VReS- Virtual Reality Electronic Sports

Blockchain technology is a transparent digital transaction book and records that are immune to modification or deletion. Offering additional features of increased security, cost reduction, time efficiency and error tolerance, the chain-chain grew, fluctuated in 2017. The utility of blockchain technology is unlimited, triggering an increase in the list of companies, industries and government studying its potential adoption. A block-chain is an immutable public book that records digital transactions.


VReS (Virtual Reality Electronic Sports) are tokens for VR video games and eSports that will be issued on the Ethereum platform. Using VReS tokens, players will be able to participate in eSports competitions, receive remuneration, and receive tips. Furthermore, viewers will be able to not only watch matches but also place bets on certain matches, and this will create new economic incentives for players. A new ecosystem will be created based on this going forward. By developing a comprehensive platform targeting the VR video game market, we will make it possible for both players and viewers to engage in networking, spectating, and cheering with regard to VR eSports, and to enjoy exciting VR video games. In addition, through this project, the aim is to provide a decentralized platform that will serve as the global standard in Asia, Europe, and so on, and to popularize eSports in VR.

In tracing the history of VR, head-mounted displays and other hardware for experiencing VR are still far from being widespread in the market.

This is especially apparent with regard to hardware. In the United States, while Hollywood has been proactively investing in the field of VR, the market is still at a very early stage.

In China, which has the largest market after the United States, although hardware manufacturers are steadily emerging, each manufacturer has been deploying a different platform so there is a lack of content. The same can be said of cryptocurrencies.

The field of VR does not have any content that can be considered “killer” so it is difficult for companies to formulate business plans and determine scale.

Also, from the perspective of users, there are few opportunities to experience VR, and as such, the environment enabling the provision of VR content is limited.

Furthermore, in terms of VR content, there are few examples of success that can be shared with the world, so the necessary criteria for making decisions regarding VR is vague.

One issue that many companies are facing with regard to VR is the “method for moving” Something that people who have tried VR have perhaps experienced is that in VR spaces, moving with an ordinary controller sometimes causes vection, visually induced self-motion illusion, and this sometimes causes “video game motion sickness.”

In the case of experiencing VR video games from a first-person perspective, the size and location of the VR space in the real world(a home or an entertainment facility) has an impact on design.

Four platforms designed to popularize VReSports

Multi-device Matching System

The VReS platform enables players to do matchmaking all over the world even with users who play with different devices.Currently players can send matchmaking requests to players who are online and also players can find matches while doing VR chat.Also players can bet with their own tokens when they play.

Tournaments and Prizes

In the VReS platform there are various competitions and players can get tokens as a prize.

Not only in an official competition but also there are competitions held by sponsors and ranked competition, and it enables players to attend the competition by using token.

Also players can hold competitions on their own without administrators. And by using blockchain and Smart Contract, it makes it possible to automatically guarantee the result of the match and prize payment.

Spectators VR Game and Sports Betting

It’s different from existing eSports, as VReS enables spectators to watch the matches in the game by entering the world(space) of VR game.

And spectators can pay tips to players and teams with tokens.

Also spectators can do sports betting on the result of the match and competition. The odds will be calculated based on the history of the matches stored in the blockchain, and prizes will be paid automatically via Smart Contract.


Currency name: VReS

Currency symbol: VReS

Maximum issue number: 330,000,000VReS

Blockchain: ERC20

Soft cap: 5,000,000 USD

Hard cap: 30,000,000 USD


June 18th – July 31st

Price: 1ETH=3,400VReS

Hard Cap: 29,411ETH

Minimum: 0.5ETH


Above you can see the roadmap — how the team sees their nearest and long-term future.


Team seems to be the strongest part of this project. It consists of innovative and talented people. Of course I cannot complain if we talk about their professional level, guys indeed are experts on their field.

The motto of our team is “plus ultra.” Plus ultra: aiming to reach as yet unseen new worlds that lie beyond, continuing to strive for excellence every day, and never being satisfied with existing devices, technologies, solutions, and content. The aim and the vision that we would like to realize is familiarizing more people with the freshness, fun, and interestingness of the technology VR, seeking the spread of eSports through VR more than anyone else, and taking action in this regard going forward. Be a part of this tremendous project and follow these links for more information;

Website: http://vres.io/

Whitepaper: http://vres.io/VReS_SERVICE.pdf

Facebook: https://www.facebook.com/vres11/

Twitter: https://twitter.com/ProjectVres

Telegram: https://t.me/vres_ico

Instagram: https://www.instagram.com/vresofficial/





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