In 2017, About $108 billion, in revenues, was forecasted to be generated by around 2 billion global gamers, and 2018 promises an even more exponential rise in revenue for the gaming industry with the advent of new generation of gamers, and their insatiable daily needs giving rise to more productions. The trading of Virtual (computer-generated) merchandises alone generates over $15 billion yearly.
Gamers, in their billions, make up part of this computer-generated merchandises economy. Games like Candy Crush Saga remain a recognized channel for the circulation of virtual goods because of its generation of more than $2 million daily in revenue. Because of the daily rapid growth of the Social Media and online gaming community, there is the need, and a vast opportunity presented, for digital platforms to increase product availability and form strong alliances with brands to develop exclusive virtual goods.
Kim Kardashian, in 2014, launched Kim Kardashian: Hollywood, a mobile game. In the game, one can dress up their avatar to copycat the reality star’s real lifestyle by buying fashion pieces. The patronage of the game got luxury brands’ attention and interests that fashion designs were specifically patterned for the game which generated a whopping $74 million in that year, and almost tripled in the year, 2015.
One would wonder, why don’t we have lucrative partnerships like this trendy more often? The only logical answer would be, where people like to spend time the most is where they will spend the most money.
Blockchain Licensing Marketplace (BLMP) is a Business-To-Business-To-Consumer (B2B2C) company that processes transactions while providing traceable, efficient and secure value. It is revolutionary accredited virtual goods that control a crypto-token machinery built on the blockchain to aid easy transactions of liquid assets in the digital ecosystems.
The creation a stage that enables consumers by empowering and enabling them to be able to procure certified computer-generated goods virtually as they make real purchases will go a long way in answering the much-asked question of how brands can remain significant, receive constant rewards and get royalties from sale and licenses.
The prompt facilitation of consumer transactions, digital platforms, and IP address owners when purchases are made will be an ideal solution in an absolute environment. This will produce an exponential growth through the enhanced patronage it would have generated because of the confidence built for the virtual goods industry.
Because of the degree of resistances (Legal correspondence, transparency, inept procedures, culpability, and confidence) surrounding transactions, BLMP is deploying the world’s first B2B2C computer-generated merchandises marketplace that protects the virtual goods trade link with the tokenization, origin, and design of approved virtual goods. BLMP is using the blockchain technology to tackle these multifaceted problems by enabling the parties involved to have thorough trust in the network.
BLMP has created a platform for the gamer of all interest and sizes can confidently transact or trade with just a click or drag. Consumers can now one cryptocurrency token (EFIK) in all digital networks to secure computer-generated merchandises. You will only be required to create a single account that will be used to access every facet of BLMP platforms.
The EPIK token will be legal tender for the creation, circulation, and trade of approved virtual goods. When you use the EPIK token for trades, every transaction made (previous or present), can be indefinitely traced by you. This creates unvarying trust in the system and with parties involved.