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2 CONTENTS 1. Introduction Mobile games AR vs VR 1.3. AR gaming market 1.4. AR Core Technology 1.5. Category of AR games The Future of AR Industry 2.1. AR investment status of global major companies 2.2. AR technology and industry G era and AR Pokemon GO 3.1. AR s forerunner game Pokemon GO 3.2. Technology analysis of Pokemon GO 3.3. Target Market Analysis 3.4. Success factor 3.5. Marketing Effect 3.6. Limitation Coin Monster 4.1. Game introduction 4.2.Profitability 4.3. Blockchain Technology and Coin Monster 4.4. Associate Marketing Expectations 4.5. Creating Healthy Communities 4.6. AR Games and esports industry

3 CONTENTS 5. Road map ICO Schadule Token Distribution Team Introduction Disclaimer 54 3

4 1. Introduction 1-1. Mobile Games Mobile games are based on handheld devices, and you can enjoy games without time and space constraints. So, compared to other game platforms, it has advantages such as portability and simplicity. Mobile games can be downloaded via wireless internet and web. The correlation between wireless internet environment and mobile game is very close due to this distribution structure. In other words, the mobile game is characterized by digital convergence contents that combines the two aspects as a game and that of wireless Internet. With the proliferation of smartphones worldwide, the mobile Internet environment has been improved significantly. Under such circumstances, mobile open content distribution system has been established and this gives mobile games an access to the market has become much easier. Mobile games are convenient to carry compared to other game platforms so users can enjoy games freely anywhere and anytime. Also, mobile games are relatively easy to play which targets broader audience. The mobile game market has surpassed the PC gaming market for the first time in 2007 and has since grown rapidly. It is growing at an annual average rate of 12% due to high performance of devices, thanks to wide variety of games, improvement of network speed, and wide distribution of smartphones. In the early days of the mobile games, due to the platform limitations, majority of the games were puzzle kinds than creative or complicated games. However, with the improvement of the network environment, the expansion of devices and the development of technology, various genres of the games can be implemented. And as platforms are diversifying like tablet PCs and smart TVs, the game genres are gradually expanding. 4

5 Mobile games have a shorter production period than other platforms and require fewer manpower and lower costs, resulting in lower entry barriers. Due to the low entry barriers and steep marketability of the mobile game market, there has been excessive competition in the mobile game market. As the related technology develops, the mobile phone specification and platform became more sophisticated and the quality of the game increased. The mobile ad market is becoming as a new revenue source thanks to the increase in mobile traffic, making it a significant revenue model in mobile games. As such, the mobile game industry is expected to continue to grow as the possibility of generating new profits for mobile games through smartphones is rising. The Global Games Market 2018 Revenues Per Screen & Segment Growth Rates $24.5Bn $83.6Bn $30.0Bn $91.5Bn +15.9% +7.9% $44.2Bn $113.3Bn MOBILE GAMES TOTAL MARKET 29% $24.5Bn 27% 13% $25.1Bn $12.1Bn ETERTAINMENT SCREEN CAGR +2.3% FLOATING SCREEN CAGR +9.3% 24% 13% $26.8Bn $15.1Bn TABLET GAMES $14.0Bn +17.1% HANDHELD GAMES $1.28Bn +22.5% 13% 20% $10.6Bn $17.0Bn 23% $20.6Bn CAGR PERSONAL SCREEN +15.4% 27% $30.2Bn CASUAL WEBGAMES $6.98Bn +1.5% 36% $31.5Bn 37% $33.7Bn CAGR COMPUTER SCREEN +6.9% 36% $41.2Bn PC/MMO GAMES $34.3Bn +8.2%

6 Global mobile game sales are expected to reach to U$ 70.3 billion (about $ trillion KRW) in 2018, up 25.5% from a year earlier, according to a global market research firm Newzoo. This represents 51% of global game market revenue totaling U$ Billion (approximately Trillion KRW). Since its appearance in 2007, it has, for the first time, accounted for more than 50% of the entire sales. This is an announcement that mobile games are now the 'core' market of the global game industry, exceeding PC online games and console games. The mobile game industry related to virtual reality (AR) and augmented reality (AR) has greatly increased, and the industry is growing rapidly AR vs VR Digi-Capital VR/AR revenue (2016) $108billion $80billion $45billion $20billion $10billion $4.5billion Augmented Reallty Virtual Reallty Underperform(total) Outperform(total) Digi-Capital VR/AR investments (2016) Applications Tech Tech Advtg/Mktg Games Distribution Peripherals VR HMD $2.3 billon Invested AR HMD Video Solutions / Services 6

7 In recent years, virtual and augmented reality technologies are drawing attention in the industry, and new market creation and market expansion are expected. The virtual and augmented reality and related services market is expected to expand more than 20 times by Combined expenditures of virtual and augmented reality hardware, software and related services are expected to reach $ 13.9 billion in 2017 and $ billion in 2020, from $ 6.1 billion in Media reported that the funds invested in VR and AR in 2015 amounted to about 700 million dollars (about 850 billion KRW) by quoting Digi-Capital's analysis. According to Digi-Capital's '2016 Augmented Reality / Virtual Reality Report', the total investment in the VR and AR industries in 2015 was total of U$ 686 million. Investments in VR and AR are continuously increasing. AR / VR investments have been increased for the sixth consecutive quarter, especially the fourth quarter of 2015 was six times more than that was in mid There expected to be a big change in the industry as 'major players' are entering into the VR / AR competition. It appears, in the market, they see that AR is more promising than VR. According to UK-based IT market research firm Digi-Capital, VR is expected to reach $ 25 billion, while the global AR market will grow to $ 83 billion by This is due to the difference in the basic principles of AR and VR in the market. AR is a technology that literally shows the 'enhanced world' based on reality. VR, on the other hand, aims to draw a whole new world beyond reality. Experts believe that AR technology will draw more people's attention in terms of re-realizing reality through the real world. 7

8 On the other hand, AR technology has attracted a great deal of attention and popularity due to its ability to interact with real-world objects by connecting with real-world objects as smart devices and various wearable devices supporting GPS, camera, acceleration sensors become affordable. Recent improvement of computing power and improvement of graphic performance in mobile devices makes it possible to develop AR games unlike before. 8

9 1-3. AR Game Market a. What is AR (Augmented Reality)? Augmented Reality (AR) is a technology that adds a virtual experience to the real world or a new space from it. In other words, it combines virtual objects in real space and shows them together. Even the map service we run every day can be known as virtual reality service. If you find a place like while browsing on a map internet service, you can see the real estate listings. When you want to give up while writing a book, you can imagine the cover of the finished book in one corner of the office where you are sitting and draw the picture on it or unfold it. These are all augmented reality. Of course, 'Pokemon GO', the legendary game of its genre, which has shown the world of Augmented Reality, would be the biggest example. AR is a technology that fuses and replaces virtual objects and information made with computer technology into the real world and shows a virtual object with additional information in real time as a single layered view. The most attractive factor of this technology is the "real feeling" as virtual object is superimposed on the view of actual world. Because of its high level of emotional satisfaction, it becomes very popular in advertising and public relations industry. Information can be produced and used in a complex environment that simulates the realities of offline shopping, tourism, smart cars, and architecture. 9

10 Simple example of augmented reality is that, as we often see in science fiction films and such, when looking at something wearing some virtual glasses, you can see additional information alongside of it. If virtual reality builds another reality inside the computer, augmented reality complements the real world. In other words, if the virtual reality is created and manipulated space, the augmented reality is the technology of superimposing virtual objects on the real world that user sees. These AR technologies have already been commercialized in various private sectors and being used in many metropolitan areas since When the virtual display and the 3D stereoscopic technology become more advanced in the future, it will be a lot widely used in many different applications you can imagine. b. AR (Augmented Reality) Market Forecast of AR Industry Growth & Use 30 Times 7.4% 13.4% 4% 2% 7.4% 54% 14.6% Forecast of AR Industry Growth Unit : $ Bilion. Source : KT Economic Management Research Institute Augmented Reality Industry Unit : $ Bilion. Source : Goldman Sachs 10

11 There is no doubt that the prospects for augmented reality (AR) and virtual reality (VR) industries, though slightly different from projections and institutions, will grow rapidly. The market size of the global AR industry is expected to reach 129 trillion KRW in 2022, up from 4.4 trillion KRW in Looking at the augmented reality market by application, games accounted for the highest percentage (54%) followed by medical (14%) and engineering (13%). Although VR technology is most intensively used in game industry, it can be applied to all fields that can enhance the immersive feeling, and is rapidly growing in education, medical, image, broadcasting / advertising, manufacturing / industry Core technology of AR (Augmented Reality) a. Camera tracking For AR game services, it is necessary to develop camera tracking technology that understands the video coming from the camera and can accurately estimate the location of the space where the camera is currently located. In AR games, because the real and virtual graphics are overlaid, it is necessary to accurately position the virtual objects on the screen for accurate image composition. To accomplish this, it should be able to calculate in real time the three-dimensional coordinates of the camera on the real-world screen being viewed by the game player. The relative position of the real-world objects appearing on the camera image from the camera itself must also be calculated in real time. Once you have the camera coordinates of the real-world image and the relative position of the real-world object, you can overlay the virtual object at any desired location. Applications using games or objects (eg, advertising) require computer vision-based tracking technology. 11

12 Tracking using sensors alone is problematic because of the lack of accuracy that provides enhanced information of products displayed on the showcase. To overcome this problem, we use computer vision technology combined with sensors. First GPS information is used to narrow down the area you are looking for and localize it in better accuracy using vision-based tracking technology. Another approach is real-time tracking based on mathematical statistics from high-performance sensors to improve localization accuracy. For example, tracking fast-moving objects on a computer vision-based system is not easy. At this time, gyro censors and accelerometer can be used. b. Rendering The technology of rendering effects and textures has been remarkably advanced. However, for more realistic AR applications, there is a need for technology to create multiple virtual objects in real time. To create realistic superimposition, it is necessary to develop real-time rendering technology using Global Illumination Model that can apply real-world illumination information to virtual contents in real time. 12

13 1-5. AR (Augmented Reality) Game Categories a. Augmented Reality (AR) game in outdoor environment In camera tracking, you can use specific markers or use images to extract camera coordinates. Simultaneous Localization and Mapping (SLAM) based markerless camera tracking technology is one of the popular technologies. However, with the improved precision of tracking technology, technological advances are needed to improve the environment such as light, shadow, and adaptation problems in the outdoor space. b. Location-based augmented reality (AR) games In user location based mobile games, the game is played according to the actual location of the player of the smart device. Generally, we use a GPS sensor to detect / track the location of the game player, and a gyro sensor to estimate the direction of the line of sight. The AR technology added to the location-based mobile game can provide more services. Recently, AR technology has been used to create applications that combine game, location, and social services. To improve the service quality of mobile AR games based on user location, it is necessary to improve the accuracy / precision of object detection as well as game player's location detection / tracking technology. Using AR and network technology, as GPS-based user location tracking errors are getting reduced, more and more outdoor AR games are introduced to the market. c. Social Augmented Reality (AR) game using 3D avatar AR Second Life, developed by the Georgia Institute of Technology, has introduced a 3D avatar in the real world. In AR Facade game, players interact with each other by introducing a virtual marriage couple in an apartment. This technology can be used to develop multiplayer games based on the realworld. 13

14 d. Augmented Reality (AR) Game Using Drones 'Drone' is an unmanned aerial vehicle designed to perform an assigned mission without a pilot. A drone with a camera captures real-time video in the air and transmits it to a mobile terminal of the user. AR technology displays a virtual 3D image on a captured video and displays it to a user while controlling the drone. AR Pursuit and AR Drone Flight are ones of the popular drone games using AR technology. e. NUI-based interactive augmented reality (AR) game The Natural User Interface (NUI) is an intuitive / user-interactive user-system interface (a machine, a computer program, etc.) used for operating and controlling the system with input from the user's natural behavior. NUI has two different kinds of types. One is 'mountable' like Gear (Samsung), iwatch (Apple), etc. that is used by attaching directly to the body or touching it. The other is "non-mountable" that is used without user contact. The mountable type, such as a wristwatch, glasses, and a body-implant type, is attached to the body, so you can get the direct user information such as changes in body temperature and pulse. Using this HCI (Human-Computer Interaction) technology for human interaction, you can give better freedom to the game player's experience. Unlike normal games with input devices such as joysticks, joypads, keyboards, and mice, games using NUI can be experienced with actions used in in real life situations, such as manipulating the handle, aiming and shooting with guns, and dancing with the body. As the NUI based games use actual body, the experience in the game space is internalized not onlyby the consciousness of the user but the body as well, giving deeper sense of reality. 14

15 2. The Future of AR industry 2-1. AR investment of multi-national corporations Apple's IPhone X with AR platform NUI has two different kinds of types. One is 'mountable' like Gear (Samsung), iwatch (Apple), etc. that is used by attaching directly to the body or touching it. The other is "non-mountable" that is used without user contact. The mountable type, such as a wristwatch, glasses, and a body-implant type, is attached to the body, so you can get the direct user information such as changes in body temperature and pulse. Using this HCI (Human-Computer Interaction) technology for human interaction, you can give better freedom to the game player's experience. Unlike normal games with input devices such as joysticks, joypads, keyboards, and mice, games using NUI can be experienced with actions used in in real life situations, such as manipulating the handle, aiming and shooting with guns, and dancing with the body. As the NUI based games use actual body, the experience in the game space is internalized not only by the consciousness of the user but the body as well, giving deeper sense of reality. 15

16 HP, Lenovo and MSI to develop devices with Hololens without hesitation due to added cost and is taking initiative to create AR / VR ecosystem. Digi-Capital AR platform waves Google also announced Android development that can run AR VR content and announced plans to promote AR and VR enabled smartphone development by working with major smartphone manufacturers around the world. Multi-national companies are actively engaging in M&As for initial start-ups and are putting efforts into the virtual and augmented reality industries, spurring technological development as well as launching new products. 16

17 VR / AR investment and development by major companies Company Company Activities in AR / VR Platform / content Google Leading VR with affordable VR devices ($ 20 cardboard) Youtube Launched 360 video service VR platform Jump on its own video platform (Youtube) to lead VR content dissemination VR production camera, GoPro released Discover next-generation items such as Google Glass and Google Car VR development platform 'Daydream' announcement ( ) Lenovo working with Google to develop a standalone VR headset dedicated to Daydream (as of ) YouTube VR-Only Platform 'Jump' Google App Store Facebook Facebook as SNS platform transformation Acquired Occulus, an HMD company, for $ 2.3 billion (2014) to promote Facebook platform integration and VR headset, release commercial version of Oculus lift ( ) Oculus is trying to build its own platform. Working on entering into the console market through collaboration with Xbox. Expansion of wireless VR and mobile-based market, reinforcement of social VR by developing SW with UCC function Oculus Apple Developed smart glasses and AR camera that works with iphone Acquired Metaio and FlyBy Media to strengthen AR / VR business Augmented reality app development tool (AR kit) for mobile device ios is released (2017) Apple App.Store Microsoft Announced Room Alive Expansion Reveal Space Augmented Reality Platform ( ) Hololens development kit released Holographic lens support for its operating system (Windows 10) Introduced Holographic Lens, an Augmented Reality HMD ( ,developer version) xbox 360 Sony Ps4 PSVR release (Oct. 10, 2016), VR game contents for PlayStation platform will be expanded Strategy to expand ecosystem structure and existing game contents to virtual reality by linking with its gaming console PS4 PSVR HTC Launched VIVE VR (Nov. 2015). Mobile device company in Taiwan Cooperation with STEAM, the largest game distribution network in the world, and VLAVE, a game company, completed development of wireless controllers and VR games, and launched ahead of Ouclus Lift 2 to lead the market Launched as an all-in-one device, not with its own smartphone. Smart band released. VALVE STEAM 17

18 Company Activities in AR / VR Platform / content Samsung Strategy to cooperate with Ouclus to utilize VR related technology and contents - Provide independent film production and platform (MilkVR.com) Invested in FOVE, a Japanese HMD maker Announces 'Gear VR' to connect its smartphone Launched 360-degree VR video camera Gear 360 (2016) LG New HMD (360 VR) and 360 degree VR video camera (360 Cam) released at MWC (Mobile World Congress) 2016 SKT Demonstration of T-AR platform to create virtual city contents using Samsung's Gear VR KT Demonstration of T-VR platform to experience SKT T.um exhibition hall (Google cardboard form) Realization of T real 360 Live contents promotion Demonstration of Electric Vehicle using AR (June, 2016, Jeju Motor Expo) KT Giga VR Live Baseball Live Demonstration Service (April 2016) 5G network-based hologram and 360-degree real-time VR video service is underway at PyeongChang 2018 Winter Olympic Games ( , Demonstrated at MWC 2016) 2-2. AR technology and Industry It is anticipated that virtual reality and augmented reality will be used in various industries such as manufacturing, medical care, and distribution in the form of platform and/or service, which may lead to a revolution in our future lives. This is one of the most important technologies that will lead the 4th Industrial Revolution by means of using super connectivity, super intelligence and super sense in the whole industry such as manufacturing, medical care, and distribution. This is being used in games, movies, adult contents, travel, shopping, performances, social network services (SNS), theme parks, museums, exhibition halls, education, advertising, marketing, news, media, sports and so on that can benefit users from visual and experiential effects It is applied in news, media, sports and so on. 18

19 Apart from this, virtual reality and augmented reality are applied to special purposes such as automobile, machinery, energy, construction, medical, industrial safety education, and defense. As smartphone growth is slowing, it is possible to differentiate devices and content providers with virtual reality and augmented reality, which will become a growth engine for smartphone manufacturers or platform operators in the future. Major Application field of AR Entertainment Provide a realistic user experience by implementing augmented reality images in real space In the case of sports live broadcasts, it is possible to provide information to increase viewers' understanding and engagement, such as competition information and real-time video review information. ecommerce Maximize your O2O (online 2 offline)shopping experience by providing immediate additional information about store's products A shopping experience like visiting a store through digital signage Spatial information Spatial information Providing useful information to users by combining augmented reality data with spatial objects Various services and added-value can be created such as maps, shortest route guidance, specific area news, and location-based discount information Medical Improve system efficiency and patient health management Inquiry of information and medical history about specific patients, development of a procedure assist system, etc. Industry Changes in value chains across industries such as manufacturing, product development, marketing, and services Cost savings through prototype visualization. Maintenance of finished products and provision of defect detection services Military Create a virtual battlefield in the actual space for the real feeling of the field in training Various scenarios at low cost to improve training effectiveness. 19

20 2-3. 5G era and AR Experts from around the world agree that we will see explosive growth in VR / AR market when 5G cellar network commercialization is in place. The IDC report predicts that spending on VR and AR products and services in the global market will grow from $ 11.4 billion in 2017 to $ 215 billion by In the era of 5G, where high-volume content transmission is fast, it will allow users utilize VR / AR devices in home just like console (video) and PC games, to enjoy games. When you need to watch VR images in real time or use AR, the amount of data to be transmitted is quite large to combine virtual data and with ones with reality. The problem of large virtual reality mixed with reality data transmission will be solved with 5G. 5G means 5th generation mobile communications aimed at commercialization by 2020, and the official name of 5G by International Telecommunication Union (ITU) is 'IMT 2020'. Recently, The International Telecommunication Union rescheduled the commercialized 5G technology by 2019, one year ahead of schedule. 20

21 By 2019, most carriers around the world will be able to deliver the speed of communications services 100 times faster than today. It can connect up to 1 million "things" within a radius of 1 km² and is expected to achieve high energy efficiency and high frequency efficiency. It will provide communication services even on a high-speed train of 500kmph. If it took 4 minutes to download a movie in LTE, you can do that with 5Gin 1 second. Data processing capacity per square foot is nearly 100 times bigger, eliminating communication barriers in public places like baseball events, candlelight vigils, or other crowded events. The introduction of the 5G era makes users possible to utilize realistic media to reproduce the reality as if the viewers are there through stereoscopic video. 5G is expected to be used as an infrastructure platform for all industries. In addition to broadcasts and films, you can also produce imaginary worlds such as holograms and projection maps in computer graphics for events such as exhibitions and performances. 5G will act as an ecosystem for the telecommunications, terminal and equipment manufacturing, content and application development industries. Therefore, it is essential to analyze technology and market with 5G, VR, AR, and actual content, which are the foundation of the fourth industrial revolution, and it is time to carry out key promising projects with leading countries and companies. 21

22 2. Pokemon GO 3-1. AR forerunner game Pokemon GO Pokemon GO is a smartphone game developed by Niantic, a US augmented reality software developer, together with Pokemon Company, a subsidiary of Nintendo. It is considered as "real world game" as players catches Pokemon in the real world by using the location information of their smart phones. Pokemon characters appear on the screen when you use a smartphone and a tablet PC when players view a specific place in the real world thru smartphone camera. Game users travel through actual city streets and parks to catch Pokemon. Pokemon GO developed based on Pokemon, an animation collecting Pokemon, is a forerunner of Augmented Reality game using Google map and GPS location-based service. Source: macrumors.com Pokemon GO is a game where you can improve your character's level, acquire items, create a virtual character, and collect Pokemon. The main purpose of this game is to capture the Pokemon by using the smartphone and go to the actual location indicated on the map. When viewed through smartphone in real space, Pokemon appears and moves on the screen, and the reality factor of the game attracted many users all over the world. Nintendo's stock has skyrocketed and surpassed Sony by a single game 'Pokemon GO. 22

23 3-2. Pokemon GO technology analysis Pokemon GO is a mobile game that utilizes 'Pocket Monster' intellectual property, which has been popularly used for games and animations. The game uses Google map and augmented reality (AR) technology with GPS (Global Positioning System). Players capture the Pokemon that comes up from the real-world locations, train them and fight against other players. Pokemon GO demonstrates that the new technology of augmented reality, which combines digital technology and reality, has gone beyond the limitation of 'toys for early adopters' to something far greater. "The success of Pokemon GO is an important momentum in AR technology," explains research analyst Jan Dawson. Especially because it does not require expensive equipment for typical virtual reality games." The Pokemon GO was developed by the Google Cloud Platform Engineers to accommodate the explosive number of users around the world. In September 2016, Nintendo created and released a device called 'Pokemon GO Plus', making it easy to enjoy Pokemon GO. A series of customer engagement activities is required to transform a 'regular' customer into a loyal long-term customer. There are three technologies that increase user participatio in the digital age. 1) Use mobile apps to enhance your digital experience 2) Applying CRM to engage customers in conversations and present solutions 3) Use game-making activities to induce appropriate customer behavior Marketers need to actively integrate them to get the best results, and one of the best products out of these three technologies are the Pokemon GO. 23

24 3-3. Target market analysis The Pokemon GO has swept the world right after it was released, server went down at least one hour a day, no matter which country the server was. Thanks to the popularity of Pokemon GO, Nintendo, which has been in a slump in the era of mobile games, has been considered as having wings of resurrection. In Tokyo stock market, Nintendo's stock price rose year after year, after Nintendo subsidiary Pokemon Company released Pokemon GO, which was developed with Niantic, well known by an augmented reality game, ingress. Stocks began going up in June 2016 as news was circulating that the game is going crazy in the US and other emerging markets. The closing price was 20,260 yen (221,100 won) on the 11th, and it rose 24.5% compared with the weekend that it ended with 21,1830 yen (238,200 won) on the 13th. Nintendo's stock price rose 11.2 percent from the previous day to 22,475 yen (264,900 won) at 11 am, resulting the market cap exceeded to 3 trillion yen (about 32 trillion won). According to an analysis of overseas game research company 'Newzoo', Pokemon GO recorded more than 550 million downloads and earned U$ 470 million in 80 days after its launch. Open 21, Mkt cap High 23, P/E ratio Low 29, Div yield 0.66% * Source : 24

25 a. Age, sex, user data "Pokemon GO", co-developed by Nintendo and Niantic, has gained momentum not only in the US and Australia but also in Korea, which was not officially released. On the first day of release, "Pokemon GO" exceeded the number of active users of 'Monster Strike', on the second day, it exceeded the number of active users of "Facebook". Among users, 60% are males and 40% are females. 20% of females and 27% of males are in their 20s which is the primary game user group. Majority of the users are in their 20s. The monthly active user (MAU) shows that about 10% of users are inactive users. Unlike other game apps, it is noteworthy that there are many users in their 40s and 50s. The user age groups are balanced unlike other game apps. This means that the Pokemon GO has successfully attracted players of the age range who do not normally play. So, you can see that Pokemon GO is not just a simple game but has the potential to be accepted by a wide range of ages. According to a survey by Creative Japan, 20% of people who do not play games in Japan are also interested in "Pokemon GO". One quarter of smartphone and tablet users around the world downloaded it, and it's clear that Pokemon GO has become a popular phenomenon, and it has affected many parts of the world. 25

26 POKEMON GO'S MILLENNIAL APPEAL POKEMON GO APPEALS TO ALL & ATTRACTS NEW MOBILE GAMES AGE/GENDER OF POKEMON GO PLAYERS MOBILE GAMING EXPERIENCE OF POKEMON GO PLAYERS 20% 10% 19% 24% 13% 26% 76% 12% M10-20 M21-35 M36-50 Played any of the F10-20 F21-35 F36-50 top 30 mobile franchises within past 3 months Have not played any of the top 30 mobile franchises within past 2 months Pokemon Go, how did it appeal to millennial generation. According to the data, 24% of Pokemon GO users have not played any of the top 30 franchise games in the last three months. This means that Pokemon GO captivates over 200 million users in the US / UK / Germany / France. Most of them said they have played games other than the Top 30, but 8% (6.6 million) have never played any of the top 100 franchises in the last three months. This suggests that a new gamer was born through Pokemon. POKEMON GO'S POWER OF IP HUGE IP PLAYERS AND FAN BASE FLOCKS TO POKEMON NEW GAME PLAYERS/ FANS CONSUMER RATING OF POKEMON GO SCALE OF 10 SHARE OF CONSUMERS THAT PLAYS POKEMON FROM THOSE UNAWARE OF ORIGINAL FRANCHISE TO FANS Countries ranked by number of Pokemon GO download Played Other Pokemon Games Within Past 3Months Played Within Past 6Months Played More Than 6Months Ago 21% 65% 50% Aware, But Never Played 83% USA United kingdom Japan Spain Germany italy france UNAWARE OF POKEMON % Unaware of Pokemon Brand Australia Ireland Canada 26

27 3-4. Success factor The global success story of Pokemon GO is closely related to the existing robust fan base. This suggests how important it is for the game series and branded companies with strong storytelling in the 1990s should find a way to implement the game on mobile. Pokemon GO is popular by the generation of 2030, the generation that enjoyed the animated pokemon when they were kids, and it is possible to understand that it is leading the popularity of Pokemon GO. It seems that Nintendo released the Pokemon GO as an AR game because it is available even without expensive equipment such as a headset. The strength of AR games is that they are at the interface between virtual world and reality. Pokemon GO also uses this well. The type of Pokemon that can be caught depends on the spatial characteristics. To hatch the eggs of the user has, you must actually walk. In addition, there is the power of intellectual property (IP). The Pokemon GO craze shows how important game IP development is. The Pocket Monster is the first game released by Nintendo in 1996 and has become very popular ever since. Comics, movies, and character goods are released, and their popularity is high. The Pokemon GO, based on this story, was launched only in the US, Australia and Germany, but received worldwide attention. This is because synergy between new technology and existing content has exploded. 27

28 3-5. Marketing Pokemon GO, developed by Nintendo and Niantic, has reached 700 million users within one week of its release in Korea. The app analysis company 'Wise App', based on a survey of 23,000 Android smartphone users across the country, estimated that there were 6.98 million Pokemon GO users in a week. Thanks to the word-of-mouth, the sales of convenience stores in the area where users are attracted, and the number of people looking for local attractions have also increased. Since churches, temples and parks are mainly designated as 'pocket stops', users stop at the places where they normally don't. The sales of surrounding shops became more than doubled. Starbucks in the US registered all stores as Pocket Stop with Pokemon GO and started to serve a separate drink. In Japan, since the launch of Pokemon GO, they have partnered with McDonald's to improve sales. It was noticed that sales of some offline stores, which were designated as "pocket stop" areas, surged. In an interview with CNBC, Tony, CEO of the game store "Game Stop" in the United States, said, "The 462 stores that have been designated as pocket stops or baits have doubled in sales." It is also possible for a business to float ads on smartphones when a user in a game is in a certain building or area. 28

29 Especially, thanks to the characteristics of Pokemon GO, which is based on user's location and map, it is possible to customize 'local customized advertisement' based on region and nearby companies. The biggest marketing appeal of Pokemon GO is that it can be exposed to users regardless of time and place. Pokemon GO attracts to visit to specific place When visiting a museum, a government office, a restaurant, or the like in connection with the area, the user can acquire the items that can be used in the game. 29

30 3-6. Limitation In 2016, Pokemon GO, a game made by American game developer Niantic and Nintendo's Augmented Reality technology, became popular with more than 30 million downloads in two weeks. Killer Content Pokemon and augmented reality was the success of the joint work. However, the Pokemon GO lost the first place in the US App Store in only two months after its release and lost its lead in sales in five weeks. There was no internal change of Pokemon GO even when downloads and sales dropped. Because it is a global one-build service, only limited gaming services have been reinforced, and only gym and pocket-stop alliance news has been heard. Pokemon has attracted the attention of users all over the world with its powerful IP and new technology. However, it lacks continuous content, lack of storytelling, no profitability and lack of necessity and completeness. Also, if you live in a big city with many pocket stops, you can play the game easier, but if you live in a region with few pocket stops, you will have a big inconvenience. There is only one way of continuing the game is to purchase the monster ball with cash, but it is a complaint to many users. Content is also limited. In fact, collecting Pokemon is basically everything. Making the continued interest of the game is difficult, and lack of both profitability and necessity is critical problem. After all, it is safe to say that the game the users want depends on how much devotion the developer has on the game. Users prefer games where developers are getting constant contacts with users to create more advanced services. Players also prefer games with rewards. Pokemon GO has not been able to offer continued content, compensation, and direction after capture, and eventually it has become out of the picture. 30

31 4. Coin Monster 4-1. Introduction Coin Monster is an augmented reality (AR) based smartphone game that combines treasure hunting and coin mining system in everyday life. It is a game that compensates the user's activity which was a limitation of the previously popular Pokemon GO. We introduced a new concept that allows users to mine cryptocurrency everywhere, and the combination of cryptocurrency mining and gaming has been studied previously and has received a noticeable market response. Users can experience an interest in finding unexpected crypto coins (Bitcoin, Ethereum, etc.) within the Coin Monster gaming environment. 31

32 You can mine more than 10 major coins, including NiX coins, and have the chance of mining up to 1 BTC. Cryptocurrencies, including NiX Coins, Bitcoins, Ethereums, etc., are randomly generated and mined, and hundreds of thousands of Altcoins around the world are accessed in the game. It has the advantage of easy access to cryptocurrency for non-technical people because it is easy to operate and can raise the expectation for the appearance of high-priced, high- volume coins. a. Game Goal: Cryptocurrency mining, Fun, Profitability b. Concept and Genre: Real World Adventure c. User Rating: All Ages d. Platform: Android, IOS 32

33 4-2. Introduction Cryptocurrency Market Capitalization Cryptocurrency market capitalization Total daily turnover of all cryptocurrencies The total capitalization of the cryptocurrency market The cryptocurrency market grew 25 times compared to the beginning of 2017 According to a report released by US stock research analysts at Canaccord Genuity, a Canadian investment bank, the market for Cryptocurrency will grow tenfold by Given the current trends in the cryptocurrency market and the existing currency market, it can be estimated that the market for cryptocurrency in 2025 will amount to US$ trillion. As the cryptocurrency market grows, the popularity of mining is also growing. Cryptocurrency mining has a very important role in maintaining the blockchain ecosystem. "Proof of Work" is the most basic method of mining, usually through computer equipment. When you purchase a machine and set it, it will process the calculation automatically and start mining. Because you must solve the high-level encryption problem that is generated by a certain rule, it is handled by a graphic card good for a hash calculation. 33

34 The biggest problem of the mining is cost. In addition to expensive mining equipment, you need as much power as you need to run many graphics cards with high power consumption. Because the amount of noise and heat generated is also large, cooling and humidity management costs are also high. Coin Monster provides an environment where you can easily dig coins with your smartphone without the need for mining equipment. When you look around with your smartphone at the current location, you can discover that a virtual coin, and you can mine the coin by tapping it on the screen. The coin you have mined will be stored in your crypto purse. We also offer a service that allows you to send a coin to different user or deposit it at a specific address. It is a game that is fun to play finding hidden cryptocurrency and profitable by keeping the found cryptocurrency in electronic wallet. Since you can cash coins that you have mined at any time, users can enjoy the game with profitability. Coin transactions are recorded and stored within the blockchain system so that users can see coins transparently in the in-game electronic wallet. As a result, users have the safety and reliability of the profit structure of coin monsters. 34

35 4-3. Blockchain Technology and Coin Monster NiX Coin strives to become a virtual currency for various purposes including general purpose payment systems. In the process, NiX coin will go through two technical leaps, smart contracting and unique blockchain. The Augmented Reality (AR) game, Crypto Mining Game, is now being developed in a centralized system. To make NiX Coin more stable and easy to use in this game, we want to convert it into decentralized application (DAPP). If Smart Contracting functions as a back-end server that processes data, then DAPP works as front-end application to connect end users to servers. Utilizing DAPP, smart contracting can be made easier and simpler, which will make various interactions within the platform more secure. This process will eventually make the NiX coin an independent unique blockchain that is not based on the Ethereum platform. This unique blockchain should be stable, and fast enough for users to feel convenient to be used for general purpose transactions. Also, the changes of these systems should have positive impact on game and related content usage. System changes should increase the credibility of the system and should be applied in a way that makes game users more interested and can be benefited from it thus attract more new users. In other words, NiX coin will be a technological leap not only in terms of technology but also in consideration of users' viewpoint. The technical changes applied to the Crypto Mining Game were considered not only from the viewpoint of user but from the engineering viewpoint. 35

36 a. Smart Contract A smart contract is a technology that automatically completes electronic transactions between individuals, including cash remittances. The greatest benefit of a smart contract is that it can effectively prevent fraud that can occur in transactions made by computer programs always. Fraud based on anonymity is not possible because the computer code automatically confirms whether the terms of the agreement are met, and after all the checks are done, the remittance and information are automatically sent. This means that users can safely conduct transactions or remittances, regardless of whether they trust the trading partner through a smart contract system. Smart Contract Is proposed Contract is distributed To Ethereum network Conditions Are met Contract Is complete The decentralized app will work like a web-site or an application so that users can easily make use of smart contract capability. Crypto Mining will have smart contract capability by utilizing DAPP (Decentralization App, hereinafter referred to as DAPP). In Crypto Mining AR games for NiX coins, these smart contracts will be used in two major ways. (1) Smart contract to distribute Token used within the game (2) Smart contracts for users of the game to consume inside of game platform 36

37 b. Distributes tokens to all users within the game platform Smart contracts allow you to distribute tokens accurately to all users on the platform without the direct involvement of the company (developer). In smart contracts, interaction is established with conditions. The condition is created with an If statement and for these conditions the input value will have a value of True or False. Smart contracts are executed automatically when all the values for these conditional statements are true. Coin Monster distributes tokens automatically through the program when the following condition. Distribution of NiX token through Smart Contract Radio communication Geoinfo is received NiX token Smart Contract Location information, Token touch value, Wallet address Displays token on AR screen GPS System User Smart Contract 37

38 (1) Location-based recognition: Using GPS-based location information, you need to be aware that you can acquire a token. That is, a vector value that specifies GPS-based location information is set as a variable. This vector value can be extracted at any time using the movement of the subject and information transmitted from satellites. (2) Touch operation where position information is approved: When the value of (1) becomes True (that is, when the user has been approved to reach the designated position, the user confirms the appropriate GPS position information through the specified vector value), the user touches the UI and approves the transaction. This is also used as one of the variables. When you complete both steps (1) and (2), user will receive a Token as all the necessary conditions for the smart contract to be fulfilled are met. When a smart contract is sent to the network, the user's wallet address is also automatically used as a variable. By using a smart contract, system can automatically distribute tokens to user's addresses without having to intervene in the individual transaction process. Users can also trust the platform because the automated system doesn't even allow the its own system developers to unfairly distribute without knowing. In addition, using smart contracts, it is easy for anyone to monitor errors like an open source and to find errors, this will make the game system more trustworthy. 1 the tokens can be maintained always without the developer's control, 2 the system operation is made transparent and the trust from the users will become more concrete, and 3 various system errors can be easily detected and corrected. c. Utilizing smart contracts when users consume token acquired from the game platform There are three kinds of rewards that users can gain from consuming token in the game. 1 The range of maps that can be checked through the game app is expanded. For example, if only about 300m of token information is displayed on the screen, you can consume tokens and acquire token information up to 500m. 38

39 There are three kinds of rewards that users can gain from consuming token in the game. 1 The range of maps that can be checked through the game app is expanded. For example, if only about 300m of token information is displayed on the screen, you can consume tokens and acquire token information up to 500m. 2 On a map that is open to you, the random NiX coins will be increased by a random amount. The user can acquire more coins with a higher probability, depending on the number of tokens he has consumed. 3 You can upgrade the UI of your character and ID (nickname, name, etc.). In other words, users can acquire the UI of desired design separately through transactions with other users in the game platform, and can display character, map displaying form through the obtained UI. Therefore, a smart contract for token distribution requires three features: map enlargement, random NiX coin generation, and item buying and selling. Each smart contract is developed in the following way: The map expansion in (1) is based on the database (GPS-based token location information) stored in the smart contract. This database is stored concealed under normal conditions, but when the 'token consumption' condition is calculated as True, some of the information stored hidden is disclosed to the user (the user who consumed the token). The current range of tokens is transferred from the smart contract to the user by receiving the current user's location information. In other words, the user can extend his or her access rights to the token location information by consuming the token. Smart contract program has the immutability of the blockchain record. If you set the program so that a certain result value is derived only when the specified condition is satisfied, the record of the Ethereum network cannot be arbitrarily changed, and the record remains in the form of a proof of operation. 39

40 GPS system and Smart Contract GPS location information Coin location information based on GPS coordinates GPS System Smart Contract User Token address, current coin coverage and location. NiX Coin company Users can trust their gaming system because it can prevent various frauds, including database forgery, which can occur with access permission extensions. This makes users do not have to worry about the problem of their own information being changed by developers. In this way, users who consume more tokens will be able to acquire more tokens with a higher probability, thereby enabling the active use of games. The NiX coin increase in 2 is done in the following way. When a user consumes a token, a smart contract system generates a NiX coin automatically creating a random number to specify the random amount of coin and its distribution location. On the public map, randomly specified data is added. This information can be extracted through Oraclize or Event Creation. Random amount of coin increase, like the gift box used in various games, will give users more excitement. 40

41 Create additional NiX Coin information around user using random number Especially, users who enjoy high-risk, high-return can have more fun. Because this process is transparent and based on a smart contract, users can rely on the positive (+) value of the probability of rewards being returned to an individual, even if the coins are randomly distributed. In addition, because of investment (consumption) and compensation (coin increase) is based on smart contract, such high-risk, high-return system may reduce the risk of transforming into gambling. That is because all investment and compensation rates are recorded in the contract database, all users can objectively monitor and decide whether to participate. The front-end display upgrade of 3 is also executed when the user satisfies the token consumption condition is fulfilled. The user can convert the ID (nickname), character, etc. used in the app to other forms according to consumption amount. Item created with front end system Item delivery Seller Buyer 41

42 Various front-end designs based on HTML can be implemented, and the created designs are treated as items and exchanged for P2P trading method. The person-to-person (P2P) transaction method in the smart contract is a complete electronic direct transaction method without a central server. Direct deals are made in the following way: First, the display of items appears only in the form of the completed UI. Until the purchase, the number of pixels or colors related codes are not disclosed. After the token transfer condition is met, this UI is sent to the buyer along with the implementation code. This direct deal protects against misconduct because the transmission of code through the program is done only when the conditions are fully met. In addition, the transactions based on smart contracts contains all the information on both sides of remittance and automatically transmitted through computer codes, making it impossible to conduct fraud using anonymity. Users will therefore be able to trust the program's security system and participate in the transaction, even if they do not have a direct trust relationship with the seller or buyer. Therefore, consumers' direct deals will also help build and activate communities among users. These direct transactions play a role in further active consumption and movement of tokens. This is because the distribution of the tokens can be realized not only by the vertical relationship between the central distribution system and the users, but also by the new decentralization method that users exchange with each other. This allows the tokens to cycle through a wider range. d. Unique Blockchain of NiX coins The goal of a NiX coin is to become a coin that owns a unique blockchain that is independent from the Ethereum platform. Currently, AR crypto-mining games implemented as a central governance system can be partially decentralized through smart contracts and DAPPs in the Ethereum platform, and ultimately unrestricted by Gas price or network congestion in the Ethereum network. We will proceed with a unique blockchain-based coin for true decentralization. In addition, the NiX platform must incorporate all three NiX 10, NiX 20, and NiX coins. 42

43 Therefore, it is necessary to acquire the enough speed and stability not only to be used in AR games, but also to general-purpose payment purposes. Because the token transfer rate within the Ethereum platform is currently insufficient, NiX platform integration coins require a faster, unique blockchain technology, rather than Ethereumbased tokens or smart contracts. e. Proof of Work method We have adopted a modified version of the secure Proof of Work consensus algorithm, used in bitcoin and ethereum network. Nix chain deals with the scalability problem innate to Proof of Work system through increased blocksize. Proof of Work system is maintained by the hash function, which generates a random, yet deterministic value for any given value. In proof of work system, all information in a block is converted into an unpredictable value through hashing. Only the blocks with valid hashed values that fulfill predetermined conditions are accepted as a valid and honest block. Specifically, Ethash algorithm that will be used in the POW of Nix Chain generates a data set from a seed in the block and hashes different pieces of the data set to yield a value that fulfills the set conditions. Ultimately, such Proof of Work system guarantees a high level of security. Double-Spend or Denial of Service Attacks are only possible when the attacker's computing power used for hashing exceeds the rest of the network's hashrate. The attackers have to consume massive amount of resources to gain such a high level of hashrate. Furthermore, even if a miner actually manages to gain 51% of the network hashrate, it is more profitable for the miner to follow the rules and earn block rewards, instead of crashing the price of the currency by executing a double-spend attack or denial of service attack. Nix Chain overcomes the challenge of scalability in the proof of work system by increasing the blocksize and decreasing the block time. Because Nix Chain will support smart contracts using a virtual machine, gas limit determines the number of transactions that can be included in a single block. Nix chain will maintain the gas limit level that is twice as high as the ethereum network (approximately 8 million gas at the current state). Thus, each block in Nix Chain will contain two times more transactions than a block in ethereum network. Moreover, Nix Chain will maintain 10 second blocktime, which is approximately 33% faster than the 15 second blocktime of Ethereum network. The resulting outcome would be (number of transactions in a block) * (ethereum blocktime/nixchain blocktime) = 2*3/2 = 3.5 times faster confirmation time for each transaction. 43

44 f. Proof of Work method If an attacker with malicious intent attempts to take control of the network, the probability of success is determined by the following equations. First of all, the variable 'n' represent the number of blocks accumulated after the attacker makes the transaction intended for a double-spend. 'q' signifies the probability of the attacker finding a block. Due to the unpredictability of Proof of Work system, 'q' is determined by dividing the attacker's hashrate by the entire network's hashrate. The variable 'p' represents the probability of the honest nodes finding a block. It is determined by subtracting the probability of the attack finding the block from overall probability, which equates to (1-q). If the attacker repeated hashing to catch up the chain length of the network for the purpose of double-spend, 'α', the expected number of blocks he could find can be expressed as follows. According to the above equation, if 'q' (the probability the attacker would find a block) is smaller than 'p' (the probability the rest of the network would find the block), the expected number of blocks attacker would find for double-spending is always smaller than the number of blocks found by the network. That is because the attacker's hashrate is smaller than the rest of the network hashrate. Despite the hostile probability, the probability attacker would actually form the longest chain in the network even by chance can be represented as below. The probability of an attacker catching up the network hashrate and forming the longest chain can be computed by multiplying the Poisson density for each number of block 'n' with 'k', the actual number of blocks found by the attacker. To avoid infinite calculation, the equation can be rearranged as below. 44

45 Therefore, the equation implies that when the network hashrate and probability of finding a block exceed those of the attacker, the probability of a successful double-spend decreases exponentially over time. Conversely, according to this equation, as time goes by and blocks accumulate over time, the tamper-proof safety of transaction records increases exponentially. 45

46 4-4. Affiliate Marketing Expectations a. McDonald's in Japan In Japan, the birthplace of Pokemon, the popularity of Pokemon GO exceeded the number of Facebook users in just two days. As a result, McDonald's collaborated on the transformation of the store into a pocket stop. As a result, McDonald's sales in Japan increased 26.6% compared to the previous year, and the number of visitors increased by 9.8%. b. Free bus ride in Canada The T3 bus company in Charlottetown, Canada, held an event for a week when the Pokemon GO users showed the Pokemon GO app screen, they could get a ride of the bus for free. Users were able to see the various cities of Canada (Cornwall, Stratford, and Charlottetown) and enjoy playing the Pokemon GO at the same time. Through this marketing, T3 Buses has helped many more high school students and young people become accustomed to and familiarize with buses. 46

47 c. Local Marketing When the news that a certain area is a rare monster sighting area spread through social media, all the long-distance buses to the area were sold out. As more and more people started to come, many shops in the area began to aggressively marketing to attract customers. The city responded quickly to the trends of young people and, with the help of humorous local marketing, it succeeded in raising young tourists in a short period of time. d. Conclusion Coin Monster can open coins in partnership with brands, stores, and regions around the world, and if they are coin-friendly place, they can engage marketing that attracts users. The more you associate with various brands, branches, and regions, the more profitable you can get. The more places available you can mine, and the more people will join the community and travel, it will greatly contribute to vitalization of economy Create healthy communities ITypical PC games or mobile games cause users to concentrate solely on games indoors, and because they are in the same posture for a long time, they cause blood circulation problems, wrist tunnel syndrome, isolation and lack of sociality. Or repeated patterns of games can lead to boredom or serious game addiction. NiX Coin developed Adventure Augmented Reality games to solve the physical and mental problems of regular games, and focused on face-to-face interaction, socialization, collaboration, and physical activity. Coin Monster offers users the opportunity to go out and meet new people. It is a game that users can move and play in the indoor / outdoor space, thereby promoting physical activity and activating energy. A future version of Coin Monster will play a team play event to solve lonely play. Users can organize teams and collaborate by organizing events at pre-announced dates and locations. We will open coins that are difficult to mine alone and distribute large number of prize coins to teams with high mining amounts. With team play events, you will be able to activate your physical activity and energy, and to develop cooperation and sociality. 47

48 4-6. Augmented Reality Game and esports industry As the National Sports Administration of China approved the esports as the 99th official Sports on November 18, 2003, national events like esports University league are starting to form. According to China esports Operations and Investment Strategy Research Report, the total number of esports participants in China now estimate at around 113 million, and the forecasted esports market size will increase to 320 million by the end of The global esports industry has already exceeded 200 trillion KRW in The Chinese government has established a level 1 association under the Ministry of Culture as part of the effort in promoting of the game contents industry and helping youth unemployment in line with the global esports development trend. The competitive online game, esports is growing at a fast pace for both gamers and viewers, and as the convergence of augmented reality technologies evolves, gamers will experience greater thrills and interest in the industry. Therefore, makers of the augmented reality games around the world are making efforts to nurture as one of the mainstream genres. NiX Coin is preparing a web-based collaborative drama production to promote esports culture and infrastructure. Also, NiX Coin Billing and Management System is being developed. 48

49 5. Roadmap Road Map to

50 Road Map to

51 6. ICO Schedule 1. What is the total number of Tokens for sale? Total Token Supply: 2,100,000,000 NiX. 2. What is the timeline for token sales? Token Sale Stage Pre-sale Period 11st JUNE 2018 to 15th JULY 2018 * Timeline is susceptible to change. Final dates will be decided once development is complete 3. What is the timeline for token Main-sales? Token Sale Stage Main Sale Main Sale Main Sale Period 20th JULY 2018 to 10th AUG th AUG 2018 to 26th AUG th AUG 2018 to 15th SEP 2018 * Timeline is susceptible to change. Final dates will be decided once development is complete 4. Name of the token? NiX Token 5. Symbol of the token? 51

52 6. Any Special Instructions for the Coin? We aim for a new concept electronic trading and mining system that combines augmented reality and block-chain systems. Traditional mining methods required high hash power. The public had to spend thousands to tens of thousands of dollars to mine, and need a lot of electronic power to operate the machines. However, we have developed a program that can mine easy coins with smart phones using augmented reality. We publish of the token created a new concept of the mining of the token, which is not only just the transmission of the token, but the mining(collection) of the token that is shared with the people. We've built a system where we can see all the movements in an EtherScan, even if the tokens are collected from the smartphone. A token can be shared with anyone as a normal token, not just that as an electronic currency in a game, but as a block chain currency. The NiX Block has three tokens. (1) NiX, (2) NiX10, (3) NiX20 NiX NiX10 NiX20 Total 500,000,000 EA 500,000,000 EA 1,100,000,000 EA 2,100,000,000 EA Three uses are different. NiX and NiX10 are the cornerstone of game and payment, while the.20 is the foundation for MainNet. We're going to go to the platform. When a MainNet is completed, the three tokens can be exchanged for one coin or may each token will be coin has independent MainNet, if it will depend on size is big. 7. What is the rate of token? Check Answer to Question No Currencies that will be accepted? NEPIX (NiX) 52

53 7. Token Distribution 53

54 8. Team members 54

55 8. Team members 55

56 9. Advisor 56

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