LET’S TALK BUSINESS - ASOBI MARKET
LET’S TALK BUSINESS - ASOBI MARKET
We have had incidences where businesses we thought were doing well, suddenly turned out to become death trap for investors; while at other time, a not too appealing business will spring surprises after utilizing the investment funds put into it; to the delight of the investors.
In this business talk, we’ll introduce the secondary market, the market volume occupied by the digital contents, the business model, expected returns on investment; and the project funding details. For most of the studies and statistics used herein, outside the global figures; we’ll be using Japan as our case study. Finally, we’ll see the compelling reasons to invest in the project.
SECONDARY MARKET
You may have had a situation where goods or services you bought anew, appears to have outlived their usefulness to you or; you may be compelled to sell off some assets, to stay afloat financially. Those resells and buying of such products and every other trading that happens thereafter concerning the product is said to have taken place in a secondary market. Hence we can define secondary market as the scene, where newly bought contents, and those that has been used can be resold and bought repetitively.
In this review, we’ll be concentrating on the trading of digital contents in the secondary market. The digital contents will include; movies/videos, games, music/audio, e-books, etc.
BRIEF STATISTICS ON THE DIGITAL CONTENT MARKET
The digital content market in Japan is quite large, with e-books, movies, games, music, e-books, etc. contributing to the massive market volume. With a market volume of approximately, 84 Billion dollars in 2016, reflecting a 5.7% increment, compared to the previous year. With movies topping the chat, see how the digital content market volume compares to each other below:
- Movies – 4.2 Billion dollars
- Games – 1.9 Billion dollars
- Music/Audio – 904 Million dollars
- Images and text – 260 Million dollars
- Others – 1.3 Billion dollars
To check the potential that comes with digital content secondary market, which is relatively new; we can start with the general market volume of actual products, which is pegged at 15Billion USD, while the secondary content is pegged at 3Billion USD. Since the percentage volume in the secondary market is estimated to be 15% of the actual sales; applying same in the digital content market implies a possible 1.2Billion USD in market volume.
ASOBIMO MARKETING BUSINESS MODEL
With such huge market volume stated above, and already into the development of online game application; Asobimobi has come up with a pretty good business model that will make the secondary market, workable and thriving. This model involves the development and usage of a Decentralized Security Service (DSS), in blocking every revenue leakage that comes with the copying of digital contents, and reaching out to other players in the digital content market to embrace the blockchain based platform, in mitigating intellectual theft; and get handsomely rewarded for doing so.
HOW?
It’s a well-known fact that digital contents can easily be copied and mass produced. If that was to be the case, and someone buys into one of the contents and produces a million copies of it; then, the person is taking undue advantage of the system at the expense of the active players, i.e. the real users, publishers, and creators.
To ensure this doesn’t happen; ASOBIMOBI came up with a Decentralized Security System that will provide a smart contract enabled license for every product sold from publishers.
They also ensured a flexible payment structure by introducing the usage of cryptocurrency called the “ASOBIMO COIN”; and a wallet called the “ASOBIMO wallet”, where ASOBIMO COIN and other cryptocurrencies can reside.
An illustration of the ecosystem can be visualized in the illustration below:
The ecosystem works in this manner;
An intended user is meant to have some ASOBIMO token in his/her wallet; either gotten at the exchange or from the ICO. With that, the person can purchase a product from a publisher; with a license issued alongside the product, in exchange for the Asobi coin equivalence.
When there is need for the product to be resold, the established cost in ASOBIMO COIN will be credited to the person’s wallet, in exchange for the product and the accompanying license. Without such license; sales on the platform will not hold to avoid giving room to copies.
Purchased contents can also be exchange with other peers on the platform in the secondary market; using the Peer to Peer exchange provided.
With the digital content copying loophole blocked, the system can generate enough fund to ensure the whole parties on the platform will be left happier with operating on the platform.
Let’s take for instance that someone sold a product at the Asobi secondary market for a profit of $2.00, the profit will be shared thus;
The user = $1.00
The publisher = $0.70
The creator = $0.30
This is enough encouragement to partners in the platform, as they will be well remunerated.
As game creators, with over 50million downloads in online games; it’s expected that the platform should be able to generate 50million X $0.3 = $15,000,000, for the first resale of their products on the platform. If the resells happens an average of twenty times in a year, that will generate a whopping $300 Million in revenue, just from resells alone. Other possible sources of revenues will include; the usage of Asobimo wallets, and possible loyalties by publishers in the ecosystem.
With a possible conviction on the workability, security and the profitability of the system; the management of the ASOBIMO Incorporated has approached the ICO community, in the hope of raising a $50 Million hardcap or at least, a $5 Million softcap; out of the $165,000,000 worth of ASOBIMO COIN issued. One Asobimo coin will be going for 1 USD, in price.
The raised fund is expected to be shared in the proportion illustrated below:
HOW LONG BEFORE THE FULL DEPLOYMENT
The timeline for the deployment of the platform is as contained in the roadmap below. So far, the team has kept up with the timeline, and will need an active participation from the community to keep up the tempo.
THE TEAM
You can also check out the background of the competent team behind the project here:
The resume of each is really robust and worth all the support in knowing that there is no round pegs in a squared hole. You can do your private checks to project your conviction.
WHY THE PROJECT IS WORTH YOUR INVESTMENT
There is an obvious need for products at the secondary markets, owing to the affordability. The technological edge that ASOBIMO MARKET is bringing with her is first of a kind and promising to various publishers globally. With the robust rewards and improved participation of partners, the activities in the secondary market is bound to increase geometrically. If these goes according to plan which is very obvious; the profitability will be guaranteed and hence, the investors will always have course to smile. Get involved at the ICO stage and get rewarded massively at full deployment and operations.
Thanks
https://bitcointalk.org/index.php?action=profile;u=2248258
REFERENCES
Website : https://asobimo.io/en/
Whitepaper : https://asobimo.io/pdf/white_paper_en.pdf
Telegram: https://t.me/AsobiCoin_Official
Facebook: https://web.facebook.com/Asobi-Coin-130436194467568/?_rdc=1&_rdr
Twitter : https://twitter.com/AsobiCoin
Well written review you have there on Asobi project @karlblaise, keep it up bro