The Multi Billion Dollar
Collector Card Gaming Industry
LICENSE TO USE – Own the cards, not just obtain license for them
PHYSICAL – Card linked to digital cards restricting technical product potential
SECONDARY MARKET FRAUD – Card, asset authenticity is unknown
LIQUIDITY – cards can not be easily sold or traded, loss of revenues for brands from non existent secondary market
LARGE EXPENSIVE TO COLLECT EDITIONS – large collection editions, require large investment to keep up with new expansions and collect sets
ESPORTS FOR ALL – limited access to tournaments
CENTRALIZED MONOPOLIES – Financial benefits and rewards are not equitable for brands, players, collectors community
COST – developers PAY 30% to platforms, with IP brands only receiving up to maximum 20% revenues for their valuable IP rights
OWNERSHIP – Player-owned assets secure on the Blockchain
FULLY DIGITAL – No limitations
IMMUTABLE – Authenticity identifiable by recording on the Blockchain
CARD EXCHANGE – User-friendly market to buy, sell, trade cards and assets. New revenue source for brands to profit from secondary sales
VALUE & LOYALTY – Prices significantly reduced, smaller editions & proof of stake that earn future cards by holding Tokens, saving 50% on collections
ESPORTS FOR ALL – Player-run competition, leagues & tournaments
DECENTRALIZED – Disrupt monopolies, community share via free cards, Tokens, rewards/ revenues on the platform
EQUITABLE – Fair and profitable fee-sharing with 3rd-party Brand and Developers with content creators, earning 80% of revenues
the Digital Products available – providing a lack of product diversity, originality and innovation caused by the large oligopolistic players in the industry, with a mindset and need to protect physical product market sales. Leading to a compromise in the digital products, limiting innovation and opportunities significantly.
Secondary market inefficiencies and frauds that exist for all collectors and traders with loss of revenues for CCG companies and brands by these activities happening outside their community.
Long lead times leads to outdated product – Physical product begins months and sometimes YEARS in advance, with season collections featuring the previous years photos, statistics and even players who have since been traded in most collections.
Currently all collectors have to trade on secondary markets like eBay or through collector networks, forums and although this can be profitable for the collector, it is also very risky, abundant with fraud and difficult for collectors to either get the card or product set they desire OR be confident in it’s authenticity and finally be able to profit from selling these assets.
Physical Sports cards are getting more and more expensive each year to produce and sell, which also require large and costly distribution systems, networks and overheads, but there are fewer people around to buy physical product each year, as older collectors die out and younger collectors are attracted to digital products and games. That is our definition of a money pit!
Sports collectibles is a multi billion dollar industry,that continues to evolve as the online world creates new ways for digital products and growth.
BCG Colllections will combine Digital Collector Cards, Play2Win, Card Gamification, and Sweepstakes. Encouraging players to earn, collect and win as they play, trade, win, providing instant, tangible, real time value that can be on collected, sold, swapped, traded, and auctioned on the BCG full service trading platformDownload Whitepaper