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Author Topic: 🎮🎮🎮KAMAGAMES TOKEN SALE | 100M Players | $57M Revenue 🎮🎮🎮  (Read 36269 times)
Torontello
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October 14, 2018, 08:31:20 PM
 #1761

I can't understand why they raising money on ICO if they have so big revenue from their games? They have enough money without token sale. They just can distribute tokens through airdrop to players for example if they want to implemente tokens into their games. I don't know why people which don't playing in games need tokens? Or token holders will get some % of profit (like dividents etc.) ?

1. This is not ICO
2. The token sale is needed for marketing not for funds raising (here you are right saying that Kamagames has enough money without a token sale)
3. Why do they need to give free airdrop if they could sell KGT for 1 USD?
4. If you don't play now then a) you may play later if buy KGT or b) you may want to make a gift to your friends who like such types of game or c) you may sell in on dex
Yes nor Token sale for Gamers. They are here to promote their token and ofcourse the back up of all industry the Blockchain Tech under the Smart Contract of Ethereum. But thanks anyways for sharing this.

 
This is said about the goal of KGT token sale in WP:
"The current annual profit of the company is already very robust and is
unlikely to be adversely affected by the outcome of the planned
KamaGames Token sale. Due to the KamaGames Token sale being
managed by a separate team, it is not expected to influence the overall
company performance, development and market success. However, we
want to offer you an opportunity to buy our in game virtual currency at a
lucrative rate"
The team of KamaGames has stated that it intends to achieve with its Token KGT improve the level of product quality within the online social casino games market. Starting from its Top Pokerist product achieving better interaction with players.

After reading White Paper and paying attention to Roadmap it makes sense to me what it propose with the release of its KGT token.
If anyone has asked, How successful businesses create their products for free for everyone? KamaGames is a model and a good case study.

You're right but why 'for free'? Kamagames uses the typical "freepay" model of monetization its products. Many mobile games developers use it. For example Clash Of Clans game. The principle is simple: you can download the game for free + few chips will be given for free for the start BUT then you shall pay for every additional chip.
I was referring to KamaGames White Paper page 40. "KamaGames' ultimate goal is to raise the bar of product quality within the online social casino games market, attracting new players to enjoy market-leading, free-to-play games".

I have not had the opportunity to check the product but I am anxious to do so. Thanks for the feedback!

"Free to play" is an innocent marketing trick. Yes, a player may play for free, but its made only for one reason to get a player to engage into the game deeper and deeper until the moment he/she buys additional options (Chips in case of Kamagames).
bitcomaster007
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October 14, 2018, 08:36:26 PM
 #1762

You can easily simulate the situation in which KamaGames captures new markets (for example, Asia), the number of players is growing, everyone needs tokens. In this case, the value of tokens will increase greatly.

The most exciting except growing the number of players is the rule about burning KGT. As it declared in the WP, KGT tokens, after being exchanged into chips, are no longer valid and will be “burned”(removed from the circulation).
daladno12
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October 14, 2018, 08:42:00 PM
 #1763

You can easily simulate the situation in which KamaGames captures new markets (for example, Asia), the number of players is growing, everyone needs tokens. In this case, the value of tokens will increase greatly.

The most exciting except growing the number of players is the rule about burning KGT. As it declared in the WP, KGT tokens, after being exchanged into chips, are no longer valid and will be “burned”(removed from the circulation).


Yes, you right. So what factors will have the up pressure on the KGT value? Let's count them:
1. Growing number of players will lead to the growth of demand on in-game chips and KGT consequently.
2. The burning of KGT reduce the supply
3. The growing rate of KGT-to-chips exchange until x11 in 36 months.

what else?
Sergey69ay
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October 14, 2018, 08:47:48 PM
 #1764

Another factor is the growth of the overall market. 2.3 billion players across the globe will spend $137.9 billion​ in 2018. This is an increase of +13.3%
from the year before, which was $16.2 billion.
Ardazello
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October 14, 2018, 08:51:24 PM
 #1765

I would add one more factor that will allow Kamagames to benefit from the market growth. The company’s technical experience has already allowed KamaGames to create a working, sustainable economic model that has been generating a growing profit for 8 years. Without such experience, a company could not be able to properly support a big growth.
Viscera
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October 14, 2018, 09:13:18 PM
 #1766

You can easily simulate the situation in which KamaGames captures new markets (for example, Asia), the number of players is growing, everyone needs tokens. In this case, the value of tokens will increase greatly.

I think you right regarding new markets (like China + India). But the most important is the rate of crypto adoption among kamagames's players. AS we all hope crypto market will be growing so the number of people who could understand all benefits of KGT too.
It's all matters in crypto users. If they can adopt crypto as much as they can, We could see a mainstream adoption and another thing KGT is going to make history in the only gaming industry.
Torontello
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October 14, 2018, 09:13:45 PM
 #1767

You can easily simulate the situation in which KamaGames captures new markets (for example, Asia), the number of players is growing, everyone needs tokens. In this case, the value of tokens will increase greatly.

The most exciting except growing the number of players is the rule about burning KGT. As it declared in the WP, KGT tokens, after being exchanged into chips, are no longer valid and will be “burned”(removed from the circulation).


You don't count the fact that in-game chips are not being removed from circulation. For example, you exchange your KGT to chips and play, someone finally will win all your chips the result this lucky man don't need to buy chips (or KGT).  
Ardazello
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October 14, 2018, 09:17:59 PM
 #1768

You can easily simulate the situation in which KamaGames captures new markets (for example, Asia), the number of players is growing, everyone needs tokens. In this case, the value of tokens will increase greatly.

The most exciting except growing the number of players is the rule about burning KGT. As it declared in the WP, KGT tokens, after being exchanged into chips, are no longer valid and will be “burned”(removed from the circulation).


You don't count the fact that in-game chips are not being removed from circulation. For example, you exchange your KGT to chips and play, someone finally will win all your chips the result this lucky man don't need to buy chips (or KGT).  

Good point! So only the exponential growth of kamagames players could absorb inflation of in-game chips. Or maybe we don't know everything about game process. Maybe players pay some commision (nominated in chips) to get access to "the table".
daladno12
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October 14, 2018, 09:22:54 PM
 #1769

You can easily simulate the situation in which KamaGames captures new markets (for example, Asia), the number of players is growing, everyone needs tokens. In this case, the value of tokens will increase greatly.

The most exciting except growing the number of players is the rule about burning KGT. As it declared in the WP, KGT tokens, after being exchanged into chips, are no longer valid and will be “burned”(removed from the circulation).


You don't count the fact that in-game chips are not being removed from circulation. For example, you exchange your KGT to chips and play, someone finally will win all your chips the result this lucky man don't need to buy chips (or KGT).  

Good point! So only the exponential growth of kamagames players could absorb inflation of in-game chips. Or maybe we don't know everything about game process. Maybe players pay some commision (nominated in chips) to get access to "the table".

Surely there are commissions otherwise Kamagames could not generate even dollar of profit because chips would circulate from player to player and no one buy new chips except a new player. So the crucial fact for KGT future success is the number of new players engaged.
Sergey69ay
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October 14, 2018, 09:27:24 PM
 #1770

You can easily simulate the situation in which KamaGames captures new markets (for example, Asia), the number of players is growing, everyone needs tokens. In this case, the value of tokens will increase greatly.

I think you right regarding new markets (like China + India). But the most important is the rate of crypto adoption among kamagames's players. AS we all hope crypto market will be growing so the number of people who could understand all benefits of KGT too.
It's all matters in crypto users. If they can adopt crypto as much as they can, We could see a mainstream adoption and another thing KGT is going to make history in the only gaming industry.

Unfortunately, people are so far away from mass adoption. But, at the same time, it makes the investment in KGT more encouraging because doing so you "stay first in the line".
Ardazello
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October 14, 2018, 09:32:23 PM
 #1771

While you are chatting here more than 11M KGT were allocated!) Just a reminder that the minimum purchase and contribution methods during the current (and final) sale stage are:
- any amount accordingly if using cryptocurrencies
- any amount using a credit card
- $1K using wire transfer
Viscera
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October 14, 2018, 09:38:42 PM
 #1772

The KamaGames Token sale receives recognition and strong praise from one of the web's most respected Blockchain news outlets, Read the full article here: https://medium.com/@kamagames/kamagames-token-sale-features-on-blockonomi-com-8a8080dfd03a
bitcomaster007
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October 14, 2018, 09:40:14 PM
 #1773

While you are chatting here more than 11M KGT were allocated!) Just a reminder that the minimum purchase and contribution methods during the current (and final) sale stage are:
- any amount accordingly if using cryptocurrencies
- any amount using a credit card
- $1K using wire transfer

Also, there are no any bonuses during this final stage. A one us dollar = 1 KGT that's it. However, if all KGT will be allocated until Nov 12, the average KGT price is 0.8
 According to the formula: $25M/31.25M KGT.
Torontello
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October 14, 2018, 09:45:39 PM
 #1774

The KamaGames Token sale receives recognition and strong praise from one of the web's most respected Blockchain news outlets, Read the full article here: https://medium.com/@kamagames/kamagames-token-sale-features-on-blockonomi-com-8a8080dfd03a

Oliver Dale, the founder of blockonomi, had checked Kamagames token sale on that review. His professional and comprehensive examination of Kamagames token sale brings many new contributors.
bitcomaster007
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October 14, 2018, 09:49:45 PM
 #1775

You can easily simulate the situation in which KamaGames captures new markets (for example, Asia), the number of players is growing, everyone needs tokens. In this case, the value of tokens will increase greatly.

The most exciting except growing the number of players is the rule about burning KGT. As it declared in the WP, KGT tokens, after being exchanged into chips, are no longer valid and will be “burned”(removed from the circulation).


You don't count the fact that in-game chips are not being removed from circulation. For example, you exchange your KGT to chips and play, someone finally will win all your chips the result this lucky man don't need to buy chips (or KGT).  

Good point! So only the exponential growth of kamagames players could absorb inflation of in-game chips. Or maybe we don't know everything about game process. Maybe players pay some commision (nominated in chips) to get access to "the table".

Surely there are commissions otherwise Kamagames could not generate even dollar of profit because chips would circulate from player to player and no one buy new chips except a new player. So the crucial fact for KGT future success is the number of new players engaged.

KamaGames has already achieved significant success in the social casino games market as the largest European mobile social poker operator. The company has a lot of awards in that field. So this is just the matter of time when its user base will double. 
Torontello
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October 14, 2018, 09:55:48 PM
 #1776

The number of active Kamagames players had increased about 16% totaling to 415k at the end of 2017. Also the average revenue per paying user grown at 30%. Moreover, all these results are above average numbers for that industry. 
Ardazello
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October 14, 2018, 10:01:53 PM
 #1777

The number of active Kamagames players had increased about 16% totaling to 415k at the end of 2017. Also the average revenue per paying user grown at 30%. Moreover, all these results are above average numbers for that industry. 

At the same time, the number of Kamagames online users (connected to the games in one point of time) had reached 23000. That's the 34% growth for the year. Now I understand why Apple is the richest company in the world: 100-200 clients like Kamagames makes a lot of money for Apple (charging 30% for each in-game purchase).
bitcomaster007
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October 14, 2018, 10:05:23 PM
 #1778

The number of active Kamagames players had increased about 16% totaling to 415k at the end of 2017. Also the average revenue per paying user grown at 30%. Moreover, all these results are above average numbers for that industry. 

At the same time, the number of Kamagames online users (connected to the games in one point of time) had reached 23000. That's the 34% growth for the year. Now I understand why Apple is the richest company in the world: 100-200 clients like Kamagames makes a lot of money for Apple (charging 30% for each in-game purchase).

Now imagine that all these 100-200 Apply's clients like Kamagames will make own token sales and issue tokens like KGT. There will not be needed to pay for in-game content through the Apple. Players could pay directly to the company by buying its tokens.   
Viscera
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October 14, 2018, 10:37:14 PM
 #1779

You can easily simulate the situation in which KamaGames captures new markets (for example, Asia), the number of players is growing, everyone needs tokens. In this case, the value of tokens will increase greatly.

The most exciting except growing the number of players is the rule about burning KGT. As it declared in the WP, KGT tokens, after being exchanged into chips, are no longer valid and will be “burned”(removed from the circulation).


You don't count the fact that in-game chips are not being removed from circulation. For example, you exchange your KGT to chips and play, someone finally will win all your chips the result this lucky man don't need to buy chips (or KGT). 

Good point! So only the exponential growth of kamagames players could absorb inflation of in-game chips. Or maybe we don't know everything about game process. Maybe players pay some commision (nominated in chips) to get access to "the table".

Surely there are commissions otherwise Kamagames could not generate even dollar of profit because chips would circulate from player to player and no one buy new chips except a new player. So the crucial fact for KGT future success is the number of new players engaged.

KamaGames has already achieved significant success in the social casino games market as the largest European mobile social poker operator. The company has a lot of awards in that field. So this is just the matter of time when its user base will double. 
They have the most influential online casino industry, one country with different players around the world. We could see a huge number of players in the next few years. Kamagames is making a history in the online poker.
Viscera
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October 14, 2018, 11:02:56 PM
 #1780

The number of active Kamagames players had increased about 16% totaling to 415k at the end of 2017. Also the average revenue per paying user grown at 30%. Moreover, all these results are above average numbers for that industry. 

At the same time, the number of Kamagames online users (connected to the games in one point of time) had reached 23000. That's the 34% growth for the year. Now I understand why Apple is the richest company in the world: 100-200 clients like Kamagames makes a lot of money for Apple (charging 30% for each in-game purchase).

Now imagine that all these 100-200 Apply's clients like Kamagames will make own token sales and issue tokens like KGT. There will not be needed to pay for in-game content through the Apple. Players could pay directly to the company by buying its tokens.   
Exactly that's why they can pay via Credit card or even micro transaction of cryptos if it's available. Good thing you mention this I hope andriod phone has KAMAGAMES so users will enjoy and benefit to play.
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