Abstract
RankingBall is an innovative gaming platform that unlocks a new future for sports and esports,transforming fans from idle spectators to fully engaged participants. RankingBall has developed thefirst skill-based game using real-time data from live sports and esports events. This allows players toparticipate in RankingBall games while watching live matches, to have fun by competing with other
players, and to earn rewards based on their performance. RankingBall’s
user reward and loyaltyprogram are unlike any other, as they are based on our blockchain ecosystem. With these features,we are ready to create a unique gaming platform and lead the world of sports and esports.
What is RankingBall?
RankingBall is a play-by-play strategy prediction game. We spent the last four years analyzing thepros and cons of fantasy sports, sports i-gaming and esports platforms in North America and Europe.We took the data and worked to incorporate all the pros into one innovative gaming platform.RankingBall quantifies the numerous real-time events that happen in a game and reflects them in ascoring system. In addition, its interface is modeled after bingo, one of the most popular games aroundthe world, reducing the learning curve for players to near zero.
Product Overview
▪RankingBall quantifies in-game events in real time by their statistical occurrence andsignificance that will be reflected in our unique scoring system.
▪Players can easily navigate the game using a familiar bingo card interface.
▪RankingBall is applicable to nearly all forms of sports/esports and players/teams.
▪ We’ve finished beta tests with traditional sports (baseball, soccer, basketball, American football, golf) and esports (LOL, PUBG, CS:GO).
Competitive Advantages
Technical Advantages
We believe that RankingBall is at least two years ahead of our competition, based on the lastfour years of development, beta testing and current market dynamics.
▪Real-time data
-Real-time sports data feeds have only been around for a very short time. Real-time datafeeds for esports don’t exist yet.
-Traditional fantasy sports and sports i-gaming depend on post-game data i.e. wins,draws, losses; they fail to reflect live in-game data.
-Real-time data feeds require immense data analysis, cleaning and classification, as livedata often includes errors and changes. Simulation data cannot capture theseexceptions.
▪Real-time Bingo Game Logic
-No other fantasy sports, daily fantasy sports, or esports games provide our unique bingointerface.
-In order to reflect a live game in a bingo format, participants must be able to strategicallysynergize the right players for the right times. We spent years of trial and error creatinga scoring system that takes into account the statistical occurrence and significance ofin-game events.
-Additional R&D went into weaving in different aspects of different sports and events.
▪Data Classification
-Different data providers have different data formats, and each data set has differentdepth, price and speed. We had to develop a thorough screening and testing processto weed out providers with invalid or unusable data.
Finding the right data provider for each sport requires one to two seasons of observationand testing. An additional season is spent on developing and optimizing the platform foreach valid data set.
Market Analysis
Sports i-Gaming Market
In sports i-gaming, players bet on a team or player before a match begins, based on previouslycalculated odds. Players win or lose their bets according to the outcome of the game.
Overview
Gross Gaming Yield (GGY: Total Wagers minus Payout) was $38.5 billion in 2015. This figure is expectedto have grown to $50Bn in 2017. (CAGR of 9% between 2006 and 2015.)
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▪Europe dominates this market, followed by Asia and North America
▪The biggest sport is football (soccer), followed by American football, baseball, andbasketball
▪Sports betting revenue is double that of casinos and constitutes 60% of market share
▪Mobile sports betting is expected to hit $45 billion in 2017. Mobile i-gaming onsmartphones is growing rapidly and expected to make up 44% of market share in 2018
▪As of 2016, an adult in EU spends on average €17 on sports i-gaming (mobile survey only)
▪The market is evolving from basic outcome prediction to in-play events prediction
FOLLOW US :
ANN Thread : https://bitcointalk.org/index.php?topic=3122116.0
Token Website : http://rankingball.io/
Play Site : https://rankingball.com/
White Paper : https://www.scribd.com/document/372502435/RBG-White-Paper-English-v0-981
Facebook : https://www.facebook.com/RankingBall-410057692761968
Twitter : https://twitter.com/RankingBall
Medium : https://medium.com/@rankingball
Reddit : https://www.reddit.com/r/rankingball/
Telegram : https://t.me/RankingBall
Author: dhanax
bitcointalk url : https://bitcointalk.org/index.php?action=profile;u=1756085