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Topic: [ANN] SRG COMMUNITY - THE FIRST CRYPTO LOYALTY PROGRAM FOR ONLINE GAMING 🎮 - page 87. (Read 45901 times)

sr. member
Activity: 406
Merit: 250
Our system will be actively developed in all countries where mobile and computer games are popular. However, we chose the Asian market as a priority. We do that for several reasons:

1. Number of installations
China has the largest number of users. The top application on the iPhone there gets 350,000 installations per day. The largest revenue in Japan is 1 million USD per day on the iPhone with 77,000 installations and 1.5 million USD on Android with 53,000 installations.

2. Amount of money and active assets spent on online games
Users from East Asia (China, Japan, and South Korea) spent 12.7 billion USD on mobile games in 2016. The sum of investments is led by Japan: 132 million people spent 6.2 billion USD, which is more than in the US, the publication notes. The largest number of users of mobile games in Asia is in China — 785 million people. They spent 5.2 billion USD on games on iOS and Android in 2016. South Korea rounds off the “big three” with expenditures of 1.3 billion USD. Positive attitude to cryptocurrency and development of the blockchain. The Japanese authorities adopted a law on virtual currency this April. Thanks to the new law, the country has now legalized Bitcoin and Ethereum cryptocurrencies. Thus, the cryptocurrency in Japan can now be used for mutual settlements. China and Korea are going to do the same.

3. The average daily time spent on online games is 5 hours
The governments of the Asian countries have recognized the problem of over-enthusiasm for computer and mobile games, which is increasing every year. More and more young people prefer computer and mobile games to online entertainment and personal meetings with friends.


Thanks for the info, I want to clarify , this is just statistics in general,  I want to understand how do you plan to penetrate and be compensative on this market? What will make you unique?


As for our uniqueness, this is primarily an administrative resource, our partner is the Chamber of Commerce and Industry of China, + there are developers who also support the project and are ready for integration (this is about the Asian market). As for the European market, 77agency supports us as the top 15 strategic partners of Facebook http://www.77agency.com/about-us/#clients With all our partners there are cooperation agreements available on the site srg.io

Follow the news on our telegram channel!
https://t.me/srgcommunityen
Where can I read about your partnerships with the Mail Group?
Which products unite you with them?

Good afternoon, we have negotiations so far, and in case of signing a cooperation agreement, we will add them to the site and as a partner. Follow the news
sr. member
Activity: 854
Merit: 398
Our system will be actively developed in all countries where mobile and computer games are popular. However, we chose the Asian market as a priority. We do that for several reasons:

1. Number of installations
China has the largest number of users. The top application on the iPhone there gets 350,000 installations per day. The largest revenue in Japan is 1 million USD per day on the iPhone with 77,000 installations and 1.5 million USD on Android with 53,000 installations.

2. Amount of money and active assets spent on online games
Users from East Asia (China, Japan, and South Korea) spent 12.7 billion USD on mobile games in 2016. The sum of investments is led by Japan: 132 million people spent 6.2 billion USD, which is more than in the US, the publication notes. The largest number of users of mobile games in Asia is in China — 785 million people. They spent 5.2 billion USD on games on iOS and Android in 2016. South Korea rounds off the “big three” with expenditures of 1.3 billion USD. Positive attitude to cryptocurrency and development of the blockchain. The Japanese authorities adopted a law on virtual currency this April. Thanks to the new law, the country has now legalized Bitcoin and Ethereum cryptocurrencies. Thus, the cryptocurrency in Japan can now be used for mutual settlements. China and Korea are going to do the same.

3. The average daily time spent on online games is 5 hours
The governments of the Asian countries have recognized the problem of over-enthusiasm for computer and mobile games, which is increasing every year. More and more young people prefer computer and mobile games to online entertainment and personal meetings with friends.


Thanks for the info, I want to clarify , this is just statistics in general,  I want to understand how do you plan to penetrate and be compensative on this market? What will make you unique?


As for our uniqueness, this is primarily an administrative resource, our partner is the Chamber of Commerce and Industry of China, + there are developers who also support the project and are ready for integration (this is about the Asian market). As for the European market, 77agency supports us as the top 15 strategic partners of Facebook http://www.77agency.com/about-us/#clients With all our partners there are cooperation agreements available on the site srg.io

Follow the news on our telegram channel!
https://t.me/srgcommunityen

Interesting,  could you please explain, on the website in the mentioned documents I see that it is written that purpose of partnership is interaction of platform and in the real banking system, and I didn't understand connection,  how the  loyalty  platform for games can be used in banking system?
sr. member
Activity: 644
Merit: 250
Hi guys!
There aren't any updates in your GitHub. Is it just a demo for public or it will be developed?

Good afternoon, at Github we have a back-end project so that you can see the concept and direction of the traffic.
The main motor-confidential and is on the (Heroku) in the near future we will introduce a demo and you will be able to
see how the system works in minimal actions

Follow the news on our telegram channel!
https://t.me/srgcommunityen


Will source code of the demo be available for us?
Or it can be private? Maybe will be available a little part of it? Very interesting and I would like to research this Smiley
sr. member
Activity: 406
Merit: 250
Hi, read the first post, and I'm wondering, do you have a working platform which is operating on a regular base and not blockchain? Do you have any previous experience in this affiliate program software?

Good afternoon, we have a ready-made demo module already underway testing will soon be publicly available. If you want to understand the specifics, learn our back-end on Github https://github.com/SRG-community/SRG. Experience has us SEO for more than 5 years in marketing in the gaming industry, as for developers, you can learn their experience and understand the level of the team. Earlier we consulted with large mlm companies

Thank you for the the explanation, so waiting for the demo prototype.

Also on the website I see that you have Roadmap, what I didn't understand, is that soft cap is $3mln and you will do platform and 150 games, including marketing - but there are no any dates when this will be implemented could you please clarify?  Soft cap is $3mln and hard cap is $15mln - did I understand correctly?

Our first integration will take place in December 2017, now we are correcting the road map, so that you can see the exact timeframe and deadline. You all rightly said 15 $ the maximum amount collected during the
sr. member
Activity: 644
Merit: 250
Our system will be actively developed in all countries where mobile and computer games are popular. However, we chose the Asian market as a priority. We do that for several reasons:

1. Number of installations
China has the largest number of users. The top application on the iPhone there gets 350,000 installations per day. The largest revenue in Japan is 1 million USD per day on the iPhone with 77,000 installations and 1.5 million USD on Android with 53,000 installations.

2. Amount of money and active assets spent on online games
Users from East Asia (China, Japan, and South Korea) spent 12.7 billion USD on mobile games in 2016. The sum of investments is led by Japan: 132 million people spent 6.2 billion USD, which is more than in the US, the publication notes. The largest number of users of mobile games in Asia is in China — 785 million people. They spent 5.2 billion USD on games on iOS and Android in 2016. South Korea rounds off the “big three” with expenditures of 1.3 billion USD. Positive attitude to cryptocurrency and development of the blockchain. The Japanese authorities adopted a law on virtual currency this April. Thanks to the new law, the country has now legalized Bitcoin and Ethereum cryptocurrencies. Thus, the cryptocurrency in Japan can now be used for mutual settlements. China and Korea are going to do the same.

3. The average daily time spent on online games is 5 hours
The governments of the Asian countries have recognized the problem of over-enthusiasm for computer and mobile games, which is increasing every year. More and more young people prefer computer and mobile games to online entertainment and personal meetings with friends.


Thanks for the info, I want to clarify , this is just statistics in general,  I want to understand how do you plan to penetrate and be compensative on this market? What will make you unique?


As for our uniqueness, this is primarily an administrative resource, our partner is the Chamber of Commerce and Industry of China, + there are developers who also support the project and are ready for integration (this is about the Asian market). As for the European market, 77agency supports us as the top 15 strategic partners of Facebook http://www.77agency.com/about-us/#clients With all our partners there are cooperation agreements available on the site srg.io

Follow the news on our telegram channel!
https://t.me/srgcommunityen
Where can I read about your partnerships with the Mail Group?
Which products unite you with them?
sr. member
Activity: 406
Merit: 250
Hi guys!
There aren't any updates in your GitHub. Is it just a demo for public or it will be developed?

Good afternoon, at Github we have a back-end project so that you can see the concept and direction of the traffic.
The main motor-confidential and is on the (Heroku) in the near future we will introduce a demo and you will be able to
see how the system works in minimal actions

Follow the news on our telegram channel!
https://t.me/srgcommunityen

sr. member
Activity: 406
Merit: 250
Our system will be actively developed in all countries where mobile and computer games are popular. However, we chose the Asian market as a priority. We do that for several reasons:

1. Number of installations
China has the largest number of users. The top application on the iPhone there gets 350,000 installations per day. The largest revenue in Japan is 1 million USD per day on the iPhone with 77,000 installations and 1.5 million USD on Android with 53,000 installations.

2. Amount of money and active assets spent on online games
Users from East Asia (China, Japan, and South Korea) spent 12.7 billion USD on mobile games in 2016. The sum of investments is led by Japan: 132 million people spent 6.2 billion USD, which is more than in the US, the publication notes. The largest number of users of mobile games in Asia is in China — 785 million people. They spent 5.2 billion USD on games on iOS and Android in 2016. South Korea rounds off the “big three” with expenditures of 1.3 billion USD. Positive attitude to cryptocurrency and development of the blockchain. The Japanese authorities adopted a law on virtual currency this April. Thanks to the new law, the country has now legalized Bitcoin and Ethereum cryptocurrencies. Thus, the cryptocurrency in Japan can now be used for mutual settlements. China and Korea are going to do the same.

3. The average daily time spent on online games is 5 hours
The governments of the Asian countries have recognized the problem of over-enthusiasm for computer and mobile games, which is increasing every year. More and more young people prefer computer and mobile games to online entertainment and personal meetings with friends.


Thanks for the info, I want to clarify , this is just statistics in general,  I want to understand how do you plan to penetrate and be compensative on this market? What will make you unique?


As for our uniqueness, this is primarily an administrative resource, our partner is the Chamber of Commerce and Industry of China, + there are developers who also support the project and are ready for integration (this is about the Asian market). As for the European market, 77agency supports us as the top 15 strategic partners of Facebook http://www.77agency.com/about-us/#clients With all our partners there are cooperation agreements available on the site srg.io

Follow the news on our telegram channel!
https://t.me/srgcommunityen
sr. member
Activity: 644
Merit: 250
Hi guys!
There aren't any updates in your GitHub. Is it just a demo for public or it will be developed?
sr. member
Activity: 854
Merit: 398
Hi, read the first post, and I'm wondering, do you have a working platform which is operating on a regular base and not blockchain? Do you have any previous experience in this affiliate program software?

Good afternoon, we have a ready-made demo module already underway testing will soon be publicly available. If you want to understand the specifics, learn our back-end on Github https://github.com/SRG-community/SRG. Experience has us SEO for more than 5 years in marketing in the gaming industry, as for developers, you can learn their experience and understand the level of the team. Earlier we consulted with large mlm companies

Thank you for the the explanation, so waiting for the demo prototype.

Also on the website I see that you have Roadmap, what I didn't understand, is that soft cap is $3mln and you will do platform and 150 games, including marketing - but there are no any dates when this will be implemented could you please clarify?  Soft cap is $3mln and hard cap is $15mln - did I understand correctly?
sr. member
Activity: 406
Merit: 250
Hi, read the first post, and I'm wondering, do you have a working platform which is operating on a regular base and not blockchain? Do you have any previous experience in this affiliate program software?

Good afternoon, we have a ready-made demo module already underway testing will soon be publicly available. If you want to understand the specifics, learn our back-end on Github https://github.com/SRG-community/SRG. Experience has us SEO for more than 5 years in marketing in the gaming industry, as for developers, you can learn their experience and understand the level of the team. Earlier we consulted with large mlm companies
sr. member
Activity: 854
Merit: 398
Our system will be actively developed in all countries where mobile and computer games are popular. However, we chose the Asian market as a priority. We do that for several reasons:

1. Number of installations
China has the largest number of users. The top application on the iPhone there gets 350,000 installations per day. The largest revenue in Japan is 1 million USD per day on the iPhone with 77,000 installations and 1.5 million USD on Android with 53,000 installations.

2. Amount of money and active assets spent on online games
Users from East Asia (China, Japan, and South Korea) spent 12.7 billion USD on mobile games in 2016. The sum of investments is led by Japan: 132 million people spent 6.2 billion USD, which is more than in the US, the publication notes. The largest number of users of mobile games in Asia is in China — 785 million people. They spent 5.2 billion USD on games on iOS and Android in 2016. South Korea rounds off the “big three” with expenditures of 1.3 billion USD. Positive attitude to cryptocurrency and development of the blockchain. The Japanese authorities adopted a law on virtual currency this April. Thanks to the new law, the country has now legalized Bitcoin and Ethereum cryptocurrencies. Thus, the cryptocurrency in Japan can now be used for mutual settlements. China and Korea are going to do the same.

3. The average daily time spent on online games is 5 hours
The governments of the Asian countries have recognized the problem of over-enthusiasm for computer and mobile games, which is increasing every year. More and more young people prefer computer and mobile games to online entertainment and personal meetings with friends.


Thanks for the info, I want to clarify , this is just statistics in general,  I want to understand how do you plan to penetrate and be compensative on this market? What will make you unique?
sr. member
Activity: 854
Merit: 398
Hi, read the first post, and I'm wondering, do you have a working platform which is operating on a regular base and not blockchain? Do you have any previous experience in this affiliate program software?
sr. member
Activity: 868
Merit: 259
CryptoTalk.Org - Get Paid for every Post!
Good project! And team, which knows, what to do and how to do.
I decided to join signature campaign. Watching for development of project.
member
Activity: 210
Merit: 10
SRG token will be traded on major exchange platforms after ICO

SRG focuses on the long run perspective of the company. SRG token will be traded on exchanges, so far we have secured to trade on orderbook, tidex and coinsbank. We are constantly reaching out to more platforms so to bring convenience to traders and we are currently negotiating with other exchanges namely HitBTC, livecoin, c-ctx and yobit. We are confident that the list of exchange is going to grow real soon even before ICO will end.
It’s a very exciting time for the SRG team as we are making progress daily in this fast growing world. We constantly update our social media sites to bring news to anyone who is interested in our project. We encourage you to join us on telegram (https://t.me/srgcommunityen) to interact and discuss with the team and more.
member
Activity: 210
Merit: 10
We are concerned about security and protection against scam and faults during our ICO campaign. It is our top priority of attention because we understand the impact of it! We are working hard to seek improvements on security.
member
Activity: 210
Merit: 10
The Minister of the chamber of Commerce of China has become our adviser. Moreover, cooperation agreement has been signed. It will allow us actively enter the China market and simplify the process of signing contracts with Chinese game developers.
member
Activity: 210
Merit: 10
Growth of the SRG token.

Since the SRG token is a profit share, its value for the token holders directly depends on the profitability of the SRG Community company.
Our strategic goal is to connect a large number of games to the SRG system, to promote the community and build up the client base. Therefore, we will ensure a stable growth of the company’s profits and consequently an increase in the volume of payments to the token holders from half-year to half-year. That will lead to increased demand for SRG tokens because the profitability for holders of this token will outstrip its competitors.
member
Activity: 210
Merit: 10
Our system will be actively developed in all countries where mobile and computer games are popular. However, we chose the Asian market as a priority. We do that for several reasons:

1. Number of installations
China has the largest number of users. The top application on the iPhone there gets 350,000 installations per day. The largest revenue in Japan is 1 million USD per day on the iPhone with 77,000 installations and 1.5 million USD on Android with 53,000 installations.

2. Amount of money and active assets spent on online games
Users from East Asia (China, Japan, and South Korea) spent 12.7 billion USD on mobile games in 2016. The sum of investments is led by Japan: 132 million people spent 6.2 billion USD, which is more than in the US, the publication notes. The largest number of users of mobile games in Asia is in China — 785 million people. They spent 5.2 billion USD on games on iOS and Android in 2016. South Korea rounds off the “big three” with expenditures of 1.3 billion USD. Positive attitude to cryptocurrency and development of the blockchain. The Japanese authorities adopted a law on virtual currency this April. Thanks to the new law, the country has now legalized Bitcoin and Ethereum cryptocurrencies. Thus, the cryptocurrency in Japan can now be used for mutual settlements. China and Korea are going to do the same.

3. The average daily time spent on online games is 5 hours
The governments of the Asian countries have recognized the problem of over-enthusiasm for computer and mobile games, which is increasing every year. More and more young people prefer computer and mobile games to online entertainment and personal meetings with friends.
sr. member
Activity: 406
Merit: 250
We have figured out the task and chips in the users' personal cabinet in the near future in the demo module, you can see the functionality is in action. We want to show you we are a team with positive vibes, here you go a capture of our daily life!
Please join us on telegram to stay more in touch: https://t.me/srgcommunityen Our team of experts will be there to respond to you guys!
full member
Activity: 186
Merit: 100
Video presentation is very cool with real faces this project is really promising it will be interesting to follow this. I believe this ICO will achieve its target easily so many people will put trust into this and the team will continue developing this project.
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