VRT is a platform to create content for virtual reality in the field of entertainment industry. Performers will be able to use functionality of the platform to create content, and client companies will buy this game content. The first client will be VRT company itself, which will purchase content for its game parks.
Every company that produces equipment for VR, creates content which is suitable only for this equipment. This enables content developers to promote their products. Decentralized VRT platform will give developers the ability to interact directly with the platform and to obtain a fairer reward for created content.
But there are some doubts that the product will be in demand from other companies creating equipment for VR or planning to open VR parks.
The economic model of the project is quite plane. Content developers and content buyers perform operations on the platform using its functionality. The platform will charge the participants a fee for transactions. Tokens produced during ICO will be used as means of payment within the platform. In addition, tokens can be used to buy franchise of VR parks, as well as for visiting VR parks.
Investors can benefit both from increase of token price after pre-sale, and from their further use on the platform.
The company offers its platform as a marketplace for content creators. The first buyer of content will be VRT company itself, as it needs content for VR parks. Then the platform will attract users who need content for their HMD devices, and commercial and non-commercial companies using VR for game parks or provide specific remote services. Competitors will also be interested in creating a sufficient amount of content and exchange of customers.
But this is only assumptions of the project team. It is not a fact that competitors will come to the platform to buy content. Most likely, other market participants will find it more profitable to create their own content for produced HMD devices or VR parks.
White Paper details marketing activities: hackathons, participation in exhibitions, work with media and advertising.
Investments, received during ICO are need to create and promote VR platforms and parks. Great advantage of the project is a very detailed description of what will be spent on the collected funds.
The core of the team makes a very respectable impression. Project leaders have experience mainly in the field of IT and VR development. It is written in the White Paper there are 40 people working on the project. In addition, the founders of the project engaged outside experts in the field of blockchain, VR, legislation and finance.
Undoubtedly, this demonstrates a serious approach to the project.
In the White Paper the creators of the project describe objectively existing trend of rising industry of cyber entertainment in which VR plays an important role. Accordingly, the demand for game content is growing. VRT relies on the growth of VR parks segment, where gamers are not limited their computer and can experience the thrill of driving or plane flight, etc. In this part the vision of the market is quite realistic.
For a new segment of VR parks, as well as VR on personal computers, a very large amount of content will be needed.
According to the founders of the project, VR market is already experiencing a lack of content. But this is just an assumption. It is not yet clear whether there will be demand for platform services from other VR companies.
The project team believes its target audience should be game content developers, and perhaps they are right. Some developers will come to the platform and will make the content for VRT. But there may be difficulties with involvement of another content buyers, in fact, VRT competitors,. These companies are likely to develop their own content for their gaming devices.
The roadmap includes activities to work with VR end users: events for gamers, promoting the idea of cybersport. Undoubtedly, these are very important aspects needed to give a boost to demand for the product.
The idea of building VR parks which can become a new segment of cyber sports is great advantage of the project. The founders of the project are ready to spend a significant part of collected funds. In addition, the project team has developed an interesting full-body tracking system that will be used in VR parks. Perhaps the key element of the whole project would have to be VR parks, because they impact the demand for content created on VRT platform. But, unfortunately, there are no details about parks construction. And this may call into question development of the project.
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Starts December 5, 2017 and ends December 23, 2017.
Starts February 27, 2017 and ends March 27, 2017