Vision and Mission
Our vision, as stated at the beginning of this white paper, is that the results of the games played in our virtual world, the AKIVERSE, will be equally and similarly valued in the real world, enriching lives.
In order to realize this vision, our mission is to achieve a well-balanced self-fulfillment for both players who want to earn money in AKIVERSE and investors who participate in it, not one or the other.
We will build a world where 10 million users can be paid more than US$100 per month just for playing in a limited amount of time each day.
And unlike other projects in the same industry, it is not just boring, simple games but a mobile game that will thrill the whole world.
As of November 2021, Axie Infinity, the leader in the GameFi space, has been able to rapidly expand its user base and revenue across all stakeholders by designing the right ratio of minting/burning tokens, adjusting the win rate and managing the trend of NFT items in games, utilizing side chains to minimize the transaction speed and transaction fees, and inventing the scholarship system, which allowed users to borrow and lend NFT items to each other. On the other hand, one of the areas for improvement is that the people are not familiar with crypto assets or the barrier to entry is still high for non-English speaking users.
As a platform that handles the same games as AKIVERSE, The Sandbox series, which has similarities in the way players and game creators are rewarded, started out as a "free-to-play" platform when it was released in 2012, and has since expanded to include "pay-to-play" titles, and has continued to expand and improve upon its excellent platform design. As a result, it has a large number of enthusiastic users and has been downloaded by more than 40 million people (*4) on iOS and Android smartphones. In Sandbox, the games that players actually play are created by other users. This has created a great deal of diversity, but we believe there are major challenges in unification and quality maintenance.
We will simply take into account the context of the past, the present, and the envisioned future, including the related markets and the surrounding industries, and follow or further develop the strengths of similar services mentioned above. At the same time, we will incorporate new solutions into the AKIVERSE and carry out our mission to realize the vision we have set based on the theories described in the following chapters.
Our core team members are raised in Japan and have worked in Japan for many years in various industries including Japanese computer games, finance, and IT. In our childhood, many children gathered at game centers to make friends and form a community and culture. Every city was dotted with game arcades of all sizes. Even small hotels and inns were equipped with arcade machines. Thanks to this, the culture of easy and frequent access to computer games has been there for a long time, and the gaming population in Japan is nearly a majority. The total market size of computer games is 2.168 trillion yen ≈$1.9 billion USD, and console game consoles and software still account for 28% of that, or 607 billion yen ≈$5.3 billion USD (*2). This scale is unusual for a country with this population and market size. However, in recent years, game centers, which are a part of our culture, have been closing one after another due to the rise of mobile games, the declining birth rate, and recently, the effects of the pandemic. The reason why we started this project based on game centers is also because we want to preserve such a precious culture.