VReS - The Virtual Reality Electronic Sports
A storm has hit the investment market which we are not going to recover from. Crypto investment is that storm. With strict capital controls in place by most countries to control the flow of money and charge high taxes, cryptocurrency gained usage in circumventing capital controls and taxes, leading to an increase in demand. Cryptocurrency has been able to present an easy to use digital alternative to fiat currencies. Offering frictionless transactions and inflation control, investors have been prudent enough to add these currencies in their diversified portfolios as an asset, as the size of the market does not represent a systemic risk. Cryptocurrency employs the use of cryptography that assures high-security processes and verifies transactions personal to each user. Hence, counterfeiting and anonymous transactions are impossible to achieve.
While this revolution is gaining wide acceptance, VReS (Virtual Reality Electronic Sports), the tokens for VR video games and eSports that will be issued on the Ethereum platform has arrived.
Before I take you on this voyage, please check out this video presentation
Now that I have your attention, let’s get right to it.
What exactly is VReS?
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.
The Aim and Vision
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.
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.
Challenges regarding 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.
4 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.
VR Game Companies
By providing play spaces for enjoying VR, we will boost the popularity and growth of the VR games market. Also, by utilizing the VReS token, we can provide development funding, and incentives to investors such as dividends from game revenues and special edition limited items.
By buying back a given number of tokens from the market, VReS can control the environment which people can buy and use tokens easily and the distribution of tokens in the market.
Token Details and ICO
Currency name: VReS
Currency symbol: VReS
Maximum issue number: 330,000,000VReS
Time period of crowdsale: 2018 Q2
Soft cap: 5,000,000 USD
Hard cap: 30,000,000 USD
Total number of tokens: 330,000,000 VReS
Token distribution ratio
This will be the quantity sold in a presale and main public sale.
As a pool for the team, 15% of the number of tokens issued will be allotted.
The team will be able to use this freely as necessary.
Video game development remuneration
This will be paid as remuneration to the developers who developed the video games in operation on the VReS platform.
Competition prize money pool
This will be allocated as prize money for regularly held VR eSports events.
This will be remuneration for the advisors endorsing and supporting our project.
Various bounty systems have been prepared.
For details, please see the official website.
The crowdsale will be carried out using Ethereum (ETH), and the final token unit price will be set as the ETH rate about two weeks before the start of the main sale.
If the main sale finishes without reaching the hard cap, the remaining tokens will go to a pool for competition prize money for eSports held on the platform, or video game development remuneration.
June 18th - July 31st
Hard Cap: 29,411ETH
Nowadays VR games
First, eSports is an abbreviation for Electronic Sports. eSports is popular in South Korea because it can be enjoyed through the Internet. There is a latency problem in the network, but now many users enjoy games online. For example, a game called DOTA, one of the most popular games in the world, has a world wide competition, and the winner gets a prize.
MEET THE AMAZING TEAM
Be a part of this incredible project. Download the whitepaper for the full scoop.
Till next time…
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Disclaimer: This article was published in terms of the bounty campaign. I am not a project team member or its representative but a supporter of this incredible project.