ASOBI MARKET

CONCEPT ASOBI
ASOBIMO has over fifteen years of expertise in on-line game development over 600 workers globally. thisdigital content services do not supply licenses to purchasers, that makes it troublesome to exchange or once a service shuts down, the purchasers lose their content.
ASOBIMO is that the platform the platform for in-game things within ASOBI MARKET. Gamers should purchase or supply in-amusement virtual things solely or through a diversion distributer. Asobimo likewise thought of DApps that furnish a sent nonmandatory substance stage with “Decentralized Security System” (DSS). the blockchain which will provide unquestionable verification of substance possession.
With the platform Asobimo, users square measure assured of secured game item exchange, fair, and trendymarketplace for all types of games and virtual merchandise. You to boot can have the capability to buy and supply digital content, as an example, comics, game things and music that you simply wish to share with others.

Asobimo to boot square measure aiming to build up the primary “Blockchain Game Association” with nations, as an example, China, Choson and Taiwan, keeping in mind to push games and game thingsvictimization blockchain technology. we tend to square measure aiming to get additional ASOBI COIN purchasers by providing bringing for ASOBI game users. Our company’s games have already a lot of active users round the globe. we’ll introduce the chance to shop for and sell game things at our store.
ASOBI MARKET
ASOBI MARKET uses the blockchain technology to provide a protected system to distribute secondary (used) content.
  • Game items
  • Software
  • e-books
  • Music
  • Videos
  • e-tickets

When you shop at ASOBI MARKET, we can guarantee you a safe exchange between secondary (used) content and cryptocurrency through the DSS system.
CHALLENGE
Digital content will once in an exceedingly whereas be too easy to duplicate. however would we tend to allowcontent distribution that works for shoppers, manufacturers and publishers
SOLUTION PROVIDED
Asobimo DApps can give a distributed secondary content platform with “Decentralized Security System” (DSS). Blockchain can give proof of possession of simple content.

ICO AND TOKEN INFORMATION
Token: ABX
Platform: Ethereum
Token Price: 0.01 USD
Token for sale: 8,250,000,000 ABX (50%)
Token supply: 16,500,000,000 ABX
Soft cap: 5,000,000 USD
Hard cap: 50,000,000 USD
Accepting: ETH, BTC, BCH
Restricted countries: China, United States of America

ROADMAP
DEC 2018 Provide ASOBI WALLET.
DEC 2018 Enable the usage of ASOBI COIN in ASOBIMO and other companies’games.
DEC 2018 Launch ASOBI MARKET, Distributed Secondary Content Platform for in-game item trade.
MAR 2019 Provide Distributed Secondary Content Platform for digital books and comics at ASOBI MARKET.
JUN 2019 Provide Distributed Secondary Content Platform for music, movies, e-tickets etc. at ASOBI MARKET.
DEC 2019 Enable the usage of ASOBI COIN in over 1000 games.

CONCEPT : EXAMPLES
Game items
You can sell rare weapons or other game items at our store and then exchange them into cryptocurrency. You can use that cryptocurrency on new games or other digital content.
Manga
You can sell read digital manga at our secondary bookstore and then exchange them into cryptocurrency.
Music
If you have music that you are not listening to anymore, you can easily sell them at our store and then exchange into cryptocurrency.

Digital content market volume (Japan)
Digital content market volume in 2016 increased by 5,7% compared to the previous year. Making it an overall market
volume of 8415 billion yen (67,7% of the whole content market)
Movies:4,2 trillion yen
Games:1,9 trillion yen
Music/Audio:902 billion yen
Images/text: 260 billion yen
other: 1,3 trillion yen
Digitalization rate indicates the steadily expanding proportion of each type of digital content. Games and others are with a total of 100%, videos 96,2%, music/audio 65,4% and images/text 7.3%.

Secondary content market volume forecast (Japan)
Secondary content distribution as a market remains new. this implies there still square measure severalunknown prospects.
The market scale of actual merchandise, like furnishings and books is about fifteen trillion JPY. The secondary (used) market scale is two trillion JPY that is V-day of the first sales.If we have a tendency to expect digital content secondary market to possess V-day of the entire digital content distribution business in Japan, it’llreach one,2 trillion yen.

NAGA VIRTUAL
ASOBIMO and SWITEX Gmbh jointly developed NAGA Virtual, the platform for ingame items inside ASOBI MARKET. Gamers can buy or sell in-game virtual items individually or through a game publisher.
Secure game item exchange
We provide a safe, fair, and modern market for all kinds of games and virtual goods.
Profit back to publishers
At most items trades, the publishers don’t get much profit, but thanks to Switex Japan’s publisher friendly platform, they will get their profit from the traded amount.

COMPANY ADVISORS
NAGA GROUP, a fintech company listed on the Frankfurt stock exchange, issued NAGA COIN and succeeded to reach 50 million dollars in ICO.
TOKENSKY World’s top class Blockchain evens. Tokyo session was jointly organized by ASOBIMO and gathered over 3000 visitors form 26 countries.
DLE Video content production and business produce.Strategic business partner distributed secondary
content in Japan.Listed on Tokyo Stock Exchange ( 3686 )
TEAM & ADVISORS



More information contact :
Author : Luckyman007
ETH : 0x926F93CfdcD7bb3E45233343393d664dC4F5899b

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