What is ATTN?
ATTN is a digital ecological platform of e-Sports based on blockchain technology.
ATTN token is the general equivalent in the whole ecological network.
Players can get excellent game/entertainment experience and ATTN token through PVP game platform, guild platform, live broadcast platform and ATTN Mall.
ATTN has the advantage of barrier level in three dimensions: linking the real economic value with project implementation, promoting the popularity of the project to increase the traffic, and expanding the ecological siphon effect.
Through competition, participants can exercise and improve their thinking ability, reaction ability, mind, eye and limbs coordination ability and willpower, as well as the cultivate team spirit.
Except for a few games, there is little room for improvement in payment rate and ARPU. The reason for this situation is related to user demand, but also directly related to the accumulated disadvantages of traditional games.
Some of which are very successful in data and business, and gradually formed a mature business model and release strategy. In particular, in the past two years, blockchain games have developed rapid growth, forming a global distribution of users with a high willingness to pay.
A high penetration rate of e-Sports users and a significant proportion of female users, ranking first among all the surveyed countries. With the e-Sports development, Vietnam pays more attention to the development strategies of e-Sports in China and South Korea.
In recent years, the global market revenue keeps growing, among which the Asia Pacific region brings the highest proportion of revenue, and southeast Asia is the country with the highest game revenue in Asia and the fastest revenue growth in the world.
In addition to the in-app purchase and other paid services launched by game operators, there is potential in the market of games and accompanying games.
The southeast Asian market is expected to double the amount of its current users in the next five years, mainly relying on the opening of the southeast Asian market and attracting more and more foreign investors to invest in it.
The future growth of e-Sports market in southeast Asia and China is mainly from e-Sports ecological market. It is estimated that by 2020, e-Sports ecological market in southeast Asia and China will occupy 37.8% of the market share, reaching 47.5 billion.
Chinese e-Sports market, e-Sports game revenue will still be the main source of revenue in the market for a period of time in the future. Nevertheless, e-Sports market in China continues to increase its share.
ATTN will also carry out diversified ecology in the future online and offline ecology, improve the way of decentralization of e-Sports and games, and serve more players and game developers.
The game’s life cycle is limited, and once the player stops playing, paid virtual property will be lost and wasted. As for game developers, they need to repeatedly attract users, guide users to pay and deal with user loss cycle and repeat.
These rare items can be of great value to the player, either by quickly improving the character’s abilities or by exchanging them for a game currency.
With the continuous development of the game market, the game’s virtual property security has been concerned. The cases of theft and hacker attack are frequent in the virtual transaction, which causes the players’ own interests to be greatly damaged.
Centralized platforms also face the problem of having a mixture of good and bad. Users suffer losses in personal property due to opacity in transactions and problems from unqualified platforms.
The annual profits generated by the game industry are absorbed by manufacturers, game players, professional players, trading platforms and practicing agents, etc. In this ecological environment, game players hardly get any return except for the spiritual satisfaction of entertainment and recreation.
It is very easy for video content and text content to be tampered with or copied. Under the previous content ecology, there are many channels serving as a central content platform to share the labor value of content creators.
Shannon’s “theory of information” helped mankind solve the technical theoretical basis of information quantification.
On the shoulders of giants, human beings built the “information Internet” and completed the decentralization of information transmission.
Due to cognitive differences and the existence of traditional organizations, it is very difficult to quickly reach a consensus mechanism on blockchain technology in the whole mankind.
In terms of individual game players or players and teams in e-Sports events, a large amount of data is generated every day, which allows us to quantify and analyze the e-Sports field.
Unless more than 51% of the nodes in the system can be simultaneously controlled, the modification of records in the block on a single node is invalid, so the stability and reliability of the block 30 chain data is extremely high.
The data records of the blockchain system are transparent to the entire network nodes, and the update operation of the data records is transparent to the entire network, which is the basis for the trust of the blockchain system.
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