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akola jewelry wholesale In 2015, the STEAM platform closed at an annual $ 3.5 billion, with more than 120 million active users, and Chinese users exceeded 10 million.
esteam platform allows players to presented the purchased games, accessories, and skin to other players in the form of gifts. So the offline trading market between players is formed. When a player wants to buy a certain skin or props, you can find someone to buy in the community such as posting bar and QQ group. After reaching the transaction intention, the seller presented the equipment to the buyer in the form of a gift on Steam, and the buyer transferred to the seller through Alipay and other forms. At the same time, you can also buy equipment on Taobao. However, there are risks of fraud in these methods. The main problems include: 1) the risk of paying for payable, or not paying for delivery; 2) the price is opaque, which makes it easy for buyers to buy at the price far higher than the market price. Below; 3) Bad, the buyers and sellers need to be online at the same time, and the transaction information may be scattered in different communities, which is difficult to search.
For the above -mentioned pain points, C5GAME self -built e -commerce trading system based on the STEAM platform C2C gaming accessories and items, through its C5 robot, realizes the deposit, transaction and the final automatic completion of virtual equipment, and achieved the user to achieve users to achieve users. Quick and safe consignment services. At present, the platform is mainly aimed at the accessories and skin transactions of the two games of CSGO and DOTA2. The newly added equipment transactions including "TF2", "H1Z1" and "Jedi Survival Great Kill". For sectors, users can buy cheaper Steam genuine games through C5GAME.
The founder Dayang told 36 氪 that there are currently more than 200 million STEAM users worldwide, and the number of domestic players has exceeded 18 million in April 2017. Ten billion dollars. As the originator of paid downloads of games, the proportion of heavy players in the Steam platform is relatively high, but there are also a few of the gamers. Its "gold" tradition allows more than 90%of players to buy games, and more than 50%of players will play in the game in the game purchase.
Da Yang believes that STEAM's user group is more of heavy players, and it will spend more money and time on the surroundings of games and games. Unlike domestic game platforms or mobile games, Steam pays more attention to virtual assets Protection (such as skin and accessories), and allows these virtual assets to circulate among players, rather than reflect the decorative effect after purchase. Therefore, the platform has slightly tedious security measures. For example, before the transaction item, users need to bind their mobile phones and can only conduct relevant transactions after 7 days of binding, but therefore, even if the account is stolen, it can pass various vouchers and vouchers and Information recovered quickly. The rapid development of the domestic mobile game market has given users a certain understanding of in -game purchase and payment, which is convenient for Steam to find more depth users.
In terms of competition, Da Yang believes that the old OPSKINS abroad is also based on Steam's trading platform. Most foreign players will trade on the above price and data. It has a NEEQ company such as IGXE in China. Its approach is to reduce the cost control prices by themselves, which is more in line with the B2C e -commerce trading model. Although it is relatively convenient for buyers, it is more powerful for the seller. It is prone to imbalances of supply and demand, and risks and investment are relatively large for startups.
In the future, C5GAME will continue to focus on the Steam -based game trading market. At the same time, data analysis and game content communities have been launched to expand services to seize the share of core gamers as soon as possible.
Coly -founder Da Yang, graduated from Communication University of China, has 5 years of employment experience in the Internet field. He has served as a team product director of the Innovation Workshop and is also a senior Steam player. The core members are DOTA2 deep players and have long -term work experience in the field of e -sports.
The website was officially launched in October 2016. Currently, there are more than 1.1 million registered users, and the daily living users are about 100,000. At present, the registration and services of the platform are open to users for free. Only 1%of the fees are charged when users withdrawn. The handling fee includes the handling fee for online banking and Alipay withdrawal. The cumulative transaction volume of the platform exceeds 1 billion yuan, with a total payment of 60%, the unit price of paid users is about 1,000 yuan, and the highest transactions in a single day exceeded 160,000 pieces.