SECURITY OF PLAYERS
The biggest problem in every online game is cheating, either financially (credit card frauds) or in-game cheating. We aim to eliminate the risk of the former by decentralizing transactions on the basis of ethereum blockchain; while in case of the latter, we are planning to eliminate in-game cheating by means of strict KYC software monitoring, using our own artificial intelligence
Financial transactions of players will be conducted by smart contracts running on Ethereum blockchain, the execution of which cannot be manipulated externally, thus they are executed in accordance with pre-coded outcomes.
- Fast payments
- Secure transactions
The artificial intelligence developed by us will analyze the outcome of every match and determine the result of the game. Parties may accept this outcome or place their complaints.
- Client based app filtering
- AI based match filtering
- KYC based user filtering
The platform will be developed divided into several regions in order to keep pings low and distribute network load. The regions are planned to be the following:
- North America
Gilgam.es Ltd. is developing a platform independent E-Sport platform. This platform will allow every e-sport fan to make some profit from their skills. Using the platform is very simple.
“Esports is the biggest disruption to hit our industry since the iPhone in 2007” The traditional focus of game publishers has been on the gamers themselves, who spend money directly in or on their titles. More recently, publishers have put another group at the center of their marketing effort: the content creators who create and share game video content on channels such as YouTube, Hitbox, DingIt and Twitch. This group has proved to be a valuable and cost-effective marketing tool for publishers, bringing increased attention and players to their games. Esports is a prime example of this. Esports competitions and the content around them help publishers to grow engaged and active communities around their titles, prolonging the lifespan of their gamers and transforming their titles into true entertainment brands. The number of viewers can easily outnumber the number of gamers and could provide as much monetization opportunities as the players themselves.
The global eSports market generated $748M in revenue in 2015E, and is expected to grow to $1.9B by 2018E. North America and Europe comprise 52% of the market as they continue to rapidly invest in the space.
One American analyst even predicts that the eSports market in the U.S. alone will grow from $85M in 2014 to $1.2B in 2018, a compound annual growth rate of 93.8%.
Presale will starts 06/13/2017 12:00 CET
Whitepaper Translations (More on the way)
Chinese Whitepaper: https://ico.gilgam.es/whitepaper/Gilgam.es.whitepaper.cn.pdf
Articles on Gilgam.es
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