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LENS

The purpose of this document will be strictly informative and serves to be what is known as a
“litepaper”.

CEO Introduction: Lenny Uytterhoeven


Almost all my life I only had one hobby: gaming. From the age of 5 up until a few years ago all
I did was play video games. As I got older and continued to practice and work at gaming, I was finally
able to make the jump into esports. 2019 marks my 9th year in esports. I’ve climbed my way from
local basement tournaments to the top, and during that time I’ve learned and experienced quite a bit
in the gaming industry.
Being a 4-time national champion with the latest title being in 2018, I am no stranger to the
bigger stage. Having dozens of both on- and offline victories and playing amongst the best teams
Europe has to offer, I’ve pretty much seen it all. During my years in the field, quite a few glaring
problems became apparent.

There is no solid foundation of support for players or teams, and more often than not the
managers approaching you have malicious intent. If you want to study and improve by yourself,
finding the correct mentorship is lucrative, and contract review is something that’s unheard of with a
lot of players. The scene desperately needs a stable platform to combat these issues.

Myself and a few other entrepreneurs have been dreaming about the idea of creating our
own platform to combat these issues for quite some time already. During the last few years I’ve
became more and more fascinated with blockchain. I’ve evolved from volunteering for smaller
projects to recently joining the 360 Tribe team. Because of this knowledge I’ve gained I feel that the
time is ripe for LENS to step in.State of the E-Sports industry

State of E-Sports and Viewership


E-Sports as an industry has seen enormous and consistent growth on a year-on-year basis.
Analyzing the statistics on the graph below, you can see the market revenue has risen approximately
40% every year. Being valued at 906 million in 2018, estimations place the global esports market
revenue at an astonishing 1.65 billion U.S. dollars for 2019. Not only has the global market revenue
has been booming, but the average viewership for some of the biggest tournaments has become
enormous. In the recent 2017 world championship finals of League of Legends, 43 million viewers
tuned in. That is just 1.5 million less than the number of viewers for game 7 of the 2018 NBA finals.


During the 2018 world championship finals, this number peaked at 205 million unique
viewers; smashing all records in the history of esports. With the 2018 Super Bowl television
viewership hovering around 110 million, this number is no small feat.

In addition to this, individual streaming has never been so popular. Twitch.tv is by far the
most popular western streaming website. On average, Twitch sees more than 15 million daily active
users. There are more than 2 million content creators broadcasting their games live on a regular
basis. Daily active users spend on average nearly 2 hours a day on Twitch.

Team infrastructure

As everything grows, so did the player and team-related infrastructure. As more money
started pouring into the industry, new entrepreneurs of all kinds started to show interest in the
industry. Instead of playing at home, teams at the top of the food chain started introducing the
phenomenon of gaming houses, coaches, managers, nutritionists, sports psychologists and more.
Football teams like PSG, Schalke 04 and Besiktas started to invest in teams. Newer players were
starting to get picked up and scouted by professionals, and this is where most of the problems
started to emerge.
- New players making the jump to (semi)-professional play have no idea where to start. The
most effective way for players to find a team is either getting lucky by meeting the right
players in-game, or by making a twitter post. There is no reliable platform to ease the
process.
- It’s very hard for both players and player staff like coaches and managers to avoid traps in
their first professional contracts. Players being new to the industry will often just sign the
first contract they get. They have no idea on what they have to keep a closer eye on. They
often get trapped in an unbeneficial contract, with an unrealistic buyout clause nobody will
pay. There currently is no easy way of finding someone reliable to review your contract
either.
- As a manager or coach, it’s often hard to stay afloat. While practicing your skills in said
professions, it can be hard to find customers and advertise yourself. As they’re not focused
on actually playing the game, it can be hard to make the right connections. Finding
customers and teams to work for is proven to be quite tricky.

Where we step in
Lens will be focusing on providing the help this industry so desperately needs. We are developing a
platform with several functionalities tailored to fit the needs of the professional side of esports:

- Marketing and branding consulting: a platform where newer players and staff members can
ask consultations and advice regarding building their name, joining the right team and
creating the right image.
- Contract review: Contract review by a number of consultants and lawyers who’re specialized
in esports.
- Community platform: offer new players, coaches and other staff members a community
where they can find likeminded individuals.
- Tipping: we’ll be integrating tipping functionalities through our platform with partnered
esports organizations and streaming groups, facilitating both a consistent stream of users
and marketing.
- Coaching: People will be able to receive coaching in several aspects of esports, including but
not limited to:
o General in-game thought processes
o Coaching lessons: how to handle a group of players, team cohesion, creating a good
team environment..
o Management: Team organization, scheduling, team and sponsorship contact..


How does the LENS token come into play?

The LENS token will be the currency of the LENS economy. All paid services such as contract reviewing and
coaching will be compensated in LENS. Outside of this, people will also be able to offer their services for free,
while still having the functionality to be tipped in LENS. Partnered organizations and players will also integrate our
token in their streaming ecosystem, allowing viewers to tip them directly in LENS through a fiat gateway.

Supply Note: founder funds are locked for at least 1


Token allocation: year.

- Public Sale: 35% Public Sale Statistics:


LOCKED FOR PLATFORM: 30%
TOTAL: 65%
- Marketing: 12.5%
PUBLIC SALE:
- Development: 12.5%
Initial allocation: 35%
- Core team: 5%
Sold: 9.5%
- Founders: 5%
Still available: 25.5%
Supply LOCKED:
Total supply: LENS Platform Fund lock: 30%
30.000.000.000

Initial maximum circulating supply:


10.500.000.000

These remaining tokens will be used exclusively in function of the LENS platform once the platform
launch is initiated. These tokens will be used strictly for ongoing platform activities. This may include,
but is not limited to:

- Introducing the LENS economy to streaming and gaming communities, showcasing our
incorporable functionalities for both esports consumers and content creators.
- Introducing a FIAT feature with an in-house application supporting all the platform
functionalities.
- Organizing promotional live stream events, giving people the chance to experience first hand
what our services are, and how they operate. This could be in potential collaboration with
(semi-) professional gaming organizations, usually active in several esports titles. General
pinpoints include:
o Offering viewers free short coaching sessions in all aspects mentioned before:
branding, coaching, contract reviewing, marketing and general sports psychology.
o Showcasing our community platform to the broader audience.
o Showcasing both our on-stream and platform tipping functionalities.

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