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1WHITEPAPER
BetOnYourself
WHITEPAPER v 1.1
Online platform built on the Ethereum blockchain that allows gamers
to play video games for money by betting on themselves to win!
Be aware that purchasing crypto tokens is extremely risky; therefore, never spend more funds than you can
afford to lose. Make sure to read this whitepaper thoroughly and to consider all possible associated risks that
come with investing in cryptocurrencies.
2
DISCLAIMER AND
RISK DISCLOSURE
PLEASE READ THIS ENTIRE SECTION BEFORE TAKING ANY ACTION. This whitepaper is
intended to present the general idea of the BetOnYourself platform and business model
to the public and to serve as an introduction to the BetOnYourself crowdsale for poten-
tial token purchases in connection with the proposed token sale. The information in this
document can be changed for any reason and does not imply any elements of a contrac-
tual relationship. If in doubt you should consult your legal, financial or other professional
advisors before taking any action in regard to contributing to the development of BetOn-
Yourself.
This whitepaper does not contain all of the information that you may desire about the
project. Its sole purpose is to provide you with the relevant information in order for you
to determine whether to continue with the analysis of the project and company with
the intent of purchasing the iBET tokens. BE ADVISED THAT PURCHASING iBET TOKENS
INVOLVES A HIGH RISK; THEREFORE, YOU SHOULD NOT SPEND ANY FUNDS YOU CANNOT
AFFORD TO LOSE. In making the decision to purchase iBET tokens you must rely on your
own research of the project and the terms.
As a holder of iBET tokens, you do not receive any form of dividend or revenue, and your
purchase does not involve the exchange of cryptocurrencies for any form of securities,
investment units or shares of the company. This whitepaper is not subject to laws or reg-
ulations of any jurisdiction that are designed to protect investors.
BetOnYourself, its founders, team members or any third party involved in this project do
not warrant or assume legal liability regarding the content of this document and will not
be liable for any indirect, incidental, consequential or other losses of any kind. All state-
WHITEPAPER
ments, estimates or financial information in this whitepaper or on the BetOnYourself
website, press release or any other place accessible by the public are forward-looking
statements or information, which involve known and unknown risks.
With your purchase of iBET tokens, you agree that you did so at your own risk and that
iBET tokens are provided on an “as is” basis without any kind of warranties. It is your re-
sponsibility to determine if you are legally allowed to buy iBET tokens in your jurisdiction
and whether you can resell them to anyone in any jurisdiction. You are also responsible
for any tax implications of your participation in the crowdsale, purchasing, receiving or
holding of iBET tokens in all aspects, in any jurisdiction.
This whitepaper can be updated at any time, and BetOnYourself is not obligated to give
you any notice of any changes. The latest version of the BetOnYourself whitepaper is
available at the website https://www.betonyourself.io/.
IMPORTANT: Citizens or individuals with lawful permanent resident or domicile in the
USA, Canada, South Korea, Singapore and China are not allowed to contribute in the Bet-
OnYourself crowdsale.
BetOnYourself is not an eSports gambling service. In a game of skill, the outcome is de-
termined by mental or physical skill; therefore, betting on yourself in a skill based game is
not considered gambling. All bets on BetOnYourself are based solely on players’ skills
and not by chance.
Participation in skill based games for prizes may be prohibited in your jurisdiction, and it
is your sole responsibility to ensure compliance with such laws.
3WHITEPAPER
WHITEPAPER 4
A WORD FROM
OUR FOUNDER
“Screw It, Let’s Do It” is one of Richard’s
(Richard Branson) favourite sayings, and I couldn’t agree more!
The idea of creating a platform that would allow gamers to play video games for money
originated in my early teens. I was never very skilled in playing games, but I did have a lot
of friends who excelled at it.
Observing them play, advance and ultimately win, I was always looking for a concept that
would allow them to redeem their time, energy and talent of playing video games for pay-
ment. Ever since then I have remained a gamer by heart. Thus, I was always in touch with
the current events of the gaming industry and have witnessed a huge shift in people’s
perception of this sport—from something exotic for “nerds” to waste time on into some-
thing that gained huge popularity and sense with the transition of that same generation
into adulthood. From the organization of the first tournaments with a few small prizes to
the ones with a bigger prize pool and ultimately organization of semi-professional and
professional leagues with professional players (ESL), the properties of a good gamer
started to acquire meaning.
The first major change came with the appearance of Twitch, which also offered the op-
portunity for non-professional players to receive payment for the time they spend play-
ing video games. The industry has long proven that playing games is not just a hobby but
a legitimate way to earn money if gamers put enough time and effort into it.
Despite the huge movements in the last decade, there are still no real opportunities
for gamers to get paid in real money for their winnings, and not just for the “in-game”
5WHITEPAPER
awards. The easiest way to explain this is to compare it to a game of poker. You can play
a game of poker just for fun with “in-game” money, but if you are very good at poker and
you want to feel the excitement that comes with it, you will play poker for real money.
It is exactly the same with playing video games. When playing games for money, it ac-
quires meaning and awareness, because the outcome and the reward are exclusively in
the hands of the gamer. With this the perception of playing video games shifts from a
hobby to a profession—exactly the same as with the poker players.
With the BetOnYourself platform, we want to give everyone a chance to receive payment
for their gaming skills. We are committed to being the first to offer a fully automated plat-
form that will allow you to play such a game in a fair and safe manner. Our main guiding
principle is to develop the gaming industry to a point where gamers can make playing
video games their livelihood.
Let’s not forget that playing video games is not just something that gamers waste time
on; it’s our way of life! So why not be paid for what we love to do the most in life?
Ljubljana, 11 September 2018 Mitja Krašovec
WHITEPAPER 6
INDEX
1. Project Overview									 8
2. Mission Statement									 8
3. Vision											 9
4. Business Profitability								 12
	 4.1. Statistics Explained	 							13
	 4.2. Estimated Revenue for The First Year					15
5. ALPHA 											19
	 5.1. ALPHA Detailed								19
6. Fortnite											20
7. FIFA 18											21
8. Software Automatization After the Successful Crowdsale		 22
	 8.1. Betting types									23
9. Esports Market Overview								 23
	 9.1. Battle Royale Games on BetOnYourself					24
	 9.2. Playing »simple« open source online games for money
	 (Pong, , Pool, Chess, Memory, Scrabble, Tic-Tac-Toe, etc.)
	 & BetOnYourself SDK (Software development kit)				 27
10. Opportunity										28
11. Roadmap										31
12. iBET Token (functionality)							32
13. Team											38
14. A Word from Our Ambassador							41
CONTACT											44
7WHITEPAPER
“If they play poker for money,
why should we play video games for free?”
BetOnYourself team
WHITEPAPER 8
1. PROJECT OVERVIEW
Esports might be the fastest growing sport in the world with great advantages. It doesn’t
have to be played in-person; it can be played anytime, and anyone can play. There are no
limitations. It is a world of freedom that adapts to an individual need.
What makes eSports so appealing? It is the fact that the success of a player is complete-
ly independent of his physical attributes and skills. Two completely different players can
both excel in the game field, regardless of gender, culture or location. It is a place that
connects everyone who loves gaming in any way.
BetOnYourself is a platform created by gamers who saw the
potential in giving players the power of creating bets on their own
gaming skills—a great idea coming to life with a strong team of
professionals. Every player can bet as much money as he wants.
Every player can choose his opponent. Everything is in the player’s
hands. BetOnYourself serves as a tool for players who want to bet on
their own gaming skills against anyone, anytime, anywhere!
2. MISSION STATEMENT
The world of eSports is quickly evolving into something we never thought possible. It
has rapidly become one of the important independent businesses in today’s industry. As
Newzoo reports, eSports revenues will reach $696 million this year, which is why it has
become the point of investment for many established brands and startups. The oppor-
tunity of joining the huge business that eSports has become is now. Our main goal is to
9WHITEPAPER
become part of a big community of gamers around the world. The mission is to integrate
our services with players who are keen to show off their gaming skills and earn from
them. With the user-friendly experience we offer and a community that markets itself on
social media and streaming platforms, we want to give the world of eSports a great new
product—BetOnYourself.
Esports, by definition, is competitive gaming at a professional level in an organized
format with a specific goal and a clear distinction between teams that are competing
against each other (Newzoo). Then there are eSports enthusiasts, people who watch
these events more than once a month. The eSports audience combines all of the people
who watch eSports anytime. It is expected that the number of these people will reach
380.2 million in 2018.
Esports is a true digital-first multi-platform entertainment format, which means
it can be available simultaneously on mobile devices, tablets, desktop computers,
streaming TVs, social media, stadiums, arenas and more—live or as play per demand. It
is fair to say that the world of eSports holds an amazing opportunity for anyone involved
in the economy.
3. VISION
As gamers, we noticed a void in services where players can compete in a challenge for
an actual prize. There are numerous revenue streams in eSports, the biggest being game
publisher fees, media rights, advertising, sponsorship, merchandise and tickets, which
combined bring in more than $906 million a year. But there is no revenue for an everyday
gamer. BetOnYourself is here to change that.
“Always bet on yourself in life, because honestly, who better is there
to put your money on?!”
WHITEPAPER
Becoming a professional gamer may be a dream for many, but only a small percent of
them actually achieve that. In a competitive world of eSports, not everyone gets the
chance to earn money from their skills, even if they truly possess them. According to
Newzoo, the number of gamers worldwide in 2017 was up to 2.2 billion across all plat-
forms, and in the year before there were only 13K professional gamers in the world. The
percentage of professional gamers is therefore as small as 0.0006%, which means there
is a massive number of amateur gamers that do not get the chance to make money from
their gaming skills.
That void is filled with the BetOnYourself Platform. Non-professional eSports players will
get a chance to make a financial profit from their gaming skills. Their time could be well
spent, not just in a sense of having fun. This peer-to-peer matchmaking platform for
gamers to compete against each other for prizes is designed to meet the needs of every
player. Gamers will be in charge of their own BetOnYourself experience. Every opponent
they choose, every challenge they set, every bet they place or accept, it is all in their
hands. We are here to make this process simple and quick and to offer help with disputes
or general issues.
BetOnYourself is therefore the perfect answer for all players out there who want to start
earning from their hobby of playing games. Our main goal is lead to a new way of pro-
fessional gaming. How? BetOnYourself will serve as a peer-to-peer eSports wagering
platform for members to compete against other similar skilled opponents and bet on
themselves. The games are skill-based, and there will be no chance involved in a set
challenge. The user-friendly platform will allow members to choose their own opponents,
challenges and bet amount in a quick and efficient way.
10
11WHITEPAPER
“The number of gamers worldwide in 2017 was up to
2.2 billion worldwide across all platforms, and in the year before there
were only 13K professional gamers in the world.
The percentage of professional gamers is therefore as small as
0.0006%, which means there is a massive number of amateur gamers
that do not get the chance to make money from their gaming skills.”
WHITEPAPER 12
4. BUSINESS PROFITABILITY
Based on current player count data, we have predicted our potential earnings in the first
year of operations. Since information about player count for every game is not trans-
parent and visible to the public, the actual results can be higher or lower. The model is
a sample calculation that is based on public information of which the source is always
listed. Since the numbers are not official, the calculations should not be considered as
information for an investment in tokens or a solicitation to buy tokens.
The gaming companies do not allow insights of their player base by default, but some of
the numbers can be found on sources like Steam Charts and Steam Spy, which apply to
PC games only. That means that the numbers across all platforms are much higher. The
Statistics Portal has published a number of player bases for different games in August of
2017, listed in the table below.
Player base worldwide Daily
LOL 100 million
Hearthstone 23.9 million
Fortnite 45 million (Source: Epic Games, 2018)
FIFA 18 12.3 million
PUBG 6.8 million
DOTA 2 12.6 million
Starcraft 2 2.4 million
(Source: Statista; August 2017)
For our business model, we are interested in every single game session played world-
wide. So how many games do gamers truly play on a daily, monthly and yearly basis?
We took the average of 4 games per gaming session for an active gamer. Note that we
took a lower number because we could not find an official source to confirm this infor-
mation.
4.1.	STATISTICS EXPLAINED
LEAGUE OF LEGENDS
Source: https://en.wikipedia.org/wiki/League_of_Legends
League of Legends has an active and expansive fanbase and had over 27 million people
playing in on a daily basis in 2014. The company has since released the information that
in 2016 there were over 100 million active players playing LOL each month. Nevertheless,
our focus stays on the official information, which indicates that with each player play-
Amount of games
played
Yearly Monthly Daily
LOL 38 billion 3.2 billion 108 million
Hearthstone 10 billion 840 million 28 million
Fortnite 4.3 billion 360 million 12 million
FIFA 18 1.4 billion 120 million 4 million
PUBG 1.4 billion 116 million 3.8 million
DOTA 2 643 million 53 million 1.7 million
Starcraft 2 76.8 million 6.4 million 214.000
13WHITEPAPER
ing 4 game sessions on average, the daily amount of games played is 108 million. On a
monthly basis, that adds up to 3.2 billion and to 38 billion on a yearly basis.
 
HEARTHSTONE
Source: https://www.pcgamesn.com/hearthstone/hearthstone-player-count
As written on the Hearthstone blog, the game had more than 70 million registered play-
ers worldwide in 2017 per the Activision Blizzard financial report for the first quarter of
2017. Since there are no updated numbers on the topic, we took only 10% of these play-
ers as a default number for daily player count. Based on these numbers, with an average
of 4 games per player, the daily count for games played is 28 million; monthly the count
is 84 million, and the yearly count reaches 10 billion.
FORTNITE
Source: https://www.pcgamesn.com/fortnite/fortnite-vs-pubg-map-players-graph-
ics-gameplay-weapons-review
Pcgames.com offers public information for a number of the Fortnite players and calcu-
lates the number of daily players to be at least 3 million on average. If we speculate that
these gamers play at least 4 games per gaming session on average, we get 12 million
players a day. We used these numbers to speculate the number of monthly and yearly
game sessions. Fortnite is currently the most played game worldwide, with a huge num-
ber of at least 4.3 billion game session a year.
FIFA 18
Source: https://www.sporttechie.com/nearly-460000-ea-sports-fifa-14-games-
played-every-90-minutes-infographic/
The January report for FIFA 18 states that the number of sold copies of the game was
more than 10 million. Since there are no official numbers regarding the daily player count,
we took 10% of these players as the average. This means that 1 million of people play at
least 4 million game sessions a day, 120 million a month and 1.4 billion a year.
 
14WHITEPAPER
15WHITEPAPER
PLAYERUNKNOWN’S BATTLEGROUNDS
Source: http://steamcharts.com/app/578080
Steam Charts is one of the most common and valuable information sources about the
player counts for a single game, which is where we got the statistics for PUBG and a few
other games. There are currently over 974,675 concurrent players playing PUBG a day,
which makes over 3.8 million daily game sessions. These numbers extend to 116 million
game session a month and 1.4 billion a year.
DOTA 2
Source: http://steamcharts.com/app/570
At the moment of writing this document, Steam Charts states that the daily concurrent
player count for DOTA 2 is 446,833 which makes more than 1.7 million game sessions
daily. The number of games played on a monthly basis is 53 million and 643 million on a
yearly basis.
STARCRAFT 2
Source: http://www.rankedftw.com/stats/population/1v1/#v=2&r=-2&sy=c&sx=a
The statistics of this game are linked to the current ongoing 35th season, which started
on 23 January 2018. Starcraft 2 has a total daily game session count of 214,000, which
brings the monthly count to 6.4 million and to 76.8 million played games per year.
4.2. ESTIMATED REVENUE FOR THE FIRST YEAR
Our potential target goal in the first year of business is 1% of the market. We are esti-
mating that at least 1% of these players will use the BetOnYourself platform for betting
on their own skills. The estimated earnings will, therefore, be calculated based on this
percent. If only 1% of these players place bets through the BetOnYourself platform, there
will be the following number of games played.
WHITEPAPER 16
Since there are 2 players per gaming session when placing a bet, the percent of the
number of games played will be divided by 2.
On average we estimate that one player will bet $2.50, and one game session between 2
players will have a joint bet amount of $5.00.
1% of the amount of
games played
Yearly Monthly Daily
LOL 380 million 32 million 1 million
Hearthstone 100 million 8.4 million 280,000
Fortnite 43 million 3.6 million 120,000
FIFA 18 14 million 1.20 million 40,000
PUBG 14 million 1.16 million 38,000
DOTA 2 6.43 million 536,000 17,000
Starcraft 2 768,000 64,000 2,000
Estimated number of
challenges played with
BetOnYourself
Yearly Monthly Daily
LOL 190 million 16 million 500,000
Hearthstone 50 million 4.2 million 140,000
Fortnite 21.5 million 1.7 million 60,000
FIFA 18 7 million 600,000 20,000
PUBG 7 million 580,000 19,000
DOTA 2 3.21 million 268,000 8,500
Starcraft 2 484,000 32,000 1,000
17WHITEPAPER
The BetOnYourself provision on each bet is 10% of the prize pool if the fee is not paid
with the iBET Token.
By using the iBET token, players will get a 50% discount on the provision for every bet
Estimated prize pools
for matches played with
BetOnYourself
Yearly Monthly Daily
LOL $950 million $80 million $2.5 million
Hearthstone $250 million $21 million $700,000
Fortnite $107.5 million $8.5 million $300,000
FIFA 18 $35 million $3 million $100,000
PUBG $35 million $2.9 million $95,000
DOTA 2
$16.05 mil-
lion
$1.34 million $42.5,000
Starcraft 2 $ 2.42 million $160,000 $5,000
Estimated earnings on
BetOnYourself provisions
(10%)
Yearly Monthly Daily
LOL $95 million $8 million $250,000
Hearthstone $25 million $2.1 million $70,000
Fortnite $10.7 million $850,000 $30,000
FIFA 18 $3.5 million $300,000 $10,000
PUBG $3.5 million $290,000 $9,500
DOTA 2 $1.6 million $134,000 $4,250
Starcraft 2 $242,000 $16,000 $500
WHITEPAPER 18
they place with BetOnYourself. The fee for BetOnYourself services will, in this case, be
5%.
For the first two years of our business, we commit to sending every single iBET token
we get from collecting fees into destruction. By allowing users to pay the fees with iBET
tokens on all games, even the ones they play with other currency pairs, either FIAT or
crypto values, the fee is reduced by 50% when using the iBET tokens.
With the speculation that players will bet $2.50 on average, which will make the joint
prize pool of $5.00, with use of iBET tokens as means of payment and based on today’s
figures, we estimate:
•	An annual market volume of 280 million challenges.
•	An average platform transaction fee of $0.25 per single challenge.
•	TOTAL annual fee income of $140 million based on the 10% fee.
•	TOTAL annual fee income of $70 million based on the 5% fee.
•	TOTAL annual fee income of $105 million based on the average between both fee 	
	 amounts, 5% and 10%.
Estimated earnings on
BetOnYourself provisions
with iBET tokens (5%)
Yearly Monthly Daily
LOL $47.5 million $4 million $125,000
Hearthstone $12.5 million $1.05 million $35,000
Fortnite $5.35 million $425,000 $15,000
FIFA 18 $1.75 million $150,000 $5,000
PUBG $1.75 million $145,000 $4,750
DOTA 2 $800,000 $67,000 $2,125
Starcraft 2 $121,000 $8,000 $250
*All calculations of the estimated revenue for the first year of operations are rounded for simplicity.
19WHITEPAPER
5. ALPHA
User registration on BetOnYourself is very simple and com-
pleted with an email account, password, username and PSN
ID. Everything else is decided by the player—to start a chal-
lenge or to invite someone directly to a challenge, to accept
a challenge and set the amount of a bet.
Every player has a ranking provided both by skill and oppo-
nent rates. We give every player a chance to rate his oppo-
nent for the simple reason that doing so will help eliminate
any problems with communication and harassment. We
want BetOnYourself to be a safe and respectful place for
every member since we are all connected through our love
for gaming.
BetOnYourself provides protection for both sides of a match
and follow-up on every match that results in a discrepancy.
Every result should be reported within 15 minutes by both
players. If that does not happen, the winner will be the play-
er who can provide the screenshot of the result. The best
practice for using our support system is to provide proof of
a win by sending us a video of your game or a screenshot of
the end result. Nonetheless, every case will be thoroughly investigated.
5.1.	ALPHA DETAILED
The ALPHA platform only allows betting on yourself by playing Fortnite and FIFA 2018
on PlayStation 4 at the moment. The most important reason why we chose to start with
playing on the PlayStation 4 console is to minimize any risk of cheating.
•	Fortnite, one of the biggest battle royale titles that gained rapid popularity among 	
	 gamers, is one of the two games included in our ALPHA. Since it is currently the 	
	 most played battle royale game worldwide, it was the obvious choice. The most 		
	 recent highest concurrent player count came to 3.4 million gamers worldwide, 		
	 across all consoles and PC.
•	The popularity of FIFA 2018 itself provides us with the opportunity to include as 	
	 many players as we can. It is the best option for maximizing the number of people 	
	 who will be a part of our concept test drive since it is far easier to find an opponent 	
	 and start the match when there are only two people involved (1:1 instead of 5:5).
6. FORTNITE
One of the biggest battle royale game titles attracts a huge number of players worldwide.
Fortnite is currently the most talked about and played game in the world. The statistics
for its player count is not transparent, but Epic Games has revealed that the most recent
highest concurrent player count came to 3.4 million across all consoles and PCs. Epic
Games’s YouTube statistics show that Fortnite had more video uploads related to a video
game in January 2018 than anything else, and it also set the record for most gaming vid-
eos uploaded in a single month, which was February 2018. On streamer mode, Fortnight
set the record for the biggest single gaming stream, where the gamer reached more than
1.1 million viewers at one time.
20
*All FIFA challenges on ALPHA, will be played on FIFA 19
21WHITEPAPER
On the 8 March 2018, Epic Games revealed that Fortnite will support cross-play and
cross progression between PlayStation 4, PC, Mac, iOS and eventually Android. The Verge
also stated that Fortnite may even be the first game to enable cross-platform play be-
tween PlayStation 4 and Xbox One. Based on all of this information, the choice for this
game is obvious.
7. FIFA 18
FIFA 18 is by far the most realistic football game to date because it uses Real Player
Motion Technology in the development process. It is one of the most popular 1:1 games
worldwide. The sale record of FIFA 2018 has reached a new milestone in only eight short
weeks since its release in September 2017—10.19 million units sold. The game sold best
on the PlayStation 4, with 7.48 million units, and that was just for the short three months
of sales in 2017. This sales ratio of 73% in favour of PlayStation is the main reason this
console has been chosen for BetOnYourself ALPHA. At this stage, we are focusing on
PlayStation only, because games do not support cross-platform play.
FIFA 2018 was also one of the most watched games on Twitch in 2017, which accumulat-
ed 41.3 million non-eSports hours of views since the release of FIFA 18 in late September
until the end of the year. Not only that, the FIFA franchise is the only one to have two
games in the top 50 by non-eSports hours on Twitch. According to the startup Stream-
labs, which makes software and tools for streamers and streaming platforms, players
live streamed exactly 971,981.08 hours of FIFA 18 in 2017, in only three months since its
release.
These statistics alone are good enough reasons why we are starting out our ALPHA with
FORTNITE and FIFA 2018. We want to give as many players as possible a chance to test
our platform. But this is only the beginning. The second stage will be the real deal. After
the completed ICO we will start with the development of the automatized web version of
BetOnYourself platform, which will automatically read and update information about the
players, bets and the course of the game. This information will be automatically displayed
WHITEPAPER 22
on the blockchain, which will be linked to a smart contract game. The winner of the game
will automatically receive his winnings. With a cheat-free software, this client will support
all of the most popular games in the future, such as DOTA2, League of Legends, Call of
Duty and many more.
8. SOFTWARE
AUTOMATIZATION AFTER THE
SUCCESSFUL CROWDSALE
Automatization of the betting process is our way of ushering gaming for money into the
mainstream. The automatization of BetOnYourself will enable a much faster and easier
process of placing bets and using the platform.
The platform automatization will automatically resolve challenges with the use of APIs,
provided by game developers. Each of the games has either its own official API or a
Steam WebAPI, which will be used to fetch the required statistics. The platform will
therefore automatically calculate winnings based on the betting conditions and the
game statistics information from the game API.
The user will be able to create or accept a challenge only after he enters the data re-
quired to authenticate him by the game API; for example, his username for the chosen
game. The user will be able to create various challenges, but only one can be active at a
time. After an opponent accepts a challenge, all others will be marked as non-accept-
able until the end of the match and resolution by one of the players. After the tokens are
transferred, both players will be notified when the game is about to start. The platform
will automatically calculate winnings based on the bet conditions and the game statis-
tics information from the game API after the challenge. In case of a failure, both players
will be able to manually resolve the challenge or play a rematch of the game. The maxi-
mum waiting time for calculating the results will be 5 minutes.
*All FIFA challenges on ALPHA, will be played on FIFA 19
23WHITEPAPER
8.1.	 BETTING TYPES
9. ESPORTS MARKET
OVERVIEW
Electronic sports has transformed online gaming into a spectator sport and has become
a booming global industry over the years, with a year-on-year growth of 41.3%. Branches
like media rights, advertising, sponsorships, merchandise, tickets and game publishing
fees have given various brands, media and entertainment companies a chance to capi-
talize on the popularity of the gaming industry. Playing games and watching game con-
BETS Type Winner
LOL
• 5v5 Summoners Rift
(Tournament Draft)
• 1on1 Howling Abyss
(Blind Pick + 4 Bans. (2 bans per
player in the lobby)
Best out of 1 match
Hearthstone 1v1 Conquest with 1 ban Best out of 3 matches
Fortnite 1v1 or 2v2 Player or duo with most kills
FIFA 18 1v1 Most goals scored
PUBG 1v1 or 2v2 Player or duo with most kills
DOTA 2
• 5v5 Captains Mode
• 1v1 Solo Mid Draft/All pick
Best out of 1 match
Starcraft 2 1v1 Legacy of the Void Best out of 1 match
WHITEPAPER 24
tent has become a huge success, and gaming has its own broadcast and media cover-
age. Individual players engage with their fans through streaming platforms, social media
sites and various events, which has completely changed the marketing game. Fans are
already averaging 100 minutes per session, and only about half of them actually play
the game they are watching. They are very passionate, and 49% of them spend most of
their free time around eSports. The size of the global eSports audience in 2018 will reach
380.2 million, which includes people who watch eSports every day to those who tune in
once a month. With this many people interested in eSports, it is clear that they are on the
rise.
As Newzoo notes, one traditional betting company stated that eSports are already its
seventh-biggest sport in betting volume, which ranks above golf and tennis. And that
was three years ago! The best example of eSports popularity is the fact that one of the
biggest sporting events of the year has had 5.6 million worldwide viewers less than an
eSports finale event. The 2017 NBA finals had 24.4 million viewers worldwide, while the
number of The League of Legends Season 3 World Championship went as high as
32 million viewers worldwide. Not only that, it was also the most watched event on
Twitch in 2017, with 49.5 million hours.
Research from Mindshare North America shows that fans are young digital natives, of
which 65% are between the ages of 18–34. It is a generation that is tech savvy and al-
ways connected to their online presence in some way. What can make fans even more
engaged in watching gamers play? If the players raise the stakes a little, it will all be
more interesting to watch—if a player would place a bet on himself on BetOnYourself
and invite his opponent to a challenge.
 
9.1.	BATTLE ROYALE GAMES ON
BETONYOURSELF
It is all about the battle royale genre at this moment. As a blend of survival, exploration
and scavenging elements with the main goal of staying the last one standing, it has ev-
erything to keep a player engaged. The genre dates back to the year 2000, but it has be-
come widely known and established with the launch of PlayerUnknown’s Battlegrounds.
25WHITEPAPER
The hit among gamers was soon joined by the free game Fortnite, which has already
become known as the greatest game of 2018! According to Newzoo, as of this year the
Fortnite player base has reached 45 million. Both battle royale games have a huge player
base count and are breaking records with their numbers. Fortnite is currently in the lead
with the record of 3.4 million concurrent players worldwide, while PUBG has reached 3.2
million. Because of the success of the battle royale genre, there are many companies out
there considering making their hit games into a battle royale version. And we at
BetOnYourself are all up for it!
The battle royale genre is the future of competitive gaming because
of the nature of its gameplay, which allows a high leverage (1:100).
Therefore, the battle royale genre is perfect for betting on your own
“player kill”.
 
A new statistics report from Newzoo shows that almost a third of PC players worldwide
(30.1%) in February played a battle royale game. 16.3% of those players were playing
Fortnite, 14.6% PlayerUnknown’s Battlegrounds, while other games like DayZ, Ark: Sur-
vival of the Fittest are much lower on the list, with less than 5%. Fortnite is also in the
lead in viewership on video services like Twitch and YouTube.
Esports hours watched on Twitch in 2017 per game
LOL 274.7 million
Hearthstone 76.9 million
Fortnite No information given
FIFA 18 No information given
PUBG No information given
DOTA 2 217.9 million
Starcraft 2 21.2 million
(Source: Newzoo)
WHITEPAPER 26
Newzoo’s PC Game Tracker, based on data from 42 countries worldwide, has listed the 20
most popular PC games worldwide in March of 2018. The most played game of the month
was the League of Legends, followed by PLAYERUNKNOWN’S BATTLEGROUNDS, Fortnite
and Hearthstone in the top four, with DOTA 2 in 12th place and StarCraft II in 17th. Fort-
nite is still on the rise, with a steady growth of players every month.
Non-eSports hours watched on Twitch in 2017 per game
LOL 742.5 million
Hearthstone 364.1 million
Fortnite 82 million
FIFA 18 41.3 million
PUBG 534.6 million
DOTA 2 230.5 million
Starcraft 2 26.2 million
(Source: Newzoo)
27WHITEPAPER
9.2 PLAYING »SIMPLE« OPEN SOURCE ONLINE
GAMES FOR MONEY
(Pong, , Pool, Chess, Memory, Scrabble, Tic-Tac-Toe, etc.)
& BETONYOURSELF SDK
(SOFTWARE DEVELOPMENT KIT)
External game developers will be able to add their games to our platform if their game
meets our standards of being a »game of skill«. For placing a game on our platform, it will
have to pass our »game of skill« test, which states that a skilled player must defeat an
unskilled player at least 75-times in 100 tries, which is 75% of the time. If the game meets
our “game of skill” standards, it will be placed on the BetOnYourself platform and will be
treated as a »game of skill« rather than a game of chance. To provide such a standard,
we will offer a free software development kit (SDK) for external game developers, which
they will be required to install in their game. This SDK will ensure that all random aspects
are removed from the game. We will provide this with our own SDK-implemented algo-
rithm that will extract every aspect of the game that does not offer the same conditions
for both players. In short, this means that regardless of the game, both players will have
the same conditions in all elements of the game, such as time, color, speed, etc.
Game developers will be entitled to a proportionate share of the charged commission for
each played game, which they have uploaded. The fee charged to users will either be 5%
(iBET Token) or 10% (other payment options), depending on the chosen payment option.
The income from the accumulated fees from the played games will be divided between
BetOnYourself platform, which will receive 25% and game developers, who will receive
75%.
WHITEPAPER 28
The battle royale genre is the future of competitive gaming
because of the nature of its gameplay which allows a high
leverage (1:100). Therefore, the battle royale genre is
perfect for betting on your own “player kill”.
29WHITEPAPER
10. OPPORTUNITY
“More time spent on games, money follows” (Newzoo).
The statistics of eSports, and the gaming world in general, speak for themselves. The
revenue numbers are realistically estimated as high as $696 for this year, while the num-
ber of eSports enthusiasts is expected to grow by another 50% into 2020, totalling 286
million, per Newzoo.
The tech-savvy generation that is invested in eSports is also the gen-
eration that will make up 75% of the workforce by 2030. They are also
most likely to succeed in fully deploying the blockchain and using
cryptocurrencies and tokenization models as valid payments.
The year 2017 was a landmark in the games market in general, as its revenues exceeded
the $100 billion mark to total $109 billion. Consumers are spending more than ever on
games because they cater to a very wide range of interests. Most games offer consumer
entertainment on three levels: playing, viewing and creating. The BetOnYourself plat-
form adds betting on a player’s own skills to that. The huge base of passionate eSports
fans all over the globe is facing a void that will be filled with the BetOnYourself platform.
According to Newzoo, the global average annual revenue per one eSports enthusiast is
up to $5.49 this year.
The nature of online gaming is to play more than one game at a time.
In the competitive world of the battle royale genre, players always opt
for a rematch, especially when they don’t win. Even then, the excite-
ment of the competition and the adrenaline rush that takes over while
playing very often results in multiple gaming sessions. With more time
WHITEPAPER 30
spent playing games, players get more and more skilled, which makes
them devote even more time to gaming. Their gaming skill and time
spent playing games cannot be reimbursed by any amount of money
or something to make use from in everyday life. With BetOnYourself
this becomes possible.
The average gamer is 35 years old, and the majority of gamers are over 18 years old.
The statistics also show that 53% of frequent players play to spend time out with their
friends and 42% play with their families for the same reason. Playing games is, therefore,
a great opportunity for socializing. With this information, it is safe to say that BetOnYour-
self will provide players with a chance to make these gaming sessions more competitive
and exciting.
31WHITEPAPER
Most games offer consumer entertainment on three levels: playing,
viewing and creating. The BetOnYourself platform adds betting on a
player’s own skills to that.
WHITEPAPER 32
11. ROADMAP
The birth of an idea – Q2 17
Market research – Q3 17
Screw it, let’s do it – Q4 17
ALPHA testing – Q2 18
ALPHA is out – Q4 18
ALPHA community feedback – Q4 18
Global marketing campaign – Coming up
Private presale – Coming up
Platform is LIVE! – Coming up
Automatization of platform is out! – Coming up platform
32WHITEPAPER
33WHITEPAPER
12. iBET TOKEN
(Buyback & Burn)
The development of the BetOnYourself platform will be funded by selling vouchers for our
future escrow service fees to ICO backers. Vouchers represent an advanced payment of
fees for the escrow service and will be usable right after the launch of the BetOnYourself
platform.
The iBET token will have a great advantage over other payment options. The amount of
playing “bets on yourself” with a single token will be based on the market price of iBET
tokens at the moment of the trade. A transaction for an iBET holder will be charged at the
best asking price which favours buying iBET tokens in advance.
Any user will be charged a fee in the cryptocurrency they are playing in; therefore, own-
ing iBET tokens in advance will not be necessary. The fee cost will be executed automat-
ically. iBET owners will have their iBET tokens subtracted from the balance, based on the
iBET’s market value.
iBET tokens used for fees when playing “bets on yourself” will be
burned on the Ethereum network using a smart contract designed to
destroy tokens on a regular basis. We will also allocate 100% of the
funds received from other Crypto commissions for the buyback and
burn of our (iBET) tokens. This commitment will apply during the first
two years of the platform’s operation.
After two years of operation, we will prepare a new strategic plan
based on the experience gained from the first two years; the new
strategic plan will be valid for an additional two years.
WHITEPAPER 34
If a client makes a play without having any iBET tokens, the fee will be charged in a se-
lected crypto currency and converted into iBET tokens at the highest price on one of the
exchanges for those to be destroyed after. This process will create a great user experi-
ence for users who do not want to use the iBET tokens. That said, there will be an incen-
tive for our clients to buy iBET tokens in advance and burn them for playing.
With our longstanding presence and experience in the crypto indus-
try, monitoring the movement of usability in the related demand for
issued tokens in other projects and after discussions with the team
and our advisors, we find that the only suitable usability of a token is
when the user has an actual benefit with its use.
iBET TOKEN
FUNCTIONALITIES
The iBET token will be more than just a payment option; it will be
in charge of the whole ecosystem of the BetOnYourself platform.
50% Discount on the Service
By using the iBET tokens, there will be a 50% discount on the ser-
vice fees for every single bet placed. The concept is simple. Users
of the BetOnYourself platform will break every transaction fee in
half using the iBET tokens as a means of payment. The demand
for the iBET token will be constant because gamers play games
one after another. These tokens do not serve as a one-time ticket!
They will be constantly in the stream in parallel with the industry,
which lives 24/7.
35WHITEPAPER
 
Referral and Community Rewards
iBET tokens will be awarded as referral and community re-
wards for those who contribute to BetOnYourself. That way
everyone will have an opportunity to earn a financial reward
for their efforts on BetOnYourself.
Become a BetOnYourself Referee
You will be able to earn a percent of the provision on BetOn-
Yourself by acting as a referee and helping solve disputes be-
tween players by investigating a case. For every successfully
closed dispute, you will be rewarded half of the fee for the
game in question as the referee. That means that if the bet is
paid with any other payment option than an iBET token, where
the fee is 10%, you will be awarded 5% of the fee. If the fee is
paid with the iBET token you will receive 2.5% of the overall
5% provision, of which the remaining 2.5% in iBET tokens will
be destroyed.
How to become a referee? You will need to be registered on
the platform, have at least a 4-star rating from the other
players and have a history of at least 10 played games with
BetOnYourself. With that, you will be able to apply for the posi-
tion. After a short interview through communication tools like
Skype and Google Hangouts, you will be informed about the
position and the working process. With our approval, you will
get access to the disputes section.
Voting for New Games and Bets
Every single iBET token owner will have the opportunity to
vote for a game of his choice and new betting functions to be
added to the BetOnYourself platform.
WHITEPAPER 36
iBET TOKEN PRICE AND
TOKEN SUPPLY
The iBET token will be issued on the Ethereum blockchain using a smart contract
defined by the ERC-20 standard.
The starting price of one iBET token will be $0.01. The total token supply will be based on
the number of funds collected during the crowdsale and will be set after the successful
ICO.
iBET tokens may only be purchased by ETH.
We are raising: $15 million
ICO Token Price: $0.01
Payment Methods: Ethereum (ETH)
ICO Start Date: To be announced
End Date: To be announced
Max ICO Token Supply: 1.5 billion
Max Token Supply: 2 billion
Initial Token Distribution Date: 7 days after ICO completion
All unsold iBET tokens will be burned.
37WHITEPAPER
ICO DISTRIBUTION:
•	 75% of the iBET tokens will be proportionally distributed among ICO backers.
•	 10% will be reserved for community and user growth.
•	 7.5% will be reserved for our advisers.
•	 7.5% will rest with the company as a reserve fund.
If the money collected during the ICO runs out, the platform must not discontinue. To avoid this the
company will liquidate small amounts of iBET tokens to fund operations with 2 years vesting.
37WHITEPAPER
WHITEPAPER 38
ICO GOALS, LIMITS AND FUND
DISTRIBUTION
At the moment of reaching our goal of $15 million USD, the ICO will close and no addition-
al funds will be accepted. The ICO will last no longer than 30 days after which all of the
unsold iBET tokens will be burned. ICO backers will not be entitled to any refunds.
iBET tokens may only be purchased by ETH.
The distribution of iBET tokens will be provided in 7 days after ICO completion.
COST DISTRIBUTION:
38
•	 Development 40%
•	 Marketing 20%
•	 Operations 20%
•	 Legal 10%
•	 Servers and Support 10%
WHITEPAPER
39WHITEPAPER
13. TEAM
The team of BetOnYourself professionals has a deep understanding of eSports, gaming
and powerful business acumen skills that will make this project grow and succeed.
Mitja Krašovec (CEO)
•	Seasoned professional with over 10 years of experience in group leadership and
entrepreneurship.
•	Gamer by nature.
•	Determined to develop the first truly automated platform that will connect gamers
from all over the world and allow them to play their favourite video games for real
money by betting on themselves to win!
Žiga Dvanajščak (CTO)
•	Information technology professional with over 8 years of experience in the infor-
mation technology and services industry.
•	Enthusiastic gamer who discovered his love for gaming when he was just 6 years
old. This love is still ongoing.
•	Bitcoin believer and miner since 2010.
Andraž Sraka (Information Security)
•	Seasoned security and network professional with more than 15 years of experience
in the industry.
•	President of Cloud Security Alliance Slovenian Chapter and a co-founder and
member of Geekatrons.io.
Sašo Jakljević (Development Team Lead)
•	Experienced product manager with over 5 years of experience in product/team
leading.
•	Recently worked as a product manager at D.Labs.
WHITEPAPER 40
Krištof Črnivec (Blockchain Developer)
•	Seasoned web developer with more than 5 years of experience.
•	Recently worked as a blockchain developer for verity.network (formerly Eventum).
Ivan Romanovski (Blockchain Developer)
•	Mathematician and blockchain developer with more than 5 years of experience.
•	Recently work as a data analyst at Salviol Global Analytics Ltd. and as a blockchain
developer at D.Labs.
Janže Račečič (UX Designer)
•	Senior product designer with more than 8 years of experience.
•	Recently worked as the head of designers at verity.network (formerly Eventum).
Jaka Filej (Web Developer)
•	Web developer with over 5 years of experience in information technology.
•	Recently worked as Ruby On Rails Developer at D.Labs.
Maja Grof (Marketing/Community Manager)
•	Experienced marketer with over 10 years of experience in the marketing industry.
•	Co-founder of Nebula X Games, whose game Zombie Watch has been downloaded
more than 4 million times from App Store & Google Play Store.
41
ADVISORS
AMBASADOR
We invite you to join our journey into
the world of eSports. 41
Dr. Melita Balas Rant (Faculty of Economics,
University of Ljubljana)
Melita is an assistant professor of management and organization at the Faculty of
Economics, University of Ljubljana. She has also served as an academic co-director at
the Centre for Business Excellence, where she runs directorship function over FELU
MBA program and selected business academies (sales, leadership, etc.).
From 2008 to 2011 she was a director of the Executive MBA at the IEDC-Bled School
of Management.
Peter Pohar (D.Labs)
Peter is a seasoned professional with over 20 years of experience in group leader-
ship and project management. He is currently working as the head of group leads at
D.Labs.
Matej Resman (ICO advisor - tokens.net)
Matej is one of five founding team members of tokens.net. He is an entrepreneur with
over 8 years of experience in web commerce and pristine design development (UI/
UX), a seasoned digital and web project manager, and co-founder and CEO of a digital
marketing agency. His ownership of a Bitcoin mining operation in 2014 led him to
explore cryptocurrency and financial technology.
Elzan Jusufi (PS4 FIFA 17 World Champion – Online Seasons)
Elzan is a professional PS4 FIFA player. In 2017 he became the World Champion of
FIFA 17 – Online Season. That same year he broke the record of 5000 wins in a single
season, which remains the world record in the history of the FIFA game.
WHITEPAPER 42
14. A WORD FROM
OUR AMBASSADOR
Have you heard about Elzan?
That guy who made a ton of money by playing video games?
This is probably the most common question when someone hears my name. For many
people, my way of earning a living does not make any sense, because they cannot imag-
ine nor understand how someone can make a living from playing video games. Of course,
the astonishment is even greater to the older generation, which still thinks playing vid-
eo games is a waste of time and escape from the real world. Playing video games on a
professional level, however, is anything but that—it is a mentally and physically exhaust-
ing work that requires perseverance and discipline that can be equated with athletes in
traditional sports. Playing video games is no longer merely entertainment but a serious
industry with more than two billion players worldwide. It is an industry with a circulation
of hundreds of millions of dollars.
I found the passion and discovered my talent for playing the game FIFA, which I began
to play because of my love for football. I quickly noticed that I play a little bit differently
from the others since I was slightly better than my team players from the very beginning.
My dedication to football and love for playing FIFA led me to play practically all the time.
All the time spent before the screen encountered disapproval from friends and family,
who perceived my passion as a waste of time. But I knew from the early days that I had
found my way. The disapproval quickly turned into astonishment and extraordinary sup-
port when I achieved first place in the official World Weekly Online Rankings of the FIFA
16 game in 2016. That year I also broke the world record with 60 games played without
a single defeat and signed a sponsorship contract with the football club Olimpija from
Ljubljana. In 2017 my success only increased, as I became the World Champion of FIFA 17
– Online Season, which means that I was the best player of FIFA, out of 12 million players
worldwide. I broke the record of 500 wins in a single season, which remains the world re-
43WHITEPAPER
cord in the history of the FIFA game. My achievements have led me to interesting offers
from clubs and various sponsors around the world and increased awareness about who I
am and what I do for a living.
I can say that I was lucky enough to observe the change in perception of video gaming
from the first row. From my example, people quickly realised that gaming can become
something that brings you international fame and success, while your talent and skill can
be developed to the point of earning a lot of money. Due to the nature of video games,
which are played practically 24/7 online with players from all around the world, we
gamers are not burdened with the economic conditions of the countries we live in. Thus,
a player from Sudan can beat his opponent from New York City and earn money if he
wins the game. Whatever the economic differences between the two countries are, the
only thing that counts are talent, skill and discipline!
This is where the need for a safe, simple and transparent platform, which would connect
players from all around the world, presents itself—a platform for gamers with similar skill
sets, who want to dedicate a part of their time playing games to making a profit from it.
That is exactly what BetOnYourself represents.
BetOnYourself is the answer to the needs of professional, semi-professional and amateur
gamers. It allows us to earn a living with our talent, skills and efforts, which we dedicate
to playing video games.
The time frame for BetOnYourself’s entry onto the market could not be better! The evolu-
tion of playing video games increased with Twitch and its live gaming feeds and has led
us to the point where the search for possible solutions for playing video games directly
for money has appeared.
I like to compare the BetOnYourself platform and its team with the PokerStars platform
for playing poker. “What PokersStars is to a game of poker, BetOnYourself will be for video
gaming”.
Elzan Jusufi
WHITEPAPER 44
“What PokerStars is to a game of poker,
BetOnYourself will be for video gaming”.
Elzan Jusufi
WHITEPAPER 46
CONTACT
General inquiries:
BetOnYourself d.o.o.
Dunajska cesta 156 - WTC
1000 Ljubljana
Slovenia (EU)
E-mail: info@betonyourself.io
Website: https://www.betonyourself.io
Be aware that purchasing crypto tokens is extremely risky; therefore, never spend more funds than you can
afford to lose. Make sure to read this whitepaper thoroughly and to consider all possible associated risks that
come with investing in cryptocurrencies.

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BetOnYourself Whitepaper

  • 1. 1WHITEPAPER BetOnYourself WHITEPAPER v 1.1 Online platform built on the Ethereum blockchain that allows gamers to play video games for money by betting on themselves to win! Be aware that purchasing crypto tokens is extremely risky; therefore, never spend more funds than you can afford to lose. Make sure to read this whitepaper thoroughly and to consider all possible associated risks that come with investing in cryptocurrencies.
  • 2. 2 DISCLAIMER AND RISK DISCLOSURE PLEASE READ THIS ENTIRE SECTION BEFORE TAKING ANY ACTION. This whitepaper is intended to present the general idea of the BetOnYourself platform and business model to the public and to serve as an introduction to the BetOnYourself crowdsale for poten- tial token purchases in connection with the proposed token sale. The information in this document can be changed for any reason and does not imply any elements of a contrac- tual relationship. If in doubt you should consult your legal, financial or other professional advisors before taking any action in regard to contributing to the development of BetOn- Yourself. This whitepaper does not contain all of the information that you may desire about the project. Its sole purpose is to provide you with the relevant information in order for you to determine whether to continue with the analysis of the project and company with the intent of purchasing the iBET tokens. BE ADVISED THAT PURCHASING iBET TOKENS INVOLVES A HIGH RISK; THEREFORE, YOU SHOULD NOT SPEND ANY FUNDS YOU CANNOT AFFORD TO LOSE. In making the decision to purchase iBET tokens you must rely on your own research of the project and the terms. As a holder of iBET tokens, you do not receive any form of dividend or revenue, and your purchase does not involve the exchange of cryptocurrencies for any form of securities, investment units or shares of the company. This whitepaper is not subject to laws or reg- ulations of any jurisdiction that are designed to protect investors. BetOnYourself, its founders, team members or any third party involved in this project do not warrant or assume legal liability regarding the content of this document and will not be liable for any indirect, incidental, consequential or other losses of any kind. All state- WHITEPAPER
  • 3. ments, estimates or financial information in this whitepaper or on the BetOnYourself website, press release or any other place accessible by the public are forward-looking statements or information, which involve known and unknown risks. With your purchase of iBET tokens, you agree that you did so at your own risk and that iBET tokens are provided on an “as is” basis without any kind of warranties. It is your re- sponsibility to determine if you are legally allowed to buy iBET tokens in your jurisdiction and whether you can resell them to anyone in any jurisdiction. You are also responsible for any tax implications of your participation in the crowdsale, purchasing, receiving or holding of iBET tokens in all aspects, in any jurisdiction. This whitepaper can be updated at any time, and BetOnYourself is not obligated to give you any notice of any changes. The latest version of the BetOnYourself whitepaper is available at the website https://www.betonyourself.io/. IMPORTANT: Citizens or individuals with lawful permanent resident or domicile in the USA, Canada, South Korea, Singapore and China are not allowed to contribute in the Bet- OnYourself crowdsale. BetOnYourself is not an eSports gambling service. In a game of skill, the outcome is de- termined by mental or physical skill; therefore, betting on yourself in a skill based game is not considered gambling. All bets on BetOnYourself are based solely on players’ skills and not by chance. Participation in skill based games for prizes may be prohibited in your jurisdiction, and it is your sole responsibility to ensure compliance with such laws. 3WHITEPAPER
  • 4. WHITEPAPER 4 A WORD FROM OUR FOUNDER “Screw It, Let’s Do It” is one of Richard’s (Richard Branson) favourite sayings, and I couldn’t agree more! The idea of creating a platform that would allow gamers to play video games for money originated in my early teens. I was never very skilled in playing games, but I did have a lot of friends who excelled at it. Observing them play, advance and ultimately win, I was always looking for a concept that would allow them to redeem their time, energy and talent of playing video games for pay- ment. Ever since then I have remained a gamer by heart. Thus, I was always in touch with the current events of the gaming industry and have witnessed a huge shift in people’s perception of this sport—from something exotic for “nerds” to waste time on into some- thing that gained huge popularity and sense with the transition of that same generation into adulthood. From the organization of the first tournaments with a few small prizes to the ones with a bigger prize pool and ultimately organization of semi-professional and professional leagues with professional players (ESL), the properties of a good gamer started to acquire meaning. The first major change came with the appearance of Twitch, which also offered the op- portunity for non-professional players to receive payment for the time they spend play- ing video games. The industry has long proven that playing games is not just a hobby but a legitimate way to earn money if gamers put enough time and effort into it. Despite the huge movements in the last decade, there are still no real opportunities for gamers to get paid in real money for their winnings, and not just for the “in-game”
  • 5. 5WHITEPAPER awards. The easiest way to explain this is to compare it to a game of poker. You can play a game of poker just for fun with “in-game” money, but if you are very good at poker and you want to feel the excitement that comes with it, you will play poker for real money. It is exactly the same with playing video games. When playing games for money, it ac- quires meaning and awareness, because the outcome and the reward are exclusively in the hands of the gamer. With this the perception of playing video games shifts from a hobby to a profession—exactly the same as with the poker players. With the BetOnYourself platform, we want to give everyone a chance to receive payment for their gaming skills. We are committed to being the first to offer a fully automated plat- form that will allow you to play such a game in a fair and safe manner. Our main guiding principle is to develop the gaming industry to a point where gamers can make playing video games their livelihood. Let’s not forget that playing video games is not just something that gamers waste time on; it’s our way of life! So why not be paid for what we love to do the most in life? Ljubljana, 11 September 2018 Mitja Krašovec
  • 6. WHITEPAPER 6 INDEX 1. Project Overview 8 2. Mission Statement 8 3. Vision 9 4. Business Profitability 12 4.1. Statistics Explained 13 4.2. Estimated Revenue for The First Year 15 5. ALPHA 19 5.1. ALPHA Detailed 19 6. Fortnite 20 7. FIFA 18 21 8. Software Automatization After the Successful Crowdsale 22 8.1. Betting types 23 9. Esports Market Overview 23 9.1. Battle Royale Games on BetOnYourself 24 9.2. Playing »simple« open source online games for money (Pong, , Pool, Chess, Memory, Scrabble, Tic-Tac-Toe, etc.) & BetOnYourself SDK (Software development kit) 27 10. Opportunity 28 11. Roadmap 31 12. iBET Token (functionality) 32 13. Team 38 14. A Word from Our Ambassador 41 CONTACT 44
  • 7. 7WHITEPAPER “If they play poker for money, why should we play video games for free?” BetOnYourself team
  • 8. WHITEPAPER 8 1. PROJECT OVERVIEW Esports might be the fastest growing sport in the world with great advantages. It doesn’t have to be played in-person; it can be played anytime, and anyone can play. There are no limitations. It is a world of freedom that adapts to an individual need. What makes eSports so appealing? It is the fact that the success of a player is complete- ly independent of his physical attributes and skills. Two completely different players can both excel in the game field, regardless of gender, culture or location. It is a place that connects everyone who loves gaming in any way. BetOnYourself is a platform created by gamers who saw the potential in giving players the power of creating bets on their own gaming skills—a great idea coming to life with a strong team of professionals. Every player can bet as much money as he wants. Every player can choose his opponent. Everything is in the player’s hands. BetOnYourself serves as a tool for players who want to bet on their own gaming skills against anyone, anytime, anywhere! 2. MISSION STATEMENT The world of eSports is quickly evolving into something we never thought possible. It has rapidly become one of the important independent businesses in today’s industry. As Newzoo reports, eSports revenues will reach $696 million this year, which is why it has become the point of investment for many established brands and startups. The oppor- tunity of joining the huge business that eSports has become is now. Our main goal is to
  • 9. 9WHITEPAPER become part of a big community of gamers around the world. The mission is to integrate our services with players who are keen to show off their gaming skills and earn from them. With the user-friendly experience we offer and a community that markets itself on social media and streaming platforms, we want to give the world of eSports a great new product—BetOnYourself. Esports, by definition, is competitive gaming at a professional level in an organized format with a specific goal and a clear distinction between teams that are competing against each other (Newzoo). Then there are eSports enthusiasts, people who watch these events more than once a month. The eSports audience combines all of the people who watch eSports anytime. It is expected that the number of these people will reach 380.2 million in 2018. Esports is a true digital-first multi-platform entertainment format, which means it can be available simultaneously on mobile devices, tablets, desktop computers, streaming TVs, social media, stadiums, arenas and more—live or as play per demand. It is fair to say that the world of eSports holds an amazing opportunity for anyone involved in the economy. 3. VISION As gamers, we noticed a void in services where players can compete in a challenge for an actual prize. There are numerous revenue streams in eSports, the biggest being game publisher fees, media rights, advertising, sponsorship, merchandise and tickets, which combined bring in more than $906 million a year. But there is no revenue for an everyday gamer. BetOnYourself is here to change that. “Always bet on yourself in life, because honestly, who better is there to put your money on?!”
  • 10. WHITEPAPER Becoming a professional gamer may be a dream for many, but only a small percent of them actually achieve that. In a competitive world of eSports, not everyone gets the chance to earn money from their skills, even if they truly possess them. According to Newzoo, the number of gamers worldwide in 2017 was up to 2.2 billion across all plat- forms, and in the year before there were only 13K professional gamers in the world. The percentage of professional gamers is therefore as small as 0.0006%, which means there is a massive number of amateur gamers that do not get the chance to make money from their gaming skills. That void is filled with the BetOnYourself Platform. Non-professional eSports players will get a chance to make a financial profit from their gaming skills. Their time could be well spent, not just in a sense of having fun. This peer-to-peer matchmaking platform for gamers to compete against each other for prizes is designed to meet the needs of every player. Gamers will be in charge of their own BetOnYourself experience. Every opponent they choose, every challenge they set, every bet they place or accept, it is all in their hands. We are here to make this process simple and quick and to offer help with disputes or general issues. BetOnYourself is therefore the perfect answer for all players out there who want to start earning from their hobby of playing games. Our main goal is lead to a new way of pro- fessional gaming. How? BetOnYourself will serve as a peer-to-peer eSports wagering platform for members to compete against other similar skilled opponents and bet on themselves. The games are skill-based, and there will be no chance involved in a set challenge. The user-friendly platform will allow members to choose their own opponents, challenges and bet amount in a quick and efficient way. 10
  • 11. 11WHITEPAPER “The number of gamers worldwide in 2017 was up to 2.2 billion worldwide across all platforms, and in the year before there were only 13K professional gamers in the world. The percentage of professional gamers is therefore as small as 0.0006%, which means there is a massive number of amateur gamers that do not get the chance to make money from their gaming skills.”
  • 12. WHITEPAPER 12 4. BUSINESS PROFITABILITY Based on current player count data, we have predicted our potential earnings in the first year of operations. Since information about player count for every game is not trans- parent and visible to the public, the actual results can be higher or lower. The model is a sample calculation that is based on public information of which the source is always listed. Since the numbers are not official, the calculations should not be considered as information for an investment in tokens or a solicitation to buy tokens. The gaming companies do not allow insights of their player base by default, but some of the numbers can be found on sources like Steam Charts and Steam Spy, which apply to PC games only. That means that the numbers across all platforms are much higher. The Statistics Portal has published a number of player bases for different games in August of 2017, listed in the table below. Player base worldwide Daily LOL 100 million Hearthstone 23.9 million Fortnite 45 million (Source: Epic Games, 2018) FIFA 18 12.3 million PUBG 6.8 million DOTA 2 12.6 million Starcraft 2 2.4 million (Source: Statista; August 2017)
  • 13. For our business model, we are interested in every single game session played world- wide. So how many games do gamers truly play on a daily, monthly and yearly basis? We took the average of 4 games per gaming session for an active gamer. Note that we took a lower number because we could not find an official source to confirm this infor- mation. 4.1. STATISTICS EXPLAINED LEAGUE OF LEGENDS Source: https://en.wikipedia.org/wiki/League_of_Legends League of Legends has an active and expansive fanbase and had over 27 million people playing in on a daily basis in 2014. The company has since released the information that in 2016 there were over 100 million active players playing LOL each month. Nevertheless, our focus stays on the official information, which indicates that with each player play- Amount of games played Yearly Monthly Daily LOL 38 billion 3.2 billion 108 million Hearthstone 10 billion 840 million 28 million Fortnite 4.3 billion 360 million 12 million FIFA 18 1.4 billion 120 million 4 million PUBG 1.4 billion 116 million 3.8 million DOTA 2 643 million 53 million 1.7 million Starcraft 2 76.8 million 6.4 million 214.000 13WHITEPAPER
  • 14. ing 4 game sessions on average, the daily amount of games played is 108 million. On a monthly basis, that adds up to 3.2 billion and to 38 billion on a yearly basis.   HEARTHSTONE Source: https://www.pcgamesn.com/hearthstone/hearthstone-player-count As written on the Hearthstone blog, the game had more than 70 million registered play- ers worldwide in 2017 per the Activision Blizzard financial report for the first quarter of 2017. Since there are no updated numbers on the topic, we took only 10% of these play- ers as a default number for daily player count. Based on these numbers, with an average of 4 games per player, the daily count for games played is 28 million; monthly the count is 84 million, and the yearly count reaches 10 billion. FORTNITE Source: https://www.pcgamesn.com/fortnite/fortnite-vs-pubg-map-players-graph- ics-gameplay-weapons-review Pcgames.com offers public information for a number of the Fortnite players and calcu- lates the number of daily players to be at least 3 million on average. If we speculate that these gamers play at least 4 games per gaming session on average, we get 12 million players a day. We used these numbers to speculate the number of monthly and yearly game sessions. Fortnite is currently the most played game worldwide, with a huge num- ber of at least 4.3 billion game session a year. FIFA 18 Source: https://www.sporttechie.com/nearly-460000-ea-sports-fifa-14-games- played-every-90-minutes-infographic/ The January report for FIFA 18 states that the number of sold copies of the game was more than 10 million. Since there are no official numbers regarding the daily player count, we took 10% of these players as the average. This means that 1 million of people play at least 4 million game sessions a day, 120 million a month and 1.4 billion a year.   14WHITEPAPER
  • 15. 15WHITEPAPER PLAYERUNKNOWN’S BATTLEGROUNDS Source: http://steamcharts.com/app/578080 Steam Charts is one of the most common and valuable information sources about the player counts for a single game, which is where we got the statistics for PUBG and a few other games. There are currently over 974,675 concurrent players playing PUBG a day, which makes over 3.8 million daily game sessions. These numbers extend to 116 million game session a month and 1.4 billion a year. DOTA 2 Source: http://steamcharts.com/app/570 At the moment of writing this document, Steam Charts states that the daily concurrent player count for DOTA 2 is 446,833 which makes more than 1.7 million game sessions daily. The number of games played on a monthly basis is 53 million and 643 million on a yearly basis. STARCRAFT 2 Source: http://www.rankedftw.com/stats/population/1v1/#v=2&r=-2&sy=c&sx=a The statistics of this game are linked to the current ongoing 35th season, which started on 23 January 2018. Starcraft 2 has a total daily game session count of 214,000, which brings the monthly count to 6.4 million and to 76.8 million played games per year. 4.2. ESTIMATED REVENUE FOR THE FIRST YEAR Our potential target goal in the first year of business is 1% of the market. We are esti- mating that at least 1% of these players will use the BetOnYourself platform for betting on their own skills. The estimated earnings will, therefore, be calculated based on this percent. If only 1% of these players place bets through the BetOnYourself platform, there will be the following number of games played.
  • 16. WHITEPAPER 16 Since there are 2 players per gaming session when placing a bet, the percent of the number of games played will be divided by 2. On average we estimate that one player will bet $2.50, and one game session between 2 players will have a joint bet amount of $5.00. 1% of the amount of games played Yearly Monthly Daily LOL 380 million 32 million 1 million Hearthstone 100 million 8.4 million 280,000 Fortnite 43 million 3.6 million 120,000 FIFA 18 14 million 1.20 million 40,000 PUBG 14 million 1.16 million 38,000 DOTA 2 6.43 million 536,000 17,000 Starcraft 2 768,000 64,000 2,000 Estimated number of challenges played with BetOnYourself Yearly Monthly Daily LOL 190 million 16 million 500,000 Hearthstone 50 million 4.2 million 140,000 Fortnite 21.5 million 1.7 million 60,000 FIFA 18 7 million 600,000 20,000 PUBG 7 million 580,000 19,000 DOTA 2 3.21 million 268,000 8,500 Starcraft 2 484,000 32,000 1,000
  • 17. 17WHITEPAPER The BetOnYourself provision on each bet is 10% of the prize pool if the fee is not paid with the iBET Token. By using the iBET token, players will get a 50% discount on the provision for every bet Estimated prize pools for matches played with BetOnYourself Yearly Monthly Daily LOL $950 million $80 million $2.5 million Hearthstone $250 million $21 million $700,000 Fortnite $107.5 million $8.5 million $300,000 FIFA 18 $35 million $3 million $100,000 PUBG $35 million $2.9 million $95,000 DOTA 2 $16.05 mil- lion $1.34 million $42.5,000 Starcraft 2 $ 2.42 million $160,000 $5,000 Estimated earnings on BetOnYourself provisions (10%) Yearly Monthly Daily LOL $95 million $8 million $250,000 Hearthstone $25 million $2.1 million $70,000 Fortnite $10.7 million $850,000 $30,000 FIFA 18 $3.5 million $300,000 $10,000 PUBG $3.5 million $290,000 $9,500 DOTA 2 $1.6 million $134,000 $4,250 Starcraft 2 $242,000 $16,000 $500
  • 18. WHITEPAPER 18 they place with BetOnYourself. The fee for BetOnYourself services will, in this case, be 5%. For the first two years of our business, we commit to sending every single iBET token we get from collecting fees into destruction. By allowing users to pay the fees with iBET tokens on all games, even the ones they play with other currency pairs, either FIAT or crypto values, the fee is reduced by 50% when using the iBET tokens. With the speculation that players will bet $2.50 on average, which will make the joint prize pool of $5.00, with use of iBET tokens as means of payment and based on today’s figures, we estimate: • An annual market volume of 280 million challenges. • An average platform transaction fee of $0.25 per single challenge. • TOTAL annual fee income of $140 million based on the 10% fee. • TOTAL annual fee income of $70 million based on the 5% fee. • TOTAL annual fee income of $105 million based on the average between both fee amounts, 5% and 10%. Estimated earnings on BetOnYourself provisions with iBET tokens (5%) Yearly Monthly Daily LOL $47.5 million $4 million $125,000 Hearthstone $12.5 million $1.05 million $35,000 Fortnite $5.35 million $425,000 $15,000 FIFA 18 $1.75 million $150,000 $5,000 PUBG $1.75 million $145,000 $4,750 DOTA 2 $800,000 $67,000 $2,125 Starcraft 2 $121,000 $8,000 $250 *All calculations of the estimated revenue for the first year of operations are rounded for simplicity.
  • 19. 19WHITEPAPER 5. ALPHA User registration on BetOnYourself is very simple and com- pleted with an email account, password, username and PSN ID. Everything else is decided by the player—to start a chal- lenge or to invite someone directly to a challenge, to accept a challenge and set the amount of a bet. Every player has a ranking provided both by skill and oppo- nent rates. We give every player a chance to rate his oppo- nent for the simple reason that doing so will help eliminate any problems with communication and harassment. We want BetOnYourself to be a safe and respectful place for every member since we are all connected through our love for gaming. BetOnYourself provides protection for both sides of a match and follow-up on every match that results in a discrepancy. Every result should be reported within 15 minutes by both players. If that does not happen, the winner will be the play- er who can provide the screenshot of the result. The best practice for using our support system is to provide proof of a win by sending us a video of your game or a screenshot of the end result. Nonetheless, every case will be thoroughly investigated. 5.1. ALPHA DETAILED The ALPHA platform only allows betting on yourself by playing Fortnite and FIFA 2018 on PlayStation 4 at the moment. The most important reason why we chose to start with playing on the PlayStation 4 console is to minimize any risk of cheating.
  • 20. • Fortnite, one of the biggest battle royale titles that gained rapid popularity among gamers, is one of the two games included in our ALPHA. Since it is currently the most played battle royale game worldwide, it was the obvious choice. The most recent highest concurrent player count came to 3.4 million gamers worldwide, across all consoles and PC. • The popularity of FIFA 2018 itself provides us with the opportunity to include as many players as we can. It is the best option for maximizing the number of people who will be a part of our concept test drive since it is far easier to find an opponent and start the match when there are only two people involved (1:1 instead of 5:5). 6. FORTNITE One of the biggest battle royale game titles attracts a huge number of players worldwide. Fortnite is currently the most talked about and played game in the world. The statistics for its player count is not transparent, but Epic Games has revealed that the most recent highest concurrent player count came to 3.4 million across all consoles and PCs. Epic Games’s YouTube statistics show that Fortnite had more video uploads related to a video game in January 2018 than anything else, and it also set the record for most gaming vid- eos uploaded in a single month, which was February 2018. On streamer mode, Fortnight set the record for the biggest single gaming stream, where the gamer reached more than 1.1 million viewers at one time. 20 *All FIFA challenges on ALPHA, will be played on FIFA 19
  • 21. 21WHITEPAPER On the 8 March 2018, Epic Games revealed that Fortnite will support cross-play and cross progression between PlayStation 4, PC, Mac, iOS and eventually Android. The Verge also stated that Fortnite may even be the first game to enable cross-platform play be- tween PlayStation 4 and Xbox One. Based on all of this information, the choice for this game is obvious. 7. FIFA 18 FIFA 18 is by far the most realistic football game to date because it uses Real Player Motion Technology in the development process. It is one of the most popular 1:1 games worldwide. The sale record of FIFA 2018 has reached a new milestone in only eight short weeks since its release in September 2017—10.19 million units sold. The game sold best on the PlayStation 4, with 7.48 million units, and that was just for the short three months of sales in 2017. This sales ratio of 73% in favour of PlayStation is the main reason this console has been chosen for BetOnYourself ALPHA. At this stage, we are focusing on PlayStation only, because games do not support cross-platform play. FIFA 2018 was also one of the most watched games on Twitch in 2017, which accumulat- ed 41.3 million non-eSports hours of views since the release of FIFA 18 in late September until the end of the year. Not only that, the FIFA franchise is the only one to have two games in the top 50 by non-eSports hours on Twitch. According to the startup Stream- labs, which makes software and tools for streamers and streaming platforms, players live streamed exactly 971,981.08 hours of FIFA 18 in 2017, in only three months since its release. These statistics alone are good enough reasons why we are starting out our ALPHA with FORTNITE and FIFA 2018. We want to give as many players as possible a chance to test our platform. But this is only the beginning. The second stage will be the real deal. After the completed ICO we will start with the development of the automatized web version of BetOnYourself platform, which will automatically read and update information about the players, bets and the course of the game. This information will be automatically displayed
  • 22. WHITEPAPER 22 on the blockchain, which will be linked to a smart contract game. The winner of the game will automatically receive his winnings. With a cheat-free software, this client will support all of the most popular games in the future, such as DOTA2, League of Legends, Call of Duty and many more. 8. SOFTWARE AUTOMATIZATION AFTER THE SUCCESSFUL CROWDSALE Automatization of the betting process is our way of ushering gaming for money into the mainstream. The automatization of BetOnYourself will enable a much faster and easier process of placing bets and using the platform. The platform automatization will automatically resolve challenges with the use of APIs, provided by game developers. Each of the games has either its own official API or a Steam WebAPI, which will be used to fetch the required statistics. The platform will therefore automatically calculate winnings based on the betting conditions and the game statistics information from the game API. The user will be able to create or accept a challenge only after he enters the data re- quired to authenticate him by the game API; for example, his username for the chosen game. The user will be able to create various challenges, but only one can be active at a time. After an opponent accepts a challenge, all others will be marked as non-accept- able until the end of the match and resolution by one of the players. After the tokens are transferred, both players will be notified when the game is about to start. The platform will automatically calculate winnings based on the bet conditions and the game statis- tics information from the game API after the challenge. In case of a failure, both players will be able to manually resolve the challenge or play a rematch of the game. The maxi- mum waiting time for calculating the results will be 5 minutes. *All FIFA challenges on ALPHA, will be played on FIFA 19
  • 23. 23WHITEPAPER 8.1. BETTING TYPES 9. ESPORTS MARKET OVERVIEW Electronic sports has transformed online gaming into a spectator sport and has become a booming global industry over the years, with a year-on-year growth of 41.3%. Branches like media rights, advertising, sponsorships, merchandise, tickets and game publishing fees have given various brands, media and entertainment companies a chance to capi- talize on the popularity of the gaming industry. Playing games and watching game con- BETS Type Winner LOL • 5v5 Summoners Rift (Tournament Draft) • 1on1 Howling Abyss (Blind Pick + 4 Bans. (2 bans per player in the lobby) Best out of 1 match Hearthstone 1v1 Conquest with 1 ban Best out of 3 matches Fortnite 1v1 or 2v2 Player or duo with most kills FIFA 18 1v1 Most goals scored PUBG 1v1 or 2v2 Player or duo with most kills DOTA 2 • 5v5 Captains Mode • 1v1 Solo Mid Draft/All pick Best out of 1 match Starcraft 2 1v1 Legacy of the Void Best out of 1 match
  • 24. WHITEPAPER 24 tent has become a huge success, and gaming has its own broadcast and media cover- age. Individual players engage with their fans through streaming platforms, social media sites and various events, which has completely changed the marketing game. Fans are already averaging 100 minutes per session, and only about half of them actually play the game they are watching. They are very passionate, and 49% of them spend most of their free time around eSports. The size of the global eSports audience in 2018 will reach 380.2 million, which includes people who watch eSports every day to those who tune in once a month. With this many people interested in eSports, it is clear that they are on the rise. As Newzoo notes, one traditional betting company stated that eSports are already its seventh-biggest sport in betting volume, which ranks above golf and tennis. And that was three years ago! The best example of eSports popularity is the fact that one of the biggest sporting events of the year has had 5.6 million worldwide viewers less than an eSports finale event. The 2017 NBA finals had 24.4 million viewers worldwide, while the number of The League of Legends Season 3 World Championship went as high as 32 million viewers worldwide. Not only that, it was also the most watched event on Twitch in 2017, with 49.5 million hours. Research from Mindshare North America shows that fans are young digital natives, of which 65% are between the ages of 18–34. It is a generation that is tech savvy and al- ways connected to their online presence in some way. What can make fans even more engaged in watching gamers play? If the players raise the stakes a little, it will all be more interesting to watch—if a player would place a bet on himself on BetOnYourself and invite his opponent to a challenge.   9.1. BATTLE ROYALE GAMES ON BETONYOURSELF It is all about the battle royale genre at this moment. As a blend of survival, exploration and scavenging elements with the main goal of staying the last one standing, it has ev- erything to keep a player engaged. The genre dates back to the year 2000, but it has be- come widely known and established with the launch of PlayerUnknown’s Battlegrounds.
  • 25. 25WHITEPAPER The hit among gamers was soon joined by the free game Fortnite, which has already become known as the greatest game of 2018! According to Newzoo, as of this year the Fortnite player base has reached 45 million. Both battle royale games have a huge player base count and are breaking records with their numbers. Fortnite is currently in the lead with the record of 3.4 million concurrent players worldwide, while PUBG has reached 3.2 million. Because of the success of the battle royale genre, there are many companies out there considering making their hit games into a battle royale version. And we at BetOnYourself are all up for it! The battle royale genre is the future of competitive gaming because of the nature of its gameplay, which allows a high leverage (1:100). Therefore, the battle royale genre is perfect for betting on your own “player kill”.   A new statistics report from Newzoo shows that almost a third of PC players worldwide (30.1%) in February played a battle royale game. 16.3% of those players were playing Fortnite, 14.6% PlayerUnknown’s Battlegrounds, while other games like DayZ, Ark: Sur- vival of the Fittest are much lower on the list, with less than 5%. Fortnite is also in the lead in viewership on video services like Twitch and YouTube. Esports hours watched on Twitch in 2017 per game LOL 274.7 million Hearthstone 76.9 million Fortnite No information given FIFA 18 No information given PUBG No information given DOTA 2 217.9 million Starcraft 2 21.2 million (Source: Newzoo)
  • 26. WHITEPAPER 26 Newzoo’s PC Game Tracker, based on data from 42 countries worldwide, has listed the 20 most popular PC games worldwide in March of 2018. The most played game of the month was the League of Legends, followed by PLAYERUNKNOWN’S BATTLEGROUNDS, Fortnite and Hearthstone in the top four, with DOTA 2 in 12th place and StarCraft II in 17th. Fort- nite is still on the rise, with a steady growth of players every month. Non-eSports hours watched on Twitch in 2017 per game LOL 742.5 million Hearthstone 364.1 million Fortnite 82 million FIFA 18 41.3 million PUBG 534.6 million DOTA 2 230.5 million Starcraft 2 26.2 million (Source: Newzoo)
  • 27. 27WHITEPAPER 9.2 PLAYING »SIMPLE« OPEN SOURCE ONLINE GAMES FOR MONEY (Pong, , Pool, Chess, Memory, Scrabble, Tic-Tac-Toe, etc.) & BETONYOURSELF SDK (SOFTWARE DEVELOPMENT KIT) External game developers will be able to add their games to our platform if their game meets our standards of being a »game of skill«. For placing a game on our platform, it will have to pass our »game of skill« test, which states that a skilled player must defeat an unskilled player at least 75-times in 100 tries, which is 75% of the time. If the game meets our “game of skill” standards, it will be placed on the BetOnYourself platform and will be treated as a »game of skill« rather than a game of chance. To provide such a standard, we will offer a free software development kit (SDK) for external game developers, which they will be required to install in their game. This SDK will ensure that all random aspects are removed from the game. We will provide this with our own SDK-implemented algo- rithm that will extract every aspect of the game that does not offer the same conditions for both players. In short, this means that regardless of the game, both players will have the same conditions in all elements of the game, such as time, color, speed, etc. Game developers will be entitled to a proportionate share of the charged commission for each played game, which they have uploaded. The fee charged to users will either be 5% (iBET Token) or 10% (other payment options), depending on the chosen payment option. The income from the accumulated fees from the played games will be divided between BetOnYourself platform, which will receive 25% and game developers, who will receive 75%.
  • 28. WHITEPAPER 28 The battle royale genre is the future of competitive gaming because of the nature of its gameplay which allows a high leverage (1:100). Therefore, the battle royale genre is perfect for betting on your own “player kill”.
  • 29. 29WHITEPAPER 10. OPPORTUNITY “More time spent on games, money follows” (Newzoo). The statistics of eSports, and the gaming world in general, speak for themselves. The revenue numbers are realistically estimated as high as $696 for this year, while the num- ber of eSports enthusiasts is expected to grow by another 50% into 2020, totalling 286 million, per Newzoo. The tech-savvy generation that is invested in eSports is also the gen- eration that will make up 75% of the workforce by 2030. They are also most likely to succeed in fully deploying the blockchain and using cryptocurrencies and tokenization models as valid payments. The year 2017 was a landmark in the games market in general, as its revenues exceeded the $100 billion mark to total $109 billion. Consumers are spending more than ever on games because they cater to a very wide range of interests. Most games offer consumer entertainment on three levels: playing, viewing and creating. The BetOnYourself plat- form adds betting on a player’s own skills to that. The huge base of passionate eSports fans all over the globe is facing a void that will be filled with the BetOnYourself platform. According to Newzoo, the global average annual revenue per one eSports enthusiast is up to $5.49 this year. The nature of online gaming is to play more than one game at a time. In the competitive world of the battle royale genre, players always opt for a rematch, especially when they don’t win. Even then, the excite- ment of the competition and the adrenaline rush that takes over while playing very often results in multiple gaming sessions. With more time
  • 30. WHITEPAPER 30 spent playing games, players get more and more skilled, which makes them devote even more time to gaming. Their gaming skill and time spent playing games cannot be reimbursed by any amount of money or something to make use from in everyday life. With BetOnYourself this becomes possible. The average gamer is 35 years old, and the majority of gamers are over 18 years old. The statistics also show that 53% of frequent players play to spend time out with their friends and 42% play with their families for the same reason. Playing games is, therefore, a great opportunity for socializing. With this information, it is safe to say that BetOnYour- self will provide players with a chance to make these gaming sessions more competitive and exciting.
  • 31. 31WHITEPAPER Most games offer consumer entertainment on three levels: playing, viewing and creating. The BetOnYourself platform adds betting on a player’s own skills to that.
  • 32. WHITEPAPER 32 11. ROADMAP The birth of an idea – Q2 17 Market research – Q3 17 Screw it, let’s do it – Q4 17 ALPHA testing – Q2 18 ALPHA is out – Q4 18 ALPHA community feedback – Q4 18 Global marketing campaign – Coming up Private presale – Coming up Platform is LIVE! – Coming up Automatization of platform is out! – Coming up platform 32WHITEPAPER
  • 33. 33WHITEPAPER 12. iBET TOKEN (Buyback & Burn) The development of the BetOnYourself platform will be funded by selling vouchers for our future escrow service fees to ICO backers. Vouchers represent an advanced payment of fees for the escrow service and will be usable right after the launch of the BetOnYourself platform. The iBET token will have a great advantage over other payment options. The amount of playing “bets on yourself” with a single token will be based on the market price of iBET tokens at the moment of the trade. A transaction for an iBET holder will be charged at the best asking price which favours buying iBET tokens in advance. Any user will be charged a fee in the cryptocurrency they are playing in; therefore, own- ing iBET tokens in advance will not be necessary. The fee cost will be executed automat- ically. iBET owners will have their iBET tokens subtracted from the balance, based on the iBET’s market value. iBET tokens used for fees when playing “bets on yourself” will be burned on the Ethereum network using a smart contract designed to destroy tokens on a regular basis. We will also allocate 100% of the funds received from other Crypto commissions for the buyback and burn of our (iBET) tokens. This commitment will apply during the first two years of the platform’s operation. After two years of operation, we will prepare a new strategic plan based on the experience gained from the first two years; the new strategic plan will be valid for an additional two years.
  • 34. WHITEPAPER 34 If a client makes a play without having any iBET tokens, the fee will be charged in a se- lected crypto currency and converted into iBET tokens at the highest price on one of the exchanges for those to be destroyed after. This process will create a great user experi- ence for users who do not want to use the iBET tokens. That said, there will be an incen- tive for our clients to buy iBET tokens in advance and burn them for playing. With our longstanding presence and experience in the crypto indus- try, monitoring the movement of usability in the related demand for issued tokens in other projects and after discussions with the team and our advisors, we find that the only suitable usability of a token is when the user has an actual benefit with its use. iBET TOKEN FUNCTIONALITIES The iBET token will be more than just a payment option; it will be in charge of the whole ecosystem of the BetOnYourself platform. 50% Discount on the Service By using the iBET tokens, there will be a 50% discount on the ser- vice fees for every single bet placed. The concept is simple. Users of the BetOnYourself platform will break every transaction fee in half using the iBET tokens as a means of payment. The demand for the iBET token will be constant because gamers play games one after another. These tokens do not serve as a one-time ticket! They will be constantly in the stream in parallel with the industry, which lives 24/7.
  • 35. 35WHITEPAPER   Referral and Community Rewards iBET tokens will be awarded as referral and community re- wards for those who contribute to BetOnYourself. That way everyone will have an opportunity to earn a financial reward for their efforts on BetOnYourself. Become a BetOnYourself Referee You will be able to earn a percent of the provision on BetOn- Yourself by acting as a referee and helping solve disputes be- tween players by investigating a case. For every successfully closed dispute, you will be rewarded half of the fee for the game in question as the referee. That means that if the bet is paid with any other payment option than an iBET token, where the fee is 10%, you will be awarded 5% of the fee. If the fee is paid with the iBET token you will receive 2.5% of the overall 5% provision, of which the remaining 2.5% in iBET tokens will be destroyed. How to become a referee? You will need to be registered on the platform, have at least a 4-star rating from the other players and have a history of at least 10 played games with BetOnYourself. With that, you will be able to apply for the posi- tion. After a short interview through communication tools like Skype and Google Hangouts, you will be informed about the position and the working process. With our approval, you will get access to the disputes section. Voting for New Games and Bets Every single iBET token owner will have the opportunity to vote for a game of his choice and new betting functions to be added to the BetOnYourself platform.
  • 36. WHITEPAPER 36 iBET TOKEN PRICE AND TOKEN SUPPLY The iBET token will be issued on the Ethereum blockchain using a smart contract defined by the ERC-20 standard. The starting price of one iBET token will be $0.01. The total token supply will be based on the number of funds collected during the crowdsale and will be set after the successful ICO. iBET tokens may only be purchased by ETH. We are raising: $15 million ICO Token Price: $0.01 Payment Methods: Ethereum (ETH) ICO Start Date: To be announced End Date: To be announced Max ICO Token Supply: 1.5 billion Max Token Supply: 2 billion Initial Token Distribution Date: 7 days after ICO completion All unsold iBET tokens will be burned.
  • 37. 37WHITEPAPER ICO DISTRIBUTION: • 75% of the iBET tokens will be proportionally distributed among ICO backers. • 10% will be reserved for community and user growth. • 7.5% will be reserved for our advisers. • 7.5% will rest with the company as a reserve fund. If the money collected during the ICO runs out, the platform must not discontinue. To avoid this the company will liquidate small amounts of iBET tokens to fund operations with 2 years vesting. 37WHITEPAPER
  • 38. WHITEPAPER 38 ICO GOALS, LIMITS AND FUND DISTRIBUTION At the moment of reaching our goal of $15 million USD, the ICO will close and no addition- al funds will be accepted. The ICO will last no longer than 30 days after which all of the unsold iBET tokens will be burned. ICO backers will not be entitled to any refunds. iBET tokens may only be purchased by ETH. The distribution of iBET tokens will be provided in 7 days after ICO completion. COST DISTRIBUTION: 38 • Development 40% • Marketing 20% • Operations 20% • Legal 10% • Servers and Support 10% WHITEPAPER
  • 39. 39WHITEPAPER 13. TEAM The team of BetOnYourself professionals has a deep understanding of eSports, gaming and powerful business acumen skills that will make this project grow and succeed. Mitja Krašovec (CEO) • Seasoned professional with over 10 years of experience in group leadership and entrepreneurship. • Gamer by nature. • Determined to develop the first truly automated platform that will connect gamers from all over the world and allow them to play their favourite video games for real money by betting on themselves to win! Žiga Dvanajščak (CTO) • Information technology professional with over 8 years of experience in the infor- mation technology and services industry. • Enthusiastic gamer who discovered his love for gaming when he was just 6 years old. This love is still ongoing. • Bitcoin believer and miner since 2010. Andraž Sraka (Information Security) • Seasoned security and network professional with more than 15 years of experience in the industry. • President of Cloud Security Alliance Slovenian Chapter and a co-founder and member of Geekatrons.io. Sašo Jakljević (Development Team Lead) • Experienced product manager with over 5 years of experience in product/team leading. • Recently worked as a product manager at D.Labs.
  • 40. WHITEPAPER 40 Krištof Črnivec (Blockchain Developer) • Seasoned web developer with more than 5 years of experience. • Recently worked as a blockchain developer for verity.network (formerly Eventum). Ivan Romanovski (Blockchain Developer) • Mathematician and blockchain developer with more than 5 years of experience. • Recently work as a data analyst at Salviol Global Analytics Ltd. and as a blockchain developer at D.Labs. Janže Račečič (UX Designer) • Senior product designer with more than 8 years of experience. • Recently worked as the head of designers at verity.network (formerly Eventum). Jaka Filej (Web Developer) • Web developer with over 5 years of experience in information technology. • Recently worked as Ruby On Rails Developer at D.Labs. Maja Grof (Marketing/Community Manager) • Experienced marketer with over 10 years of experience in the marketing industry. • Co-founder of Nebula X Games, whose game Zombie Watch has been downloaded more than 4 million times from App Store & Google Play Store.
  • 41. 41 ADVISORS AMBASADOR We invite you to join our journey into the world of eSports. 41 Dr. Melita Balas Rant (Faculty of Economics, University of Ljubljana) Melita is an assistant professor of management and organization at the Faculty of Economics, University of Ljubljana. She has also served as an academic co-director at the Centre for Business Excellence, where she runs directorship function over FELU MBA program and selected business academies (sales, leadership, etc.). From 2008 to 2011 she was a director of the Executive MBA at the IEDC-Bled School of Management. Peter Pohar (D.Labs) Peter is a seasoned professional with over 20 years of experience in group leader- ship and project management. He is currently working as the head of group leads at D.Labs. Matej Resman (ICO advisor - tokens.net) Matej is one of five founding team members of tokens.net. He is an entrepreneur with over 8 years of experience in web commerce and pristine design development (UI/ UX), a seasoned digital and web project manager, and co-founder and CEO of a digital marketing agency. His ownership of a Bitcoin mining operation in 2014 led him to explore cryptocurrency and financial technology. Elzan Jusufi (PS4 FIFA 17 World Champion – Online Seasons) Elzan is a professional PS4 FIFA player. In 2017 he became the World Champion of FIFA 17 – Online Season. That same year he broke the record of 5000 wins in a single season, which remains the world record in the history of the FIFA game.
  • 42. WHITEPAPER 42 14. A WORD FROM OUR AMBASSADOR Have you heard about Elzan? That guy who made a ton of money by playing video games? This is probably the most common question when someone hears my name. For many people, my way of earning a living does not make any sense, because they cannot imag- ine nor understand how someone can make a living from playing video games. Of course, the astonishment is even greater to the older generation, which still thinks playing vid- eo games is a waste of time and escape from the real world. Playing video games on a professional level, however, is anything but that—it is a mentally and physically exhaust- ing work that requires perseverance and discipline that can be equated with athletes in traditional sports. Playing video games is no longer merely entertainment but a serious industry with more than two billion players worldwide. It is an industry with a circulation of hundreds of millions of dollars. I found the passion and discovered my talent for playing the game FIFA, which I began to play because of my love for football. I quickly noticed that I play a little bit differently from the others since I was slightly better than my team players from the very beginning. My dedication to football and love for playing FIFA led me to play practically all the time. All the time spent before the screen encountered disapproval from friends and family, who perceived my passion as a waste of time. But I knew from the early days that I had found my way. The disapproval quickly turned into astonishment and extraordinary sup- port when I achieved first place in the official World Weekly Online Rankings of the FIFA 16 game in 2016. That year I also broke the world record with 60 games played without a single defeat and signed a sponsorship contract with the football club Olimpija from Ljubljana. In 2017 my success only increased, as I became the World Champion of FIFA 17 – Online Season, which means that I was the best player of FIFA, out of 12 million players worldwide. I broke the record of 500 wins in a single season, which remains the world re-
  • 43. 43WHITEPAPER cord in the history of the FIFA game. My achievements have led me to interesting offers from clubs and various sponsors around the world and increased awareness about who I am and what I do for a living. I can say that I was lucky enough to observe the change in perception of video gaming from the first row. From my example, people quickly realised that gaming can become something that brings you international fame and success, while your talent and skill can be developed to the point of earning a lot of money. Due to the nature of video games, which are played practically 24/7 online with players from all around the world, we gamers are not burdened with the economic conditions of the countries we live in. Thus, a player from Sudan can beat his opponent from New York City and earn money if he wins the game. Whatever the economic differences between the two countries are, the only thing that counts are talent, skill and discipline! This is where the need for a safe, simple and transparent platform, which would connect players from all around the world, presents itself—a platform for gamers with similar skill sets, who want to dedicate a part of their time playing games to making a profit from it. That is exactly what BetOnYourself represents. BetOnYourself is the answer to the needs of professional, semi-professional and amateur gamers. It allows us to earn a living with our talent, skills and efforts, which we dedicate to playing video games. The time frame for BetOnYourself’s entry onto the market could not be better! The evolu- tion of playing video games increased with Twitch and its live gaming feeds and has led us to the point where the search for possible solutions for playing video games directly for money has appeared. I like to compare the BetOnYourself platform and its team with the PokerStars platform for playing poker. “What PokersStars is to a game of poker, BetOnYourself will be for video gaming”. Elzan Jusufi
  • 44. WHITEPAPER 44 “What PokerStars is to a game of poker, BetOnYourself will be for video gaming”. Elzan Jusufi
  • 45. WHITEPAPER 46 CONTACT General inquiries: BetOnYourself d.o.o. Dunajska cesta 156 - WTC 1000 Ljubljana Slovenia (EU) E-mail: info@betonyourself.io Website: https://www.betonyourself.io Be aware that purchasing crypto tokens is extremely risky; therefore, never spend more funds than you can afford to lose. Make sure to read this whitepaper thoroughly and to consider all possible associated risks that come with investing in cryptocurrencies.