🚨Problem in the Gaming Industry

All you need to know to align with our VISION

Gaming industry has a vast categorisation in terms of the actors in the play, It's distributed between Games, Gamers, Publishers, Distributors, ESports Orgs, Advertisers, Sponsors, Hardware Providers, Consoles and much more !

But we're focused around the effective collaboration of Games, ESports Orgs, Gamers.

Understanding the Needs

The Real Problem

As a lot of companies are solving for the same direction of user acquisition and retention but how they solve it is different.

Quests are one of the popular ways to bring gamers and give them an initial exposure of a particular game in return of rewards for doing so, but the crucial part is - this approach attracts more of Yield Farmers and also gamers where retention results ~ 1-2% .

Let's see this from our POV

For real acquisition and better retention the game need to look upto two fronts :

  • Innovation in the Game // Continuous engagement

  • Competitive Culture for the Game across the world.

But it's hard for any game to look into both the fronts, still 99% of the Games don't have the access to host competitions in a global scale without going to the biggest players like ESL Gaming, that comes with :

  • Huge iterative cost

  • Restricted access to the community

  • Permissioned acess to Host Competitions

This delegates the competitive culture of a game to a 3rd party where there is a clear dominance of only top 5-7 games over the last 10 years leaded by top publishers.

Looking from the Technological Front

It's also a technological bottleneck for the games & ESports hosts to enable competitions for new games. That's the reason the games cannot reach Indie ESports Orgs / communities to host their events.

This industry needs standardisation in terms of ESports facilitation as well as e2e automation which will enable even an individual to host a competition in isolation. Making is easy for communities to pick this and host flawlessly at low cost at the same time it takes away the dependency of the game to power every single competition saving bandwidth.

Looking from the Community Front

There are 50,000+ localised ESports Communities across the world housing more than 100x competitive players than ESL Gaming and big players combined.

But to be reached by games, they need the authenticity and Proof-of-Community to establish a fruitful value exchange between them.

Trust is the bottleneck when it comes to direct collaboration between the Localised Orgs and Games.

But why Trust is needed ?

In the process of ESports Facilitation there is whole layer of monetary transaction in terms of Prize Pool & Facilitation Fees which incentivises the system and builds business.

Apart from that the communities authenticity is something that builds trust while the transaction is facilitated and taken further for bringing real engagement of Gamers.

Last updated

#46: turf-connect

Change request updated