Earn money while playing your favorite games: The ABYSS

in #cryptocurrency7 years ago

Whats up everybody WAJAHAT is here with another exciting blog on The ABYSS. The core team is comprise of Konstantin [Sephiroth] Boyko-Romanovsky as a founder, Vladimir Kurochkin as a president, Artem [Shanni] Veremeenko as an executive producer, Vladimir [Vampkill] Martynov as a chief techinical officer, Evgeny Petrov as a chief marketing officer, Virginia Lam as a marketing lead, Anton Chertikovtzev as a maintenance director, Albert Tugushev as a head of software engineering department, Alexey Kobelev as a tech lead as well as blockchain engineer, Stepan Leshchenko as an art director, Evgeny Kharchenko as a head of customer service and Artem Savin as a human resources manager. In 2016, the video game industry had an income level of 88 billion dollars. The market size was around 94 billion dollars. In 2017, the video game industry increased an income of 100 billion dollars. The market size was around 104.6 billion dollars. In 2018, the video game industry increased an income of 105 billion dollars and the market size is around 119 billion dollars. In 2019, the video game industry increased an income of 114 billion dollars and the market size will be around 139 billion dollars. By 2020, it is expected 6 to increase by 60-80% to reach an income of $168.8 billion. The interactive media includes virtual software, augmented software, mixed reality software, gaming video content and e-sports. The Destiny Games which is a video game company was founded in the third quarter in 2008. The idea of a state of the art game portal company was created in the third quarter in 2016. The testing of the opportunity of blockchain technology integration into the new concept was done in the third quarter in 2017.

The concept of The Abyss as a new generation digital distribution platform was presented in 4th quarter in 2017. The Token Sale was conducted in the 1st quarter in 2018. The Abyss platform development was commencing in the 1st quarter in 2018. An active phase of platform development, legal and financial preparation for the launch of the project and partnership agreements with game projects was done in the second and third quarter in 2018. The first version of the platform with the startup game package, API for project integration, unified bi-currency billing, and unified system of authorization and the first integration of multilevel referral programs was done in the fourth quarter in 2018. An active development, expansion of projects, introducing new systems, the internal CPA Network and detailed reporting system will be complete in 2019. The expansion, motivational programs, content generation, evaluation, auction, syndicates and joint game achievements will be establish in 2020. The current platform for the digital distribution includes STEAM, ORIGIN, UPLAY, KONGREGATE and GOG CD. The STEAM is a Valve developer with general earnings amounted to 3.5 billion dollars in 2016. The ORIGIN is an Electronic Arts developer which contributed to EA's digital net revenue in 2016, which increased to 2.9 billion dollars. The UPLAY is an Ubisoft developer which earned €729 million. The KONGREGATE is a Gamestop Corporation/MTG which is a platform expects annual profits of $50 million for 2017. The GOG is a CD Project which generated profit in 2016 reached 38 million dollars.
The ММО (Massively Multiplayer Оnline) Games earn 198 billion dollars in 2016. In 2016, the mobile revenue was 436 billion dollars while the mobile audience was 272 million. The F2P MMO revenue was 191 billion dollars while the F2P MMO audience was 827 million. The P2P MMO revenue was 43 billion dollars while the P2P MMO audience was 57 million. The social revenue was 75 billion dollars while the social audience was 1528 million. The digital console/DLC revenue was 56 billion dollars while the digital console/DLC audience was 162 million. The premium PC/DLC revenue was 56 billion dollars while the premium PC/DLC audience was 162 million. The gaming video revenue was 41 billion dollars while the mobile audience was 1185 million. The e-sports revenue was 9 billion dollars while the e-sports audience was 230 million. The VR revenue was 1 billion dollars while the VR audience was 47 million. In 2017, the mobile revenue was 503 billion dollars while the mobile audience was 2903 million. The F2P MMO revenue was 215 billion dollars while the F2P MMO audience was 879 million. The P2P MMO revenue was 43 billion dollars while the P2P MMO audience was 55 million. The social revenue was 72 billion dollars while the social audience was 1532 million. The digital console/DLC revenue was 78 billion dollars while the digital console/DLC audience was 229 million. The premium PC/DLC revenue was 53 billion dollars while the premium PC/DLC audience was 186 million. The gaming video revenue was 46 billion dollars while the mobile audience was 1293 million. The e-sports revenue was 11 billion dollars while the e-sports audience was 258 million. The VR revenue was 1 billion dollars while the VR audience was 53 million. In 2018, the mobile revenue was 581 billion dollars while the mobile audience was 3122 million. The F2P MMO revenue was 222 billion dollars while the F2P MMO audience was 891 million. The P2P MMO revenue was 42 billion dollars while the P2P MMO audience was 56 million. The social revenue was 7 billion dollars while the social audience was 1550 million. The digital console/DLC revenue was 8 billion dollars while the digital console/DLC audience was 237 million. The premium PC/DLC revenue was 59 billion dollars while the premium PC/DLC audience was 204 million. The gaming video revenue was 49 billion dollars while the mobile audience was 1352 million. The e-sports revenue was 12 billion dollars while the e-sports audience was 299 million. The VR revenue was 13 billion dollars while the VR audience was 72 million.
The key characteristics of the project includes an increasing of income from a single user, the player also get profits, low entry threshold for the first check, convenience of using tokens, saving money on marketing and gamification of masternodes service.
Website:
https://www.theabyss.com/
Whitepaper:
https://www.theabyss.com/static/docs/theabyss-whitepaper-en.pdf?20171225T165130

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No way! This seems like a game changer!