The Ethereum-based token, ERT, is geared towards the esports community and will power their one-stop service platform for game and hardware merchandise, in-game items, licensed betting, and exclusive, physical esports training university.
Speaking about the need for such a service, chief esports officer and co-founder Benjamin Föckersperger says:
“Never has there been a platform where gamers and fans can share, curate and enjoy cool content together, or even participate in and contribute to esports events. There will be a shop for your favourite esports team’s merchandise as well as hardware, chairs, coaching lessons, or betting on your favourite team. You decide which offers you want to participate in and which you don’t like. All our users can participate in creating content for those areas by writing guides or producing videos. They get paid in ERT for their contribution which can be cashed out from ERT to FIAT (i.e. traditional currency) through several exchanges or our site at the current value of ERT for that day and time.”
Esports: An Unprecedented Industry
The platform already has a strong market to build upon. The esports is one of the fastest growing industries in the world, with Slingshot reporting that the 2017 Mid Season Invitational brought in 364 million unique viewers online.
Phillip Geppert, CEO and co-founder of the platform, said these kinds of numbers are almost unheard of:
“Where one single event, the Mid Season Invitational in League of Legends attracted 364 million unique viewers. And this is just one event — there are dozens every year. These numbers are only matched by FIFA World Cup Games and the Super Bowl. Big brands and even well-known sport teams invest into esports and the younger target group, which is very attractive for almost every business out there.”
And with an audience like that, the esports betting industry is booming as well.
In 2016, the global volume for betting on esports exceeded 5 billion euros. In fact, the UK gambling authorities published a white paper on esports betting, which showed that 42 percent of the wagers placed on esports events were actually from female customers. This reflects a rare opportunity to create a product for a whole generation — free of the traditional marketing strategies that tend to focus on just one gender or age group.
Educating New Gamers
The platform aims to help both new and existing gamers navigate the various tournaments and their communities. They will also help improve their gameplay, share content with their teams, and prepare for them important tournaments.
Upon reaching the 20 million euro funding milestone in their push for 25 million euros, the company will open a physical esports center in Berlin. Any user may apply online for challenges held at the center, and possibly qualify to become a pro player in one of their CS:GO or LoL teams. They will also hold subscriber-only competitions and raffles for various prizes, including trips to live tournaments and opportunities to play with esports athletes.
Find out more at https://the-esports.com/