform functioning.
  • Q1, 2019
    Creation of professional teams and draft ofcyberathletes for CS:GO, Dota2, FIFA, League of Legends and Hearthstone.
  • Q2, 2019
    Launch of monetization for coaches and referees. Launch of a shop for partners on the platform.
  • Q3, 2019
    Confirmation of the professional teams’ line-up. Participation in the first qualification matches on the professional eSport arena.
  • Q4, 2019
    Launch of streaming on the platform. Launch of news feed. Launch of monetization for the cosplayers.
  • 2020
    Launch of ‘ZoneX League’, the world’s first international amateur eSport league on 25 most popular eSport disciplines.

Token

  • Platform: Ethereum
  • Price: 1 ETH = 10 000 ZNX
  • Accepting: ETH, BTC, BCH, LTC, XMR, DASH, ZEC, XRP
  • Token distribution: 60% - Token Sale 20% - Team 15% - Pre-Sale 5% - Bounty & Advisor
  • Soft cap: 1,000,000 USD
  • Hard cap: 5,000,000 USD

Proof Points
3/5

Prehistory of project

No prehistory of project were found.

Product or its MVP

No working product or its MVP are presented at this moment.

Blockchain experience

Will O’Brien – Advisor at P2P Carsharing Darenta – http://darenta.io
– Blockchain and Communications Consultant at Biznet – https://erpblock.io/

Escrow

No escrow information were found.

Comments

Updated 29.04.2018

Media

We use cookies to give you the best online experience. By agreeing you accept the use of cookies in accordance with our cookie policy.