over budget

Checkpoint: Blockchain Editorial

$55,000.00 Requested
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Community Review Results (1 reviewers)
Addresses Challenge
Feasibility
Auditability
Solution

Checkpoint:free digitally-interactive media brand on videogames' influence on society, culture, education; pioneering content on blockchain.

Problem:

A lack of real content in multiverses and blockchain projects - a huge barrier to entry. No one knows how to distribute content. We do…

Yes Votes:
₳ 25,970,564
No Votes:
₳ 16,286,749
Votes Cast:
90

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[IMPACT]

Checkpoint is a multi-faceted, digitally-interactive media brand that covers videogames and their influence on society, culture, education and politics. Checkpoint asks how videogames can help us understand ourselves better and the world around us. All content is free and the offering covers everything from fully interactive digital magazines and podcasts, to lesson plans for schools that adhere to the national curriculum to name but a few. Checkpoint will pioneer content on Web 3.0 and utilise the multiverse and blockchain to increase its reach and influence.

We try to give back where we can, and we think education is key. By using the cultural capital of videogames, we're able to use children, teenagers and adults' experiences and knowledge to place bigger ideas within context. Whether that's through our learning materials, our videos, audio documentaries or our long form features, we hope they give a perspective otherwise missed.

Checkpoint’s mission is to continue to explore the impact videogames have on the evolution of society, politics, culture and education.

All Checkpoint’s content is free for everyone.

Checkpoint encourages the audience to become active participants by offering multiple ways in which to engage with the brand.

Checkpoint intends to commission more research into the impact of gaming and how we can better utilise the cultural capital associated with videogames.

Checkpoint is evidence based, and will continue to grow with evidence-based research playing a key role in informing our educational content.

We want to show the value of gaming in helping to prepare the future generations for jobs that don’t yet exist by nurturing their intrapersonal skills and developing resilience, fact checking and more.

To be at the cutting edge of evolving technology, delivering interactive content on the next iteration of the internet: Web 3.0

We don’t have any real risk in as far as creating and providing content as we already do this. Our main risk or edge is the fact we’ve identified a way to provide a real change in the wy people engage with content with our engage to earn model. In order for this to work, we need to be ubiquitous, with access to our content accessible to all no matter what device they’re on. The only main challenge is to get there first and own that space.

[FEASIBILITY]

In 2022 we will:

Make multiverse content ubiquitous and accessible across all devices.

Release our first sets of NFT cards

Unveil our plans (and already completed development) for the expansion of the Bedtime Stories and their integration into Checkpoint Kids and Learning

Become more engaged with schools to deliver meaningful lesson plans focused using videogames as a vehicle for learning

Distribute the Governance Token

Announce major partnerships

More on NFTs:

Because Checkpoint is primarily focused on content, there are multiple routes of NFT creation and distribution. Initially Checkpoint will offer NFT trading cards. These cards will drop as albums, consisting of 20 cards per album, each with a unique design. There will be 100,000 cards per album ranging from 1 star to 3 star rarity cards.

80,000 - 1 star rating

15,000 - 2 star rating

5,000 - 3 star rating

These will be available to buy in ADA initially (moving over to the utility token when released) and there will not be a cap on how many can be purchased. The minimum buy is a pack of three. There will be an option to buy three, five or 10 card packs. All card purchases will be random and you cannot opt to buy a specific card. 1% allocation of the total number of cards will be reserved for AIRDROPS.

Checkpoint is unique in the fact that it's able to generate income from revenue streams that are not dependent on the blockchain or crypto. Because Checkpoint is an editorial site first, which serves its dedicated audience, Checkpoint has real-world advertising opportunities, as well as new technology opportunities within the brand. We can sell advertising in the magazine and multiverse, sponsorship or advertising across our websites or podcasts, as well as video pre-rolls on our video content.

Smart contract creation - $20,000 USD

Equipment/Running Costs - $10,000 USD

Team/Staff - $15,000 USD

Marketing - $5,000 USD

Contingency - $5,000 USD

Tamer Asfahani: Award-winning journalist and producer for over 15 years, trained in the arts of broadcasting at the BBC. An all-round, multi-skilled broadcast journalist specialising in audience identification and a pioneer in technology to find new ways to engage with an ever-growing global audience. The founder of the Checkpoint brand and a champion of education through games.

Paul Elmes: 30 years experience working as a top designer in magazine publishing. As a freelance Art Director, he has designed and art-directed for a Who’s Who of national magazines and newspaper supplements. Paul’s specialism is in contract magazines, advertorials and promotional supplements with his work appearing for consumer and B2B titles.

Vita Pur: Vita co-founded multiple startups, the latest being Somnium Space VR, a metaverse built on the blockchain where he also served as COO from 2017 watching over the transition to blockchain/NFTs. Somnium Space is a well known and respected NFT metaverse market. Passionate about technology, Vita tries to apply it for a better future that will empower the individual.

San Shepherd: Founder and CEO Future Tech Labs. With two decades of award winning experience in senior roles across console, mobile F2P, VR / AR, PC and more, the multiverse was the next natural step. San has founded and directed independent companies that have developed and published titles like the multi-million dollar hit mobile app Star Chart. Senior Producer & Development Director at Electronic Arts, responsible for three AAA console games. Managed teams of >135. Developed games with >$60m budgets and owned P&Ls.

Simon Tucker: A technologist, former CTO and expert in digital and social media, building communities and influencer networks, with more recent endeavours in conversational UI and in emerging technologies within the data insights arena. For 30 years Simon has pioneered the creative application of technology, from the earliest stages of commercialising the internet, through to social and broadcast media. Simon currently advises groups in esports, gaming and emerging technology investments based in London, Los Angeles and Melbourne.

Andrew Tzialli: Andrew is a partner specialising in venture capital and corporate technology matters. He is head of Philip Lee’s Cryptocurrency and Blockchain Group and heads up the London office. Andrew advises a broad range of clients from angel investors, venture capital funds and leading individuals involved in technology/media, to international corporations, SMEs and startups. Andrew was most notably responsible for Microsoft’s acquisition of Minecraft for $2.5 billion USD.

[AUDITABILITY]

The success of the project will be measured by the number of people engaging with the product IPs. We’re able to see what traffic is across our brand and the ability to be able to sell advertising on our platform in the multiverse (and other properties) is a clear indication of the success. As well as, of course, rewarding our community for engaging with the content.

As previously stated, success looks like people consuming our content across the brand. In addition, it is also measured by the fact that we're able to secure marketing spend from game publishers for advertising across the brand.

This is an entirely new project.

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