Target and Market
We are initially targeting 3D exploration and TPS combat video game players who appreciate futuristic universes and understand the stakes of NFT and cryptocurrency.
In the long term, we aim to target all game lovers, whether they are initiated into cryptocurrency or not, by popularizing its use and making it as transparent as possible.
Our avatar is :
- Between 18 and 52 years old.
- 75% men and 25% women.
- First Francophone then Anglophone, Sinophone, Koreanophone, and Japanesophone.
- Occasional or regular players.
- Purchasing power to acquire NFTs,mandatory to play.
The world of play-to-earn online has existed since the beginnings of the Internet, with for example online casinos, poker, but also very accessible mini-games like Prizee (2000), allowing anyone to play with simple and easy concepts, and earn points redeemable against physical gifts.
The concept of play-to-earn then accelerated with the development of MMORPG (Massive Multiplayer Online Role-Playing Game). Your virtual character explores a universe and owns an inventory. Each equipment item allows him to improve his abilities and progress in the game. Thus, a weak character, but well equipped, will quickly remove obstacles and frustrations of the game, unlike another who does not have as good items and will face repeated and time-consuming actions to evolve and get better equipment.
Marketplaces within these games such as the auction house in World Of Warcraft allow items to be traded or sold for in-game currency. Rare items are sold at a high price and enable players to evolve more quickly, and above all, to save a lot of time.
The arrival of in-game marketplaces led some players to develop external marketplaces where these items can be bought in dollars or euros. The payment is made outside the game and the items are transferred into the game in a manual and often illegal way. Thus, the most expensive items allow players, mostly teenagers or young adults, to earn extra income while playing.
This has led to numerous abuses, forcing game creators to consider the emergence of this new economic model: allowing players to buy items with local currencies without disrupting the balance of the game, and this, in perfect legality.
The growing embracement of cryptocurrency as well as the advent of NFTs is now giving birth to some incredible concepts. There is no longer a need to be a “pro gamer” who aims for excellence, speed, and quickness to earn a living from a play-to-earn game. A smart player will be able to generate an income in other types of games, in which performance is not synonymous with results, as long as the game has a solid and structured economy. The player earns valuable NFTs and cryptocurrency by exploring, selling, trading, or being a sharp strategist. This is the case for example with :
- Axie Infinity.
- The Sandbox.
- Neon District.
We can notice :
- Lightening growths in less than a year. For example, Axie Infinity which reached a market cap of 3.9 billion dollars.
- Active projects. The Sandbox records a volume of 197 million dollars on September 14, 2021.
- A growing number of projects that are only at a development stage and yet generate millions in terms of volume. This is the case of Star Atlas ($215m market cap) or Illuvium ($297m market cap).
What is even more interesting is that sometimes Bitcoin is being battered while these new economies are resisting and still growing, a sign of considerable enthusiasm for these projects and an economy that is increasingly uncorrelated with market fluctuations.
The explosion of the mobile gaming market is a key fact in the world of video games in the last couple of years. Part of this phenomenon, which we want to be part of, is explained by the massive adoption of smartphones and the consequent decline of computer gamers due to the requirement of substantial investment to play the latest games.
We can clearly see the bursting of the smartphone gaming market in multiple studies on the Internet.
In most households, the purchase of a smartphone is prioritized before buying a computer. Generally, the computer available at home will be dedicated to office tasks and not for gaming. The realization of the game on mobile will allow a better market penetration by decreasing the friction to the installation.
The online gaming market is growing at a steady pace due to factors such as:
- The increasing adoption of advanced gaming technologies.
- The evolution of consumer preferences for entertainment.
- Rising income levels and increasing demand for mobile gaming.
- Growing gaming market penetration of smartphones and apps.
- Improved Internet connectivity resulting in an increase in the number of gamers.
As competitive video games continue to become part of popular culture, investors, brands and global media are all paying attention. So are consumers. In fact, there would be 26.6 million monthly e-sports viewers in 2021, up 11.4 percent from 2020, according to Insider Intelligence’s report.
The industry has seen a huge increase of investors, most recently private equity firms. The number of e-sports investments doubled in 2018, from 34 in 2017 to 68 in 2018, according to Deloitte. This is also reflected in the total dollars invested: Investments rose to $4.5 billion in 2018, up from just $490 million the year before, an astounding annual growth rate of 837 percent, according to Deloitte. Those investments are distributed to the members of the ecosystem – from e-sports organizations to tournament operators to digital broadcasters – allowing it to operate and grow.
The striking growth of mobile in the world of video games now also extends to the discipline of e-sports. As the computing power of smartphones increases, major licenses are making the transition to mobile. This is particularly the case for League of Legends with Wild Rift.
The latter is not an isolated case. There are many other examples, such as PUBG Mobile, Fortnite Battle Royale, or Call of Duty Mobile. Competitions have started to appear to celebrate the rise of this new discipline, giving new ideas to development studios! The Red Bull MEO (Mobile E-sports Open) is now considered the biggest e-sport tournament on mobile. Asia and South America are in full swing when it comes to competitive mobile gaming. For example, China would have twice as many players on mobile as on PC. The reasons are a low cost of entry and increasingly powerful smartphones.
According to esports.net, 4 out of 5 most viewed e-sport competitions in the world are mobile games. For the 2022 Asian Games, the eight selected and medal-eligible games include mobile titles.
The universe and concept of DaneRob is rooted in various inspirations, but above all, captures the great future issues: the new space race and its future colonization, the rise of artificial intelligence, and the question of transhumanism.
In addition to this deep interest in the great challenges of our century, we also assume more or less direct influences to our favorite works of fiction such as :
- Ready Player One
- Code Geass
- Aldnoah Zero
- Mobile Suit Gundam
- Knights of Sidonia
- Ghost in the Shell
- Pacific Rim
- Warhammer 40K
The founding members are all regular or occasional players and enjoy games as varied as :
- League of Legends
Some of these games are an inspiration for DaneRob gameplay, but also examples for our team to follow in terms of adoption and appeal.