Demand
Each year, 55 million people enter a sweepstake to win a prize.
Each year, 55 million people enter a sweepstake to win a prize.
0.5% of all Instagram posts advertise sweepstakes.
Approximately 85% of adults have played a game of chance to win a prize at least once and 60% in the past year.
Globally, 26% of the population regularly plays such games. (1.6 billion people) and 4.2 billion people do so at least once every year.
Fast Growing Markets
$300 billion per year globally with 10% CAGR
$55.38 billion at its peak, with the average growth of GameFi at 180%
This market has reached as high as 3 trillion
An emerging 2 billion market and expected to expand at a compound annual growth rate (CAGR) of 21.9%
$300 billion with a CAGR of 9.24%
$81.08 billion with a compound annual growth rate (CAGR) of 10.4%
Features
We will reach out to partner with game developers to run e-sports competitions for their games using the Doubloon token. We are also considering developing in-house games.
The token will initially be distributed free to those who participate in e-sports contests to win it; this will help build an early user base, adding value to the network.
Constantly expanding the number of games you can win Doubloons by competing in ensures that the token is always relevant and continues to build an audience long-term.
Our partnerships team are always looking to expand our tokens utility by helping other companies integrate our token into their products.
Deflationary Tokenomics
Giving away tokens for free through e-sports competitions initially is a fair way to distribute tokens, and it is excellent advertising to attract a user base and promote the token. However, this model is not sustainable long-term.
We plan to transition from the free distribution of tokens during the promotional stage of the token to a system where tokens are used to enter e-sport competitions.
We will charge a small fee in Doubloons for each person joining the contest, and the rest will be given back in prizes; this allows us to take Doubloons out of circulation each time they are used, adding a deflationary dynamic to the supply of Doubloons.
Tokenomics Loop
Users get tokens and use them to enter e-sports competitions.
We partner with developers to add more PVP games to our contest network to help engage our user base.
By promoting the game to their user base, we get free advertising and new users of the Doubloon Token. They also get free advertising to our user base.
The games remove tokens from circulation, reducing the supply on the market and stabilising the price.
An elastic supply with real-world demand for the token might allow us to stabilise the token value once we get enough users of our games.
However, holding the token itself should not be done for speculation. Maintaining its utility for its use case is the motivation for keeping it stable. Its utility is for entering PVP game competitions.
Don't expect profits derived from the efforts of others in this case. This token is for people who love games.
In the long term, if you have skills in those games, you can win back more than you spend to enter the contests. Some exceptionally talented people might even make a living doing this full-time.
However, if you want to grow your capital through a buy-and-hold strategy, you should invest in a regulated stock market. This is not an investment product. Only buy the token from the secondary markets if you plan to use it to play games.
Thank you.
The Team
Managing Director
UX/UI Designer
Partnerships
Public Relations