BEAD GAME Whitepaper v.0.2

A decentralized board game self-publishing ecosystem empowered by smart contracts & blockchain.

BEADS.png

 

1. Abstract.

The Internet is mastering revolution alike changes in most of the industries. The entertainment industry has seen tremendous changes in how content is instantly distributed as on-demand service. Multimedia forms like online video and movies, music and audio content, video and mobile games take the advantage of the ease-of-access and high-speed distribution. Such proprietary content vendors as Youtube, Netflix, Spotify, Steam and similar have grown into multi-billion digital companies and are delighted by millions of users across the globe.

Meanwhile, board game market is left behind and it can take days or even months until new board games reach retail or online sales channels. Additionally, most of the board game development and publishing work is done in a centralized manner giving little to no influence to the actual game content end-users who, actually, can give very valuable feedback in early stages of the game development.

Today with the help of multiple methods and toys for the advancement of the imagination and creativity, human consciousness is experiencing exponential growth similar to the technology. The number of new game ideas has surpassed the capacity of the traditional publishing capabilities. As a matter of fact, over 95% of new board and card game ideas, brought by general public, are declined by conventional publishers due to underdevelopment, limited resources and high risks.

BEAD GAME is a decentralized board game self-publishing ecosystem empowered by smart contracts and blockchain. As a board game solution it's built to meet the demands of a digital age where everything is fast and ready for immediate use. Proposed PRINT&PLAY solution brings board games to same on-demand content distribution class as digital video, mobile and Virtual Reality games.

As a socio-technological system it's inspired by the natural ecosystems and addresses properties of self-organization, scalability, and sustainability, with its resources being coordinated on the level of the whole system. There are multiple potentialities and an evolutionary leap for an player - centric and well incentivized digital ecosystem for board and serious games.


This work:

  1. Introduces the BEAD GAME ecosystem and gives an overview of the blockchain and smart contract use cases, walks through several components in detail.
  2. Formalizes decentralized Creative Collaboration Model (CCM) and introduces incentivisation  schemes and their properties, then constructs BEAD COIN as an internal utility and value exchange medium.
  3. Introduces the potential and use cases for the Artificial Intelligence and Computer Vision algorithms in serious game and game-based learning applications.
  4. Analyzes and constructs two markets, a Board Game Publishing and Game-Based Learning market, that are attained with BEAD GAME and BEAD COIN.
  5. Discusses use cases and the connections to other socio-economic systems.


Table of Contents:

  1. ABSTRACT
  2. INTRODUCTION
  3. ECOSYSTEM COIN OFFERING (ECO)
  4. PROBLEMS WITH BOARD GAME SELF-PUBLISHING
  5. BEAD GAME ECOSYSTEM AS A SOLUTION
  6. SMART CONTRACTS AND BLOCKCHAIN USE
  7. USER ROLES & STORIES
  8. MARKET OVERVIEW
  9. BEAD COIN – A UTILITY TOKEN MODEL
  10. REFERENCES

 

 2. INTRODUCTION

The creative industries are economic activities for the generation, or exploitation of knowledge and information. An important part of the field is games. Bead Game white paper introduces the concept of the Bead Game ecosystem and provides insights into proposed self-publishing model.

Bead Game aims to create a multi-sided board gaming ecosystem for both playing and publishing new games. With a proposed The board game content includes collections of games for pure entertainment as well as serious games for game-based learning, business games, and analytics tools, and gamified psychology methods for professional use and self-help.

Bead Game approaches the self-publishing area that still faces many problems in quality content creation, its evaluation, and global distribution. Incentivized user-generated content is the key.

As a tangible product The Bead Game represents the values of the real-life board gaming experience. The physical set is accompanied by web app that serves as a content distribution gateway. Players can meet in presence or in the virtual space, thus allowing new interaction opportunities.

The Bead Game is now in the production stage and currently is available at the pre-sales. The kickstarter crowdfunding campaign "Traditional Board Games from cultures around the world" in 2016 has demonstrated product-market fit bringing in ca 500 of first customers. The product delivery is planned to start in the beginning of 2018.

A digital platform & web APP is at minimum-viable-product (MVP) stage. New game creation & publishing tool is up-and-running as a proof-of-concept and is available online at www.bead.game

The next important steps are setting up the online store with BEADcoin as a utility token and alternative payment method. A marketing mix will emphasize viral & multi-level marketing tactics as word-of-mouth is one of the fastest growth strategies.

Constant digital platform & product development is necessary to create a top-class game solution and a self-publishing ecosystem. The blockchain and smart contract technologies are in place today to empower decentralized application, enrich game creator collaboration and exclude middleman in the board and card game publishing market. These technological advancements expand our business model with vast functionality and allow contributors to easily monetize the game content.

ECO (Ecosystem Coin Offering) and the BEADcoin are strategically important steps to allocate financial resources for further product development, allow vivid product marketing and growth of the player base.

THE BEAD GAME story and the solution are inspired by great German-Swiss poet, the author of futuristic novel "The Glass Bead Game" (Das Glasperlenspiel), the 1946 Nobel Prize winner in Literature. The described game and its’ name is a play-on-words with the Buddhism philosophical metaphor of the Indra Net, that has a multifaceted jewel at each vertex, and each jewel is reflected in all of the other jewels. A game itself remains a mystical subject, as the book never reveals the game mechanics, its even compared to a Holy Grail of the game designers. We believe its deep rooted in the collective creativity and the entire Bead Game project is about it. Great literature is inspiring the innovation.

 Hesse GBG 2016

 

The Ecosystem Coin Offering (ECO)

Ecosystem Coin Offering (ECO) is the platform ecosystem centred coin emission , allocation and distribution process. This framework is designed in holistic manner by combining the societal, ecological and techno-economic dimensions. ECO shapes the equilibrium between the various in-platform activities, market volatility and the growth of the ecosystem. This process is grounded in the principle of continuous improvement of the ecosystem as a whole. It also stands as a reminder that our socio-technical progress is deeply connected with the natural ecosystem. The ECO embodies holistic approach towards the ecosystem, platforms maturity cycle and the user adoption of the products and technology. Meaning it recognizes the totality of the efforts produced by the ecosystem with its collectivized incentives.

While the Initial Coin Offering (ICO) mechanism was introduced by J.R. Willett in “The Second Bitcoin Whitepaper” as a blockchain based crowdfunding method for startups, where he calls it the ‘Initial Distribution’ (Willet, 2013). Since then the amount of ICO’s has spawned. Yet, as a practice the ICO’s are now divided into multiple steps with private sale, -pre and -post phases. The term “initial” doesn’t apply any longer.

The difference between the ICO and the proposed ECO is not only in the play of words. The platform-based ecosystem model differs from that of a cryptocurrency or digital cash. When launched in the markets the cryptocurrencies can raise their value simply by trading, with no clear value besides that. The developers can raise the funding to launch their product and then leave it to the “invisible hand of the market” driven by speculation.

For the platform ecosystem model such as Bead Game, there are tangible and digital assets at stake that needs the protection of the volatile environment in the crypto-markets. Game authors and content producers create a value that can't be decided by the force of the algorithms. It is a matter of strategy for the platform based products.

The basic idea behind ECO is to balance the coin supply and demand to make sure that coins are operational for the wellbeing of the ecosystem and its inhabitants. The ecosystem is allowed to emit coins with setting up global or specific goals for each round of distribution, not limited to the purpose of developmental funding.

As a general rule, the coin reserves are kept locked and are limited from circulating supply. Undoubtedly, some portion of the coins will halt in the crypto-exchanges or cold wallets, but the totality of it will be regulated via ECO process. As soon as the ecosystem reaches maturity and optimal number of user base, it starts generating profits. At such phase the emission of new coins is stopped, the coin supply is being fixed and further development and functioning is guaranteed by ecosystems profits.      

Particularly, The Bead Game ecosystem is an environment empowered by the smart contracts, that allows to self-govern and self-organize the system. BEADcoin can be offered as a matter for ecosystem research & development, marketing and growth stimulation, user - incentivizing schemes for new game development and promotion, the game event prizes for tournaments, and similar.

ICO  VS ECO

 

ICO

ECO

Model

Linear

Holistic

Focus

To launch the project

To balance the ecosystem

Stage

Initial funding (pre-seed, seed investment)

In accordance with the ecosystems growth and maturity

Strategy

To raise the coin/token value through trading

Harmonic long term growth of the ecosystem

Token amounts

Projected amount of token value needed for development

Ecosystem regulated token/ coin gradual emission

Community

Gap between the product users and investors/traders

Coin holders are users and activists

 

4. PROBLEMS WITH BOARD GAME PUBLISHING

            Big publishing companies are the whales of the board game market. The market analysts from Technavio have argued in their research ‘Global board game market 2017-2021’, that: “the global board games market is highly fragmented and competitive due to the presence of numerous global vendors along with local vendors. Some of the challenges faced by these vendors in the market include intense competition, enhanced gameplay, and frequent changes in consumer preferences  (Technavio, 2016)“. That makes the structure of the board game industry quite centralized, dominated by large players, with a few alternatives.         

Despite the inner tension, this is a booming industry with a growing needs and demands from the game players. Board games also keep on attracting new investment and rise the Compound Annual Growth Rate (CAGR). As: “Technavio's analysts forecast the global board games market to grow at a CAGR of 29.15% during the period 2017-2021 (Technavio, 2016)”.
           

Large companies are also slow moving hierarchies, which follow their steady business strategy. Corresponding to what, the upcoming games are valued. Authors might need to fit into the agencies marketing plan and not vice versa. Sometimes that means complying with the addressed changes in the creative content, design, mechanics, etc. That produces a different game from the author's perspective. From the other side, agencies can offer experience in the market and somehow realistic critique to the upcoming game authors, yet they are intermediaries between the game and actual audience.   
           

Another approach is to find your personal agent, which will appreciate your skills and product and will help with the business side. In both cases, one must be able to pitch the game idea and make it look commercially attractive. Either way, working with the trusted-third-parties will take more time and multiple steps to get the game to the market.


Challenges with self-publishing.

            Self-publishing in any field whether it is a board game or a book is like starting your own enterprise. Starting own business is complex while not necessarily complicated. One should manage a complex set of activities from creating, testing, to manufacturing and marketing & sales and even up to bookkeeping. That is usually  not a one-person's game.

            If one wants to take the challenge to self-publish a board game, raises important questions: What kind of role does the game inventor or designer want to play in the project? And how to earn the living - with the creative performance or with marketing/management skills? Upon answers depends the author's best way to approach the market.


            Developing a better game doesn’t imply its commercial success. While the enthusiastic authors often focus more on the product than a market. This tackles the priorities, so as the lifestyle. If you are passionate about your creativity and want to commit to it, then it is a full-time job, with no real options to manage the manufacturing line, especially in earlier phases. Self-publishing for many authors means a lot more than just bigger profit. It gives the author full control over the creative process and the results, which is empowering. With a clear vision of what and how to do, it might take a shorter time to market. If your game is a very specific niche product, then self-publishing sometimes might be the only option.

Challenges for serious game publishing.

Publishing a serious game - a game designed for another purpose than mere entertainment is even harder. The serious games market is growing, while the segment is new and unnecessary aligned with large publisher's strategies. Among the researchers, the serious games are an actual topic, while there is still a lack of awareness from the broader public. In more conservative areas like education, management or mental health fun activities like playing games may seem improper. While there are many inspired hobbyists among these industries that are introducing serious games in the field and building a new emotional landscape.

A lot of serious games are being published not through the conventional publishing way with a market-oriented scope, but subsidized by the government or research grants. There are serious board game (publishing) companies, which don't focus so much on manufacturing or publishing, but rather using their products as a game-as-service and organizing workshops for the organizations or schools.

In the current situation, we see that the decentralization is changing the future of game publishing. Decentralized publishing democratizes the market. This is the trend from which the games will benefit because it will make them more accessible and widespread.

Conclusion.

Publishing a board game can be a challenge. Finding the best option to launch a game depends on using a suitable model and tools that fit the interests of author or game specifics. Choosing more stable road with a publishing company or starting own agency would be better than not to publish at all. Yet, the choice itself can leave people undecided about the shape of their creative pursuits.

In both cases, the thriving authors need to gain new knowledge and undertake many new tasks to be successful. That makes the beginning rather difficult because of lack of knowledge of which doors to enter. With learning by doing one can better understand the right environment for the project.

Self-publishing VS conventional approach might seem like polar opposites since they present different roles for the author and economic gains. Also, they can be viewed as the tools to launch a game. From such a perspective, having only two kinds of tools, signals that there is a gap between them, that needs to be addressed.

The third tool would need to transcend the old boundaries and make it easier for the people that fall in between. It should tackle the most critical factors that challenge the game authors minds. Here is a potential for a new way of publishing - technology based. The proposed BEAD GAME self – publishing ecosystem as a solution is discussed in the next chapter.

 

5. Bead Game solution

Innovation model

Bead Game’s solution is complimentary - it is a versatile game set, that allows to adapt and play almost any kind of board game and, at the same time, is connected with the board game self-publishing ecosystem. Such model integrates both the qualities of the product innovation and process innovation. Therefore coined to play and to create new board games. It is first of its kind that tackles the tangible side of the board games, supported by a decentralized publishing platform.

 

The platform functions are built to underpin the viable aspects of the board game publishing and distribution into one single solution. Researchers like Professor of Engineering Geoffrey Parker from Dartmouth University & MIT and Professor of Information economics Marshall Van Alstyne from Boston University have provided an in-depth analysis of the rise of the platform ecosystems or as they call it the platform revolution. They outlined, that:“

  • platform business models beat product business models every time;
  • Forces that generate platforms invert the firm, changing IT, marketing, human resources, finance, strategy (Geoffrey G. Parker, Marshall W. Van Alstyne, 2016)”.

In the era of the Internet, the strength in the market goes to the demand side and the user. Platform model answers the needs of the user by creating a network effect. Bead Game platform offers the solutions to board game publishing challenges like:

  1. Holistic - Ecosystem allows to integrate many previously sporadic processes of production and distribution;
  2. Organisational - Starting a company just to launch or test the new game idea can be redundant. The platform works as a decentralized company and a market at the same time. Inbuilt reward mechanism of tokens allows to receive the author's royalties and manage the team;
  3. Speed - Game launched on a platform can be instantly (accessible on-demand) downloaded or printed via Print&Play;
  4. User-driven - The platform unites the game creators with their target audience, that can give the best critique of the game. Users can become also the contributors;
  5. Tangibility - Bead Game comes with the Bead Game Box, that bridges the gap between the digital asset and (delivers) tangible product straight to players table.  
  6. Transparency - Blockchain technology utilized by the platform, has proven to be most secure database for keeping the records and tracking the metrics
  7. Spatial - Board game lovers often purchase many game boxes, that can take a lot of space (to store)  in an apartment, while Bead Game box is all compact one game set.
  8. Unlimited content - Ecosystem is designed to make the content grow (content infinity). It also comes with the variety of traditional, original and serious games, built as a benchmark for further content creation.  



Comparison of board game publishing types:

Many people are thinking whether to pitch a publishing company or to start the self-publishing. Bead Game solution now is the third option to choose from. It is community driven toolset, that enables self-publishing. Three types of board game publishing models for game authors are compared below:   

 

Dimension

Conventional board game publishing

Self-publishing  

Bead Game ecosystem

Model

Hierarchical structure of decision making

Self-starting entrepreneur

Holistically aligned process of game building (design) and distribution

At the center

Corporate strategy

Leadership

Community

Driven by

Corporate culture

Personal initiative

User content 

Control over process

Corporate executives

Author

Author & peer-to-peer management

Impact on game development

Market trends and editors

Communication of idea

Community testing and reviews

Distribution speed

1-6 month

Few month

Instant

Marketing

Push to distributors

Compete for shop space

Global audience and information channels

Author royalty

5-10%

25-75%

90 %

Investment

Low (mid?)

High

Low

Funding type

Contract

Crowdfunding

Peer-to-peer  

Entry level

Prototype

Complete product

Idea



Bead Game ecosystem:

Every ecosystem is the combination of living beings and objects coexisting within the environment they co-shape. The digital ecosystem is a socio-technical (technological?) system with the properties of self-organization, scalability, and sustainability, that is inspired by the natural ecosystems. A crucial aspect of ecosystems is that its resources are best coordinated on the level of the whole system. The built-in self-organization model will keep the platform growing both via automation, user involvement and incentives. The Bead Game ecosystem is comprising four major elements:

  • Gaming device - Bead Game box (dice, gaming miniatures, boards included);
  • Content of games - both entertainment and serious games, game prints;
  • Application - Game catalog, ratings, reviews, game variations, interaction functions, badges, AR solution;
  • Community - players, game designers, and creative contributors.

 

Gaming Station_original.png


A gaming device is the versatile Bead Game Box that is adaptable for all kinds of games. Whether you want play the traditional board game, serious game or freshly made authors game, the game box features allow with a slight move to change between them. The Bead Game box comes with the variety of games and assets like dices, beads and separately orderable miniature figures. This compact set will find the space in every house.

The content of games is the creative part of the ecosystem that sustains its growth.  There are already more than 120 board games in the game set, but the flow of new games and variations can be unlimited. The aim is to produce the diverse game content from traditional board games to serious games playable in schools, organization or in other industries. Very important is the game authors roles, which will also be rewarded with tokens

A web application is accessible on desktop, mobile devices, and tablets. There Bead Game app functions together with the Bead Game Box as a hybrid gaming station. Your technological devices will need only a camera to add the Augmented Reality support for the play. The app will assist with game state identification, scoring, game rule reading, and implementation.

The community of people is what makes the Bead Game platform living. Meant for the board game players and board game creators and also for many kinds of contribution like skill, content, design or activity. There is a Bead Game community Forum and a Task Pool - the place where game authors can post the needed tasks for completing their game and where other users can post their skills, that they can commit to tasks. Everyone can participate and find their best role in this ecosystem to further sustain the growth of the platform. Notable users receive badges and meaningful activities and quality content is rewarded with the tokens. 

The Bead Game content

Traditional games:

From history to modern times people all around the planet have created fascinating artifacts like board games. Humankind's creative genius produced myriads of games, that today are popular, unknown or yet to be re-discovered.

We wanted to make a collection of these artifacts that could be accessible to everyone. Easy adoption of games on the modular Bead Game’s boards allowed to create a compact & comprehensible game set. Self-organisation of platform initializes the user-generated content, that will make the game library expanding.

Now 120+ traditional games are released in four categories:

  • Greatest Hits – including such well-known games as Checkers, Ludo, Snakes & Ladders;
  • Mind Games – mostly abstract two-player jump & capture, battle or hunting games;
  • XL games – include games played on large board, like classics Go;
  • Plain games – played on simple plain boards without the need of printed cards.

Traditional board game collection will be a valuable source for exploring the content diversity from many cultures. Almost everyone will find a unknown game. The collection will appeal both to adults and children and even to the professional players. Many of traditional games can be found in the authoritative and comprehensive R.C. Bell’s book - “Board and Table Games from Many Civilizations (1979)”.

Often for modern author’s games the game mechanics of the traditional games serves as a source of inspiration to make a new game variation. We encourage the users to create their own versions of time-tested games with their own rules or other attributes.

Serious games:

Recently societies started to acknowledge that games can be not only fun but also ‘serious’. Even if the games like Chess or Go, was never seen as a ‘joke’, but part of the training for the rulers, generals or philosophers. Early modern psychologists and thinkers reflected upon the games that people are playing in their minds and game similarities to the rules of the society. That showed the link between gaming and culture as indistinguishable forces embedded in our minds. An idea of a game itself become enriched with the qualities of necessity and practicality.

The current term ‘serious game’ was first introduced to a wider audience and decision makers by Sawyer & Rejeski (2002) in their book - “Improving public policy through game-based learning and simulation”. The beginning of the new Millenium were the times when video game industry changed the norms and routines of education and daily family life. Gaming accessories become so widespread, that raised a need to look at the other side of a coin, where games can be also helpful for the public, if not stoppable by restricting the youngsters to play.

Characteristics of serious game definition have grown since then, but the basic qualities are that the serious game should have another aim, that merely entertainment. Today that implies a broad spectrum of game applications in the fields of education, psychology, health care, business, marketing, decision-making, science & technology, sports, etc.Serious game researchers made a market study that shows:"that the worldwide Serious Games market is worth 1.5 billion € in 2010 (J. Alvarez, V. Alvarez, Djaouti, & Michaud, 2010)”. But according to a more recent study by MarketsandMarkets: “the serious game market is estimated to reach $5,448.82 Million by 2020, at a CAGR of 16.38% between 2015 and 2020 (MarketsandMarkets, 2016).

Another actual trend is the decentralization with its technological counterpart - “blockchainization” or DApps. What happens when the two present trends like gamification meet with DApps? The Bead Game with BEAD Coin is a mix of analogous digital gaming set and we want to unite the best of these two worlds. Serious games can gain a lot of new possibilities when they become powered by smart contract. The game can be programmed in numerous ways, that opens the meta-game on how it can be distributed, rewarded, gathered the data, interconnected with other tools and developed.

Types of Serious games:

With The Bead Game, we want to cover a wide spectrum of existing and emerging areas of serious games. We aim to help the serious game builders like educators, business consultants, psychotherapists, city planners with the decentralized self-publishing platform.

For many conventional board game publishing agencies, the serious game doesn't fit into their business model and game developers need to look for other options. Nevertheless, similar to the crypto-industry, the serious game industry is new also and growing. As only in the game based learning market the worldwide revenue will reach from 2017 (3,2 billion) to 8,1 billions of U.S dollars in 2022, as predicted by Statista (Statista, 2017).   

  • Educational games - Explore the great possibilities to learn with the help of a game. Bead Game Set can be adapted to all levels of education and fields of study. It’ll be more fun and easier to remember when playfully connected with the subject. We have already distributed the educational games for some schools and universities to test the edu-games in practice. Edu-gaming provides a unique environment in the classroom where students become players, drawing their attention towards the study process. Now the group works can be tournaments, where students compete or collaborate. Also, apply the gamified methodology for the tests, homeworks(-plays), school project planning and train learning skills development. You can even make your own gamified course.
  • Psychology games - The whole life can be described with the metaphor of a game. As humans, we play many games socially and intellectually from the young age to adolescence. Psychology games are designed to help us to cope with the social, emotional, mental, existential and experiential challenges from understanding better one-self, building a better relationship to healing the past traumas. In the BEAD GAME, we included games for practitioners and therapists and also for individuals self-help.    
  • Business games - Enterprise gamification has introduced games in every business field. These include leadership, decision-making, management, communication, team building, finance and accounting, work and life balance, ideation, self-management, motivation, business canvas and much more. Business games comprise a multidisciplinary tool-set for growing your business and advancing it in a fun way, whether you want to focus on organization, product, market or user-engagement.
  • Educational games for kids - Kids need games to grow and to train their thinking and problem-solving. Board games are perfect for their phase of development since we use the Visual, Auditory, Kinesthetic (VAK) learning style model. To sense the beads on the board and to use the touch to connect them, are of vital importance. While computer-based video games use the 2-dimensional screen, our game set is a mix of analog and digital gaming matching also the spatial and kinesthetic needs of the children.     
  • Medical games - Via medical game is a great way to learn more about the human physiology and health conditions. With the Bead Game game set, we want to introduce the games playable in hospitals, medical universities or simply in the family. Playing games can relieve an unnecessary pressure associated with disease and trauma. And if it can add some tips for the healthy lifestyle, then the can complement both to the psychological and physical well-being.     
  • Science and Technology games - Gamifying the science and technology provides a new methodology for research and knowledge transfer. For researchers, it allows to interplay with the data, research concepts, or plan and structure the research. Making inter/multi/trans-disciplinary research and management its team can be a complex process and with the game, it can have a creative twist. A game can be also used to engage more with the research participants or help in science education. Rolling the dice to find a new technological solution can be a source of innovation.  

Serious Games for psychological self-help:

A board game is where the mind meets the matter because it's being played on the board and in the mind. That involves much more than “thinking in your head” and putting the figures in the right places. One should use many cognitive abilities, learn and memorize the game rules, figure out the strategies and tactics.

Most of the games can be won by combining various styles of thinking. Some players will be more rational and apply logic, others will use their intuition or visualizing the scenarios, while others will be playing out the players just by reading them. People have created a variety of games, that suits many different cognitive styles so that one can find that the most innate for the self. Games are the products of our psychological and intellectual self-discovery and can be viewed from developmental, neurocognitive to social and many more perspectives.

How can games be used as the psychological self-help tools? For some, there could be a straightforward answer that the gaming as such for them helps with the stress relief and gives positive emotions. The whole process is psychological, while the therapeutic value of it determines whether the game can be categorized as serious. Because it can also simply influence the compensation mechanisms or trigger unintegrated hormonal responses of adrenaline or dopamine. That is the question that rests upon every gamer and also smart game therapist or game developer/designer.

As the French researchers of therapeutic games have put that: ”a game is not therapeutic de facto, the therapeutic function emerges from the relation between the player and the game (Mader, Natkin, Levieux,2012)”. Therefore, in the context of therapy, it is more how you play it, not as much what you play.

Bead Game Box aims to provide a toolset for the self-help and to give instruments for the game therapy practitioners. Sawyer and Smith have provided a useful taxonomy for the serious games or as they term it: “‘Games for Health’ - has two parameters:

  • function (preventative, therapeutic, assessment, educational, informatics);
  • public (personal, professional practice, research/academia, public health) (Sawyer, Smith, 2008).”

This taxonomy highlights the various functions of psychology game applications and the relevance of properly chosen audience. Most therapies are age, gender, experience, personality and identity sensitive.

Value Proposition

The Bead Game is a creative playground and a digital platform designed to foster interactions between players and the game content. Play games for entertainment or serious purposes:

  • Compact, versatile & highly modular board game set
  • An App with a game catalogue, ratings & reviews
  • Wide selection of easy-to-change HQ game prints
  • Game miniatures to play-out multiple scenarios
  • Instant access to Print&Play games as they get published
  • 30-second video game rule explainers
  • A gamification layer for incentivizing player & creator motivation 

 

The board game publishing is made simple & instant on a global scale. Thus creating an inclusive ecosystem for interaction.
Create & publish your own board game:

  • Create fun games, share with your social circle & global community
  • Develop serious games and unique professional methods
  • Connect with play-testers, graphic designers, copywriters & engage in smart contracts
  • PUBLISH your game in seconds globally
  • Sell your games to global player & professionals community
  • Keep track of your releases with blockchain proof-of-purchase
  • Get on the Game Mail subscription model to access widest audiences

 

6. SMART CONTRACTS AND BLOCKCHAIN USE

Screen Shot 2018 04 03 at 15.56.45

7. USER ROLES & STORIES 

 

The game ecosystem is designed as a way to foster the interactions between the two major user types of community members - the content CREATORS and PLAYERS with various interests and needs.

The community model is designed so that every customer in a way can become a contributor and benefit from it. Every professional skill becomes a user generated content and is distributed to content consumers. Every effort of spreading the word is incentivized as affiliate/ network marketing and potentially can be monetized with PLAY utility tokens and BEAD COINS.

As the Bead game is about to solve the problems of self-publishing, another problem arises - the need for a community and professional support for the game idea to flourish. Creating a good game is a challenging teamwork. Thus the community aspect is very important.

The game creation process starts with writing down the basic rules and creating a prototype. It requires a skill of graphic design, as each game is unique. Now with the access to 3D printing, its become much easier to produce custom game pieces. Someone needs to be there to make those graphics & drawings. After the game (even with a rough prototype/sketch) moves to a cycle of play – testing, the revision and further iterations are required until the game reaches its desired balance, speed, and level of attractiveness.

PLAYERS:                  

Role

Product/ Service

Board game community

Board game collections

Kids & Parents

Encyclopedia game for Kids, family style games

Students

Serious games for business & other topics

Business leaders & managers

Business games, Analytics & planning tools

Patients with psychosomatic disorders

Serious games for psychological self help

 

CREATORS:

Role

Content

Board game testers

Board game testing & feedback

Board game designers

New board games (rules & mechanics)

Business Consultants

Serious games & tools for Business

Educators

Game-based educational content

Psychologists

Serious games for psychological self-help

 

MULTIMEDIA ARTISTS:

Role

Content

Graphic & 3D designers

Graphics for games

Illustrators & Animators

Animations for games

Copywriters & proofreaders

Textual info

Voice artists & musicians

Voice, music

Translators

Content Translation

 

MARKETERS/ PRODUCERS:                                                          

Role

Product/ Service

Bloggers, Influencers

Blogs, posts, speeches

Game event organizers

Social events

Game print production*

Game prints

3D game piece printing services*

3D miniatures

Delivery services

Game Mail

 

 

* Can be decentralized and serviced in a close range locations

As the platform itself serves as a content gateway, there are numerous roles and use-case scenarios possible.

Imagine that you are a literature teacher and want to build a game-based learning material about the heroes from novels and fairy tales, make them more interesting and easy to remember as characters. You have a promising game idea, but unfortunately, you don't have any experience in building a game. So you turn to the Bead Game community, post your idea a simply pre-define your set of needs and professional assistance that is required. The system helps you to create smart-contract and opens the idea to a community, invites game designers, graphic designers and animators if necessary. Maybe even few game mechanics are created and the kids at school play with the game, give their feedback and help to determine which of the mechanics works best and creates most of the fun. As soon as the game is finished, translators can join in and translate it into multiple languages. Playful learning bloggers can download it as a digital asset, Print & Play the game and write an article about it to spread the word! Now teachers across the globe can access it online, download to test (and order if they like it) and use as game-based learning material in the lessons.

All of this process is technically set up on the blockchain and every step is approved, every download or order copy is counted, meaning that incentives are paid to every involved party, and monetization of the smart contract can happen on proof-of-accomplishment bases.

Unfair Competitive Advantages

Here is a list of features that distinguish the Bead Game from direct and indirect competitors and give the product competitive advantages, the unfair ones!

  1. Very attractive creators payoff model - they can keep up to 90% of the revenues generated, that’s opposite to the conventional game publishing model
  2. Game sets are designed tor the Print&Play compatibility - user-created games can be distributed globally as digital assets and instantly become tangible game board.
  3. The biggest childhood dilemma is solved – with encyclopedia game learning and playing becomes the same
  4. The project goes hand-in-hand with the individualization trend and allows players to create totally new games from scratch (I made this game attitude).

 

8. MARKET 

As a diverse tabletop gaming solution with vast content possibilities, The Bead Game belongs in every board game-loving household, every family with kids, and every board game community.

Its’ probably the most compact in size, yet highly modular and rich in the functionality board gaming set. Content possibilities make it as an attractive source for both entertainment and serious games.

With the introduction of the Bead Game self-publishing ecosystem it achieves unique state-of-the-art product & service status in the board gaming arena.  

Nowadays the customer base for games expands from children to youngsters and adults, as there are notable social and mental health aspects of playing board games. You can learn more about the benefits of boardd game playing at The Bead Game blog.

The Bead game is matching some of the global trends:

  1. Society is becoming more and more digitalized;
  2. Raise in game-based learning and process gamification;
  3. The decentralization trend for major aspects of our lives, like money, data storage, etc. - in the Bead Games case, it’s game publishing;
  4. A general aspiration towards creativity, innovation and individualization.      

Previously we described the game creator’s dilemma. We believe that the vast number of declined ideas by traditional game publishers is a market opportunity for self-published games and opens a potential of infinite player generated game content.  

MARKET DATA 

The overarching global toy & games market is expected to grow at a CAGR of ca 29% and reach $135 billion by 2020, mostly driven by innovation, technology development, launch of smart toys and educative games.
(Source: Global report on toys & games http://www.strategyr.com/MarketResearch/Toys_and_Games_Market_Trends.asp )

THE BEAD GAME directly addresses following market segments:

  1. Tabletop board game market is valued $3.2 billion globally in 2016 and is projected to grow by CARG of 27.95% and reach $8.12 billion by 2021.    

(Source: http://www.businesswire.com/news/home/20161228005057/en/Top-3-Trends-Impacting-Global-Board-Games)

  1. The second niche is the game-based learning market. It has a $3.2 billion valuation in 2017 and is projected to grow to $8.1billion by 2022 (source: www.Statista.com, Metaari).

Two of the above-mentioned market segments present a total of ca $6 billion of current and ca $16 billion of projected market value IN 2022.

Screen Shot 2018 04 03 at 16.18.24

  1. With the game-based learning and educational content, the company plans to enter smart classroom market segment that is still underdeveloped and holds considerable business opportunities.

Education is estimated to be $5-trillion-globally-per-annum big (Sources: https://worldsofeducation.org, https://techcrunch.com/2016/08/13/edtech-is-the-next-fintech). It's mostly the government spending that is partly including classroom updates with a modern age learning solutions. The company plans are to open B2G business model starting from mid 2019 by approaching schools and government supported education establishments.

  1. Another quite important figure worth mentioning in the market opportunity section is the Facebook audience of ca 39 million users that have indicated its interests in the board games. Facebook is one of the digital marketing & sales channels and most probably will be used for customer acquisition. Its’ NOT including audiences with other appropriate interests.

 

GEOGRAPHY

The major worldwide markets for board games historically are North American countries, Germany, United Kingdom and France in Europe, Japan, China and Australia in the Oceanic region.

We believe that with the synthesis of content for board & serious game content our markets are more saturated in well-developed economies, extending it to Arabian world countries, South America and South Africa.

 DEMOGRAPHICS.

  • Statistically, the average board game player is 55% male and 45% female, in median of age between 25-39.
  • As our marketing efforts have indicated so far (with the crowd funding campaign) The Bead Games average customer is female by 65% and male by 35%, what is slightly opposite of general stats. Thus meaning that careful study is necessary to examine general target audience.
  • There are specific customer segments for the Bead Game, that include specific groups like kids and seniors, or educators & business consultants who will be approached with a custom tailored message, highlighting appropriate benefits of the product & interaction model with it.

Moreover, a game studio will be developed to study player behavior tendencies or most popular game genres by spending to develop relevant content in-house. 

BEAD COIN – A UTILITY TOKEN MODEL

Token model

 

As described above BEAD GAME is running an Ecosystem Coin Offering with BEADcoin in multiple rounds, designed to address various ecosystem development goals.

 

General BEADcoin information:

  • TYPE: UTILITY TOKEN
  • MAX SUPPLY - 7 600 000 0000 = equals Earth population
  • Emitted in multiple rounds

 

Token allocation will be variable in percentage (%) and announced before each round of crowdsale.

General token allocation purposes are:

  • RESEARCH & DEVELOPMENT
  • MARKETING & BIZDEV
  • ECOSYSTEM INCENTIVIZING
  • PARTNERSHIPS, BOUNTIES
  • TEAM, ADVISORS


The first round is a PRIVATE SALE assisted by S.A.F.T. (Simple Agreement for Future Tokens) with a starting price of 0.01Eur.
With an aceeding rounds the token price will increase, thus rewarding early stage contributors.  

NB! A data table below is just for the illustration purposes of the price increase  

  Round Qty   Price 1 round goal Total, Eur
1 100 000 000   0,01 1 000 000 1 000 000
2 100 000 000   0,02 2 000 000 3 000 000
3 100 000 000   0,03 3 000 000 6 000 000
4 100 000 000   0,05 5 000 000 11 000 000
5 100 000 000   0,08 8 000 000 19 000 000

 

10. REFERENCES

  

  • Van Alstyne M.W.,Parker G.G.(2016).”Platform Ecosystems: How Networks Invert the Firm”. Available online:
  • Alvarez, J., Alvarez, V., Djaouti, D., & Michaud, L. (2010). Serious Games: Training & Teaching - Healthcare - Defence & security - Information & Communication. IDATE.
  • Bartle R. (1996) “Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs". Available online
  • Bell, R.C. Revised edition (1979)  Board and Table Games from Many Civilizations. Dover Publications
  • Hesse, H. (1943). The Glass Bead Game. Owl Books.
  • Sawyer, B., & Rejeski, D. (2002). Serious Games: Improving Public Policy Through Game-based Learning and Simulation. Woodrow Wilson International Center for Scholars
  • Sawyer B., Smith, P.(2008). Serious game taxonomy. In: The Serious Games Summit @ GDC.
  • Mader S., Natkin S., G. Levieux (2012). How to Analyse Therapeutic Games: The Player / Game / Therapy Model. In: Herrlich M., Malaka R., Masuch M. (eds) Entertainment Computing - ICEC 2012. ICEC 2012. Lecture Notes in Computer Science, vol 7522. Springer, Berlin, Heidelberg
  • MarketsandMarket (2015)."Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020".

 

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