Geeks and fans worldwide have no universal service for bringing together and
while the fan industry has no convenient tool to interact with its audience.
THEFANDOME is the one to rule them all!
Web Platform & Mobile Apps
Themed & Classified Geek Content
FanTech Features for Self-Expression
Business Tools for Media Holdings
Objective Statistics for Marketing
Update to thefandome 2.0 in March 2018
WE KNOW WHAT THEY CRAVE!
WHY ARE FANS INTERESTED IN OUR PRODUCT?
LONELINESS IN THE CROWD
lack of understanding, mockery and even bullying
OBSTACLES TO SELF-EXPRESSION
limited/unvaried online and offline possibilities
WASTE OF TIME
forced switching between many differences fan sites
convenient interactions with like-minded people
ANTICIPATION OF WISHES AND DEMANDS
interesting features based on psychology and culture of fans
centralized source for satisfying all the fan-needs
– Creation of themed communities and game clans
– Organization of and search for online/offline events
– Posting, rating, and collecting of various content
– Functional fan profiles for specification of interests
– Rating system and fan hierarchy based on user-activity
– Buying, selling and bartering of fan staff and fan art
ECONOMICS OF THE GEEK INDUSTRY
Interaction between business and consumers
$200 000 000 000 PER YEAR
the global market of the geek industry
$20 000 000 000 AND MORE ANNUALLY
companies invest in their advertising
TENS OF THOUSANDS OF PARTICIPANTS
from producers and publishers to bloggers and crafters
*All trademarks and logotypes and brand names of products and companies used on this page are copyrighted by their owners.
WHY IS BUSINESS INTERESTED IN OUR PRODUCT?
NEEDS FOR NEW AUDIENCE
lack of centralized source with the already segmented audience
HEAVY SPENDING ON ADVERTISEMENT
fragmentation of ad-campaigns between many fan sites, weak targeting
UNRELIABLE CONNECTION WITH CONSUMERS
impossibility of maintaining a connection with audience and fanmanagement
TARGETED OUTREACH TO FANS
fast gathering of a certain fan base with necessary features set
centralized ad-campaigns based on blockchain statistics
MAINTAINING CONSUMERS LOYALTY
direct and easy interaction between participants of the market
– Smart fan targeting system
– Posting and promotion of content, goods, and services
– Fanmanagement options
– Big Data with a new level of detailing
– Business Profile
– Product placement mechanisms within functionality
CURRENT STATE OF THE PRODUCT
Development based on feedback from users and product testing since 2015
Release — Spring-2018Current version is already available test
ARRAY OF INFORMATION
Years of the audience research and portal structure formation
Participation in themed events for live communication with the audience
WE INVESTED THOUSANDS OF MAN HOURS BECAUSE WE’RE SURE IN THEFANDOME
of programming and product testing
1000 hours of page makeup
of design work
1000 hours of textual and
graphic content creating
4000 hours of research and analytics
A WHOLE LIFE
of personal geek experience
ASIDE FROM THE GEEK DIRECTION WE’RE GOING TO WORK WITH OTHER
The first THEFANDOME section is already underway
We can call geeks a passionate lover of comics as well as a melomaniac or a sports fan but most commonly this term is used for admirers of fictional worlds from all kinds of artworks (movies, video games, TV-shows, anime, manga and so on).
GEEK FAN STUFF
A poseable character figurine, made of plastic or other materials, and often based upon characters from a film, comic book, video game, or television program.
Specially designed sets of playing cards with unique features and characteristics.
Masks, Cosplay costumes, Souvenirs, Stylized gadgets
A philosophy mainly based on the depiction of the Jedi characters in Star Wars media.
Gadget Hackwrench Cult
A religion movement for the glory of a cartoon character from the Disney animation Chip ‘n Dale: Rescue Rangers.
Matrixism, 42, Pastafarianism, Church of the SubGenius, Haruhism
~ 1 700 000 fans
~ 37 000 000 fans
Hunger Games, LOTR, Game of Thrones,
My Little Pony
Geek Pride Day
An initiative to promote geek culture celebrated annually on May 25.
Free Comic Book Day
An annual promotional effort by the North American comic book industry to help bring new readers into independent comic book stores.
World Cosplay Day, Star Wars Days, International Tabletop Day, Video Games Day
Tabletop Role-Playing Games
A form of role-playing games (RPG) in which the participants describe their characters’ actions through speech due to their features and certain rules.
A form of interactive multimedia used for entertainment.
Anime, Comics, Movies, LARP, Fanfiction, eSport
A multi-genre entertainment and comic convention that sets the tone for the whole industry.
Tokyo Game Show
A video game expo/convention held annually in September in Japan.
Comiket, Gamescom, Lucca Comics & Games, Japan Expo
Wizards of the coast
An American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games.
A publisher of American comic books and related media.
ECOSYSTEM OF THEFANDOME
THREE CONDITIONAL UNITS WOULD BE USED FOR MAINTAINING THE PRODUCT ECOSYSTEM AND REACHIN ALL THE GOALS
Activation of the Fandome token (FDT) is one-use and gives a certain number of coins (FDC), after that the token brings back to the portal balance and can be sold again.
A number of keys for activation is unlimited to one person, while the number of keys in token circulation is limited.
Inner currency FDC can be obtained through the key activation only.
It gives access to business tools of THEFANDOME (advertisement services, Big Data, blockchain statistics and so on).
After trading FDC to commercial services, the coins burn in the system.
Fan soul is a local cryptocurrency of the site.
It can’t be used for accessing to the commercial features of the site but can be used for buying of various goods, services and content.
Souls can be obtained through mining.
TOKEN PROVISION VOLUME
FDT conversion in the inner currency FDC
The ecosystem’s goal is to provide an objective calculation system of
the token provision volume relative to THEFANDOME’s popularity. The token provision volume formula is based on:
(The formula is detailed and fully described in Whitepaper)
1. A volume of necessary data for passive advertisement (mass/targeted email marketing and so on) as well as for analytics of Big Data. It’s PAB in the formula.
2. Variables those fix daily activity (DAU, MAU, hosts, and others) on the site and shows potential effectiveness of active advertisement (views, click-through rating, visitors and so on). It’s a derived indicator AAB in the formula.
3. Average indicators for 30, 7 and 1 days. It prevents the provision volume distortion by external factors those can be predicted and used for improper purposes.
BLOCKCHAIN = DATA INTEGRITY
Statistics data necessary for the business to make right decisions (from the number of registrations to ad-campaigns results) is stored in a decentralized system.
STORING OF DATA THAT AFFECTS TO THE VOLUME OF ADVERTISING SERVICES
All data of the audience quality is stored in a blockchain system and
determines the volume of advertising services available through the token activation.
THEFANDOME’S TOKEN THEFANDOME
40 683 636
||||||||||||||||| PRE ITO |||||||||||||||||
March 3, 2018
March 17, 2018
ETH, BTC, EUR, USD
1 FDT = 0.000656 ETH
Available for buying (PREITO)
5 900 000 FDT
Soft Cap (PRE ITO)
no at PRE ITO
Hard Cap (PRE ITO)
no at PRE ITO
BONUS SYSTEM OF PRE ITO
100 000 FDT
+50% of tokens
500 000 FDT
+40% of tokens
1 000 000 FDT
+30% of tokens
3 000 000 FDT
+25% of tokens
PRODUCT DEVELOPMENT STRATEGY
Significant expansion of the functionality;
Localization to 10 languages;
Global advertising campaigns;
Launch of other site sections aside from GEEK;
Scaling of server structure.
At least 15 000 hours of technical development;
At least 3000 hours of page makeup;
At least 3000 hours of interface structuring;
At least 6000 hours of textual and graphical content creation;
At least 10 000 hours of site encyclopedias;
Thousands of hours of maintenance and marketing.
FACTORS OF AUDIENCE EXTENDING AND IMPROVING ITS QUALITY
THEFANDOME is a revolutionary FanTech product f2f (Fans-to-fans):
We are fans ourselves and can share this passion with others like us.
We are going to become a global fan content storage.
We’re ready to amaze non-stop, our idea plans are painted for years to come.
We can offer something no one offered before.
Audience capture takes place through Environment
Crystallization. It’s a
viral spreading of information about THEFANDOME among and within geek communities with a help of
administrators of fandoms, opinion shapers, and authoritative fans.
By means of the Crystallization concept, we can transfer the whole communities of fans with already established relationships on THEFANDOME. It makes the site atmosphere and use of the features more comfortable.
In 2015, founder of THEFANDOME Eugeniy Gololobov conceptualized a global platform for geeks worldwide, inspired by ideas of his previous projects. At the same time, he started testing hypotheses about the market, its players, audience expectations and the essence of the entertainment industry
Each month of scrupulous research of the audience has been leading to a clear understanding of what product fans need and what problems it must solve.
Later in the year, Alexey Grigoriev joined the project team. He became engaged in THEFANDOME philosophy and decided to invest in the product from his own resources. It was the start of active work on implementation of the portal idea.
Development of an alpha version of thefandome.com began almost immediately with the participation of Kirill Kuznetsov and Alexander Marchuk, owners of web development company AIRWS and reliable partners with whom THEFANDOME cooperate ever since.
In a few months, the first iteration of the portal saw the light and waited to be tested on real users. The first enthusiasts, among which were not only fans but professional cosplayers and bloggers as well, greatly contributed to the site development and debugging.
It was an important stage with regard to the assessment of viability THEFANDOME. Alpha version testing left no doubts about the project potential. Therefore Eugeniy and Alexey started to look for resources needed for the next development stage.
In the summer of 2016, Eugeniy and Alexey met their old friend Eduard Mirchev and shared their plans for THEFANDOME with him. Eduard found the idea very interesting and invested in the beta version development of the portal.
In June-2016 AIRWS team came back to the work on thefandome.com while Eugeniy, Alexey, and Eduard were delving into the economics of the project and additional site functionality generation.
At the same time, it was decided to present the product to the general public at the largest geek event in Russia, Comic Con Moscow 2016.
Presentation of THEFANDOME to the wide audience at Comic Con Moscow 2016 became a major milestone of the project. Eugeniy, Alexey, and Eduard rented a large exhibition stand and decorated it in the geek style. They show the event guests how many different types of fans there are in the world and how THEFANDOME is going to deal with them. Also, they let anyone willing to learn more about the site features.
By then, substantive work on the beta version of thefandome.com was almost complete but there still were some flaw and bugs. Despite that, hundreds of people were signing up to thefandome.com right at the exhibition while posting photos with THEFANDOME stand on their new profiles. The team arrived at Comic Con Moscow with an encyclopedia about geek culture #Geekyourself written by the project founder Eugeniy Gololobov. All the books were sold well before the end of the event.
Lose voices, live communication with the potential audience and media sources (including TV Rain), as well as positive feedback from the guests brought many good emotions and strength for the further achievements.
Upon returning from Comic Con Moscow, THEFANDOME team collected all the feedback, statistics and proved hypotheses and presented their product to IQDEMY International whose President agreed to invest in the project development and offered his mentoring. In November-2016, THEFANDOME formed its own staffing capacity. The team started to fulfill the site with content and communicate with the users. Eugeniy never stopped improving the portal structure and its feature. The results of his efforts are already preparing for release.
Each day there was something new about hobbies and unusual kinds of fans, dozens of people offered their grant assistance and took responsibility for communities’ administration. In addition to awareness of geek culture versatility, it had become clear that thedandome.com is a vital product for fans. In the first instance, THEFANDOME team focused on the feedback gathering and fast implementation of their and users’ interesting ideas. It was a time of endless improving and upgrading on the way to the best thefandome.com version.
In addition, the team initiated marketing efforts started with the help of YouTube cross-promotion, social networks, and contextual advertising. It ended with new users and UGC-content.
THEFANDOME team reviewed the portal activity and came to the conclusion that it hit a resource ceiling: purposes and tasks go beyond budgets. In the last 6 months, the work aimed to cooperation with the audience while business issues were secondary. It was time to focus on the latter, using already tested and proved models.
In the end of summer-2017, the team decided to give up the idea to participate in Comic Con again, concentrated on seeking investment, and further developing the product. At that time Eugeniy already had a prototype of the third and final site iteration absorbed all THEFANDOME experience.
In October, the final site iteration went into the programming work. Despite the fact that the development is not over yet and the release date is only in the spring of 2018, the team can guarantee the quality if the product. It represents the unity of values, experiences, and knowledge of all the people who somehow belong to the work on the project: from founders to users of the site. THEFANDOME is literally the most universal and full portal for fans.
At the same time, the project was joined by Maxim Shpak, the expert in the field of cryptocurrency and ITO. With his advising and assistance, THEFANDOME team considered participation in primarily token offering and crowdsale.
Already developed business model of the product perfectly matched blockchain essence and opened new opportunities for commercial clients of the site. Thus, the team started to prepare for ITO in December-2017.
The full circle of THEFANDOME’s utility-tokens sale would last until May-2018. During this time, the team will be glad to answer all the questions about ITO and the product.
Alongside with the start of pre-ITO (March-2018) would be released the final version of the site which absorbed the best the team tried and tested in the last years and is endlessly proud of.
Depending on the successfulness of ITO campaign, THEFANDOME continues its development according to with one of the 4 strategies: PAX Earth, PAX Europa, PAX Westworld and Asian Dragon, PAX North Hemisphere The final strategy will be announced within 1 month once Token Sale ends.
Founder, mastermind of THEFANDOME. Eugeniy has completely devoted himself to THEFANDOME idea since 2014. Investigates the audience, generates internal content, and the Site functionality.
Invested in the project in 2015 and joined THEFANDOME team with the rights of co-founder and marketing & PR manager.
Chief financial expert of the Project and legislation guru with 15-year experience in jurisprudence and management of the own agency. The first man who believed in THEFANDOME and financed the idea together with the founder in 2015.
Lead Project Manager
Expert in the field of internet marketing. Deeply researched the cryptocurrency market and ICO (ITO). Record producer.
In the past – head of a content group of the NGS portal regional network and Regional Network Hearst Shkulev Digital. Joined THEFANDOME in 2016. Examines the audience and hobby area, helps with section and functionality development, supervises internal content production.
Technical partner, AIRWS Studio owner
Owner and head of AIRWS web development studio which is a partner of THEFANDOME. Three iterations of the Portal were created on AIRWS capacities. For the time being supervises the release Site version.
Works with THEFANDOME since 2015, designing the site and advertising materials. Also, Timur is an artist and drew more than 1000 graphical elements for the portal.
Page makeup expert
One the first THEFANDOME employees.
Technical partner, co-owner of AIRWAYS Studio
One of the lead technical experts, supervises the mobile apps development process.
Lead programmer AIRWS
Frontend programmer AIRWS
Gifted designer and expert in 3D-modeling field as well as in video editing.
Page makeup expert AIRWS
Leading expert in layout, starting with the first version of thefandome.
ADVISORS AND PARTNERS
IQDEMY holding is a company with 150 employees and offices in Switzerland, China, Russia, the USA, and Cyprus. Mentor of THEFANDOME project since 2016.
Lead technical partners of THEFANDOME. Three iterations of the Portal were created on AIRWS capacities. In this moment involved in developing of the release site version.
Partner for the development of the block model.
The legal adviser.
Conducting a KYC check.
Conducting an accreditation check.
Doctor of Philosophy
Evangelist of blockchain in the digital printing. Partner of IQDEMY.
Ambassadors of the project
Seiyuu (anime voice actor), anime cosplay model.
Founder at Golden Hamster Agency, cosplay model