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WHITEPAPER
Olympia
Decentralized sports ecosystem
Version 2.4 August 2019
www.olympia.io [email protected]
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INDEX
1. INTRODUCTION ................................................................................................................................................................ 3
1.1. OLYMPISM ........................................................................................................................................................................................ 3 1.2. THE VISION ....................................................................................................................................................................................... 3
2. PROBLEM ............................................................................................................................................................................ 4
2.1. CAUSES .............................................................................................................................................................................................. 4 2.1.1. “SPORTS MARKET IS FRAGMENTED” ....................................................................................................................................... 4 2.1.2. “SPORTS MARKET IS INEFFICIENT” ......................................................................................................................................... 4 2.1.3. “ONLY THE WINNERS ARE REWARDED” ................................................................................................................................. 5 2.2. EFFECTS ............................................................................................................................................................................................ 5 2.2.1. “I CAN’T FIND ANYONE TO PLAY WITH” .................................................................................................................................. 5 2.2.2. “STATS AND LEVEL RATINGS ARE NOT RELIABLE” ................................................................................................................ 5 2.2.3. “COMPETING ISN’T FUN ANYMORE” ........................................................................................................................................ 6 2.2.4. “I HAVE NOWHERE TO PLAY” ................................................................................................................................................... 6 2.2.5. “MILLENNIALS DO NOT JOIN CLUBS” ....................................................................................................................................... 7
3. SOLUTION ........................................................................................................................................................................... 7
3.1. OLYMPIA ........................................................................................................................................................................................... 7 3.1.1. PLATFORM .................................................................................................................................................................................. 7 3.1.2. TOKEN (OLX) ............................................................................................................................................................................ 8 3.1.3. OLYMPIA APP ............................................................................................................................................................................. 8 3.2. FUNCTIONS ....................................................................................................................................................................................... 9 3.3. USE CASES ...................................................................................................................................................................................... 11 3.3.1. SETTEO ...................................................................................................................................................................................... 12
4. TOKENOMICS .................................................................................................................................................................. 13
4.1. ECOSYSTEM .................................................................................................................................................................................... 13 4.1.1. PLAYERS .................................................................................................................................................................................... 14 4.1.2. BUSINESS ................................................................................................................................................................................... 15 4.1.3. APPLICATIONS .......................................................................................................................................................................... 18 4.1.4. GOVERNMENTS ......................................................................................................................................................................... 19 4.2. INCENTIVES AND NETWORK EFFECT .......................................................................................................................................... 20
5. TOKEN DISTRIBUTION ................................................................................................................................................ 20
5.1. STRATEGY ....................................................................................................................................................................................... 20 5.2. TOKEN SALE ................................................................................................................................................................................... 21 5.3. TOKEN DISTRIBUTION .................................................................................................................................................................. 22 5.4. FUNDS ALLOCATION ...................................................................................................................................................................... 22
6. TEAM ................................................................................................................................................................................. 23
6.1. FOUNDERS ...................................................................................................................................................................................... 23 6.2. DEVELOPERS .................................................................................................................................................................................. 23 6.3. ADVISORS ....................................................................................................................................................................................... 24 6.4. ATHLETE AMBASSADORS ............................................................................................................................................................. 26 6.5. SPORTS PARTNERS ........................................................................................................................................................................ 27
7. TECHNOLOGY ................................................................................................................................................................. 30
7.1. APPLICATION LAYER ..................................................................................................................................................................... 30 7.2. API LAYER ...................................................................................................................................................................................... 31 7.3. SERVICE LAYER .............................................................................................................................................................................. 31
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7.4. BLOCKCHAIN LAYER ...................................................................................................................................................................... 31
8. ROADMAP ........................................................................................................................................................................ 32 9. FINAL WORDS ................................................................................................................................................................. 33 APPENDIX .................................................................................................................................................................................. 34
APPENDIX 1 - OLYMPIA UNIVERSAL RATING (OUR) ............................................................................................................................. 34 APPENDIX 2 - OLYMPIA REWARDING ENGINE (ORE) ........................................................................................................................... 35 APPENDIX 3 - DUAL CHAIN MANAGER (DCM) ....................................................................................................................................... 38
DISCLAIMER .............................................................................................................................................................................. 39
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1. Introduction
Olympia is a decentralized sports ecosystem. It’s composed of a blockchain platform, an identity
system, a common language and a currency. It allows sports applications, institutions, business
and players to understand each other, creating a more efficient market. It works as an open and
peer-to-peer ecosystem, where all participants are incentivized.
1.1. Olympism
Olympia takes us to 776 BC, in the antique Greece, when the greatest multidisciplinary sport event
featuring almost all countries in the world was created.
We build the Olympia ecosystem to trace the core values of the original Games where excellence,
friendship, respect, trust and equality were the base of success.
As of today, the International Olympic Committee (IOC) has defined six areas of focus: grassroots,
development through sport, women in sport, education, peace and environment; all of them being
supported and addressed by our platform.
1.2. The vision
In our automated world, everyone from children to adults use their new-found leisure time to
interact with one another through games and through sports. Laughter and fitness are the norm.
Celebration and championships are not only saved for the big leagues.
Olympia is hatching the creation of an ecosystem for
the democratization of sports. We will allow humans
to easily facilitate the sports and the play with each
other and contribute to make the world healthier,
fairer and happier.
We will become the reference platform for sports
players empowering potentially 3.3 billion people.
Welcome to Olympia!
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2. Problem
Digitization dramatically changed the way we live, eat, move and even date, but not the way we
practice sports. Grassroots and amateur sports have been left behind. They become less
attractive making society more sedentary and somehow disconnected from the sports values.
Let us explore the causes and effects of this problem.
2.1. Causes
2.1.1. “Sports market is fragmented”
One of the main factors of the lack of appealing is the inexistence of homogeneous sports
markets. We do not talk about the professional sport or fans world where there is plenty of
resources and digital innovation. We talk about but the billions of people, amateur sport players,
the base of the pyramid that make it happen.
Player’s identity and their sports data are spread among thousands of applications, wearables,
companies and institutions without any relationship. They don’t talk each other.
For the players, it is difficult to find services and applications that meet their expectations, even
more if they compare them to other ways of leisure.
For applications, brands and service providers, it is hard to build sustainable and scalable
business, design global products and monetize their data. There is no single market.
Any big market has always three main elements:
• A member identity system
• A common language
• A unique currency
2.1.2. “Sports market is inefficient”
Brands waste money advertising to fans because they cannot reach their real customers, the
players. It makes them expend more and increase the prices of products. At the end, is the
consumer who pays for the market inefficiency.
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2.1.3. “Only the winners are rewarded”
In spite of being a highly lucrative market, only top and successful athletes get rewarded. Not the
ones who make it happen. Sometimes, success is not in winning or losing.
2.2. Effects
2.2.1. “I can’t find anyone to play with”
In a world where connectivity is a standard, we can still not find a sport buddy anytime and
anywhere. Communities are highly fragmented into small groups that don’t interact.
Look at golf, for instance: it is hard to find someone to play especially on short notice or when
travelling. So, either you just don’t play, or you go alone which is a less enjoyable experience.
In the 2017 tennis industry report conducted by the Tennis Industry Association (TIA), players
who haven’t played in the last two years were asked why they stopped. The main reason by far
was because they have no one to play with (37%).
2.2.2. “Stats and level ratings are not reliable”
Each club, association, competition or application has its own user database. Data are incomplete
and inconsistent across sports organizations. This generates confusion around the players’
identity.
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This prevents the generation of reliable statistics. Results of the players are spread across many
different platforms that don’t interact.
It also prevents the creation of a universal rating system that would enable people to find
someone with the same level to play with, and to organize fairer competitions. Self-assessment
just doesn’t work.
2.2.3. “Competing isn’t fun anymore”
Static regional rankings and old-fashioned competition formats rule the competitive sports world.
They require slow and expensive third-party validation and management.
We collected data around the world regarding the frequency of updates of amateur players’
ranking. The data was provided by a total of 65 national governing bodies. The results are as
follows:
● Twelve months and above: 63% (41 of 65 associations)
● One to twelve months: 35% (23 of 65 associations)
● Less than a month: 2% (1 of 65 associations)
Think about it: if we were to apply the same rules to posting on social network, the publication
could only be made at a given time and place. Its format would be restricted, and the publication
would have to be validated by someone physically. You would be notified about the “likes” and
statistics of your post only months after its publication!
Besides the winning or losing there is very little space for gamification in today’s sports
grassroots. This leaves a lot of space to eSports and games to take over traditional sports
especially when it comes to the youngest generation.
2.2.4. “I have nowhere to play”
While sports essence is the promotion of values such as equality and freedom; rankings, results,
talent discovering, sports grants are not in tune with this premise. They are not distributed evenly
throughout the population.
Access to facilities is a good example. Reports underline that low-income families’ children have
limited access to sports facilities globally. At the same time most of facilities have very low
occupancy rates.
In the “2017 tennis industry report” from the Tennis Industry Association (TIA), players who
haven’t played in the last two years were asked why they stopped. “I have nowhere to play” was
the second most popular answer (17%).
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2.2.5. “Millennials do not join clubs”
Traditionally sports have been managed by private clubs and facilities only accessible to
members.
Nowadays, Millennials want to be free to choose any club. They prefer to pay per use rather than
being tied to a monthly membership. They are not inclined to accept yearly commitment
memberships requested by governing bodies to participate to competitions and ranking systems.
This is not only true for Millennials: a general trend towards the “pay-per-use” model is affecting
the market globally. In Golf, for instance, golf country clubs have had a very hard time for the past
10 years. Most clubs had to completely rethink their business, switching to open membership
models.
3. Solution
Olympia consists of a set of solutions running on the blockchain. This includes a platform, a token
(crypto-currency) and an app. We offer services to all developers and companies willing to target
sports communities. We create a complete ecosystem of players, organizations and applications
that will answer today’s challenges of grassroots sports.
3.1. Olympia
3.1.1. Platform
Olympia is a decentralized, smart contract-governed, open platform empowering transparent and
fair development of sports economy.
It provides programming tools for sports applications. Its internal token (OLX) follows the ERC-
20 standard.
A rewarding engine (ORE) will work on perpetuity rewarding members based on its real activity
and contribution to the sports economy.
By managing players data on an open and decentralized platform rather than single applications
with their own private systems, we reduce the barriers of entry for new members and create a
more vibrant and competitive ecosystem of services on top. Any application, company or
developer wanting to connect to the platform could do it and offer services to the whole sports
community.
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3.1.2. Token (OLX)
OLX is an ERC-20 cryptocurrency, pre-mined of fixed supply and fractionally divisible to 18
decimals. It will be used in different ways:
- As a base currency for all transactions within the Olympia marketplace and its related
ecosystem (players, clubs, coaches, event organizers, associations, professionals,
brands, advertisers, e-commerce sites and media companies).
- As a rewarding tool for the community based on members activity and contribution.
- As a staking mechanism as some premium services require to hold a certain amount
of tokens.
The members of the community will have the following options to get OLX:
• Buying OLX during the initial token sale
• Buying OLX on external exchanges
• Being active on Olympia
• Being sponsored or granted by any organization/brand
• Receiving OLX transfers from any other member
3.1.3. Olympia App
Olympia will design its own application to offer some basic uses to its members, acting as an
entry point to all users using the platform independently from their original application.
The features to include are:
Profile and privacy management
Manage your profile and privacy settings.
Application directory
List of all applications running on Olympia.
Wallet
Store, send and receive OLX, and other cryptocurrencies.
Collectibles
Marketplace to trade any collectible issued on Olympia.
Exchange
Exchange and buy OLX and other cryptocurrencies.
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3.2. Functions
Olympia will offer a software development kit (SDK) to allow applications developers to interact
directly with any member of the sports community, faster development cycle, reduce
development cost, increase revenue and time saving.
The application developers will access to the platform smart contracts directly or through a
specific designed API.
The services that could be launched are only limited by the creativity and imagination of the
developers. We offer them the platform and the tools while they create the services.
Competitions, rankings, court booking systems, direct advertising or player sponsoring,
tokenization of player or teams, fantasy games … everything is possible.
The plan is to start by a range of core functions needed to set the basis of the platform, followed
by sports specific libraries. We’ll code them case by case, based on community and market
demand.
The future developments and features will be community driven, so the community will propose
and vote any new procedure to be coded into the platform.
Olympia will actively look for as many applications and partners as possible to join, make it grow
and spread the use of OLX.
Core functions:
• Olympia ID (OID)
Establish a unique, universal and global database for players’ identity.
• Olympia Universal Rating (OUR) (Read Appendix 1 for more details)
A fair and peer validated universal rating for each sport.
It includes:
• Validation of matches results
A system where two authenticated players or teams could turn any
match into a competition. No need of third-party organizations to
validate a match result.
• Record of historical data and stats
A single repository of all historical results, rankings and stats. A
reliable, independent, transparent and validated system to store
matches and players stats.
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• Olympia Activity Index (OAI)
Calculated index based on individual activity across different sports.
• Olympia Rewarding Engine (ORE) (Read Appendix 2 for more details)
Rewarding the community based on their activity is one of the keys to develop an
inside functional economy. The rewards will be managed through an independent
engine working on the backend in perpetuity.
Olympia will reward the ecosystem of stakeholders based on their activity and thanks
to the Olympia Rewarding Engine (ORE).
Every quarter (3 months) we will take 4% of the remaining token rewarding pool and
the ORE will assign a daily budget in OLX (dividing by 90 days). The process will be
executed in perpetuity.
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• Crypto Collectibles (CC)
Having the opportunity to create its own non-fungible token (NFT) following ERC-721
standard, any player, team or sport organization could add a new source of income
and engage its followers and fans.
“Humans have a fundamental desire to own things that are scarce that other people want”
Every new token issued will be validated by the issuer, becoming an “official” token.
There are no limits on the number of tokens a member could issue, so the possibilities
are endless.
A club or a player could have a different token for each season or linked to a specific
event like a great winning, an anniversary or a special edition.
Once again, we’ll provide the tools, the platform and the community and the apps will
design and market the services.
3.3. Use Cases
The main use cases of the Olympia platform are:
“Sports Applications” that aim to improve the world of grassroot athletes.
“Urban Applications” that enable local and national governments to reward
citizens with healthy life styles.
“Corporate Applications” that facilitate the promotion of corporations and create
value to their sports communities.
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3.3.1. Setteo
Setteo is a global platform for racket sports that took its first swing in 2015
Setteo is on a mission to “make the world
play together”. It’s a global marketplace for
racket sports.
Imagine a world where playing tennis,
badminton, ping pong, squash or padel has
never been that easy and fun. Facilities,
services and products can be found,
booked and paid in seconds. Intelligent
algorithms ease the matching and rating of
players. People have the power to play and
compete anytime anywhere.
With an estimated 15 million users in 2021
and already 200.000 players, hundreds of clubs and over 30 governing bodies using its platform
and apps, Setteo is a solid base for Olympia to increase the use of OLX (Olympia token) and to
serve as a use-case for other applications. Setteo is endorsed by 12 celebrities of the racket
sports world representing 10 countries.
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4. Tokenomics
Tokenomics is the design of the token ecosystem. There are three main topics when it comes to a token design: utility, ecosystem incentive and token distribution.
In other words, with tokenomics we try to answer what is the token used for, why it will be used and what main economic facts are behind it.
4.1. Ecosystem
Olympia enables the formation of a complete digital ecosystem for sports in which all members
of the industry compete and collaborate.
Example of a standard flow within the ecosystem:
➢ A player gets OLX by being active on the platform (play or perform any physical
activity) or being paid by a brand.
➢ Player sends OLX to a friend, books a court, pays a lesson or buy a new t-shirt from
his favorite brand.
➢ His friend, the club, the coach or the brand get OLX.
➢ Brand buy more OLX on the market and uses one application to search for players
that matches its target.
➢ Brand pays those players OLX to get their details, being sponsored and to send
them future information and offers.
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The token can circulate within the platform, since it works as a closed circuit.
4.1.1. Players
Individual person registered and identified in Olympia.
• Benefits for players
Fitness, community, ease of connection, alternative value creation, motivation
(gamification), level matchmaking.
- Manage their identity as a player, in a secure way, with maximum
privacy and keeping its ownership.
- Access any sport application or devices with a single method.
- Access to an integrated and user-friendly crypto wallet.
- Find partners with the same level and on the desired location.
- Compete anytime and anywhere.
- Be rewarded for their activity and contribution.
- Access to more clubs and competitions.
- Earn tokens from sponsors or brands.
- Stats record like a professional athlete.
- Become a sport influencer or brand ambassador.
- Launch tokens or cryptocurrencies to finance their career and engage
fans.
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• How players interact with OLX
Players access Olympia through any of the applications available or through the
Olympia app. Those applications are the ones who build and offer the services.
Payments should be made in OLX, but they could still use any external currency
(fiat or crypto) through our services, although some charges may apply (up to 3%).
Players OLX use cases:
- Buy/Sell OLX
- Be rewarded based on their activity
- Stake OLX to access premium services
- Transfer OLX for free to any other member of the community
- Pay for products and services offered by the organizations
- Get payments from organizations due to sponsoring or promotion
- Get payments from other players from selling their own collectibles
4.1.2. Business
An organization is any entity that offers services to the sports community through any
application working on Olympia.
- Clubs
- Event/Competition organizers
- Coaches and sport academies
- Associations
- Sports professionals
- Brands
- Talent management companies
- Shops, ecommerce and distribution channels
- IOT devices, wearables, smart courts, accessories manufacturers
- Media companies
• Benefit for business
Direct connection to consumers, emotional connection, new channel of distribution, enhanced consumer knowledge, loyalty and big data.
- Manage identity on a unique platform
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o No need to handle with different profiles and information split into
different websites. Update all information at once into a global
directory.
o Being rated by the community.
- Direct access to players, manage members, sponsoring, promotion…
o No player identifications issues.
o Access to a large database of segmented players.
o More efficiency on advertising and promotion expenses.
o Direct online sales.
- Payments
o Real time.
o Seamless.
o No cash handling.
- Increased sports appeal
o More active players.
o Increase demand for its services.
- Launch tokens or cryptocurrencies
o Launch branded tokens or cryptocurrencies to be used as collectibles.
o Issue tokens as virtual points for a loyalty program.
• How business interact with OLX
To ensure a high level of confidence between players and organizations, Olympia
will use a reputation tool. Organizations will have the possibility to undergo a rating
process. Here are some examples of OLX uses for different types of organizations:
- Coaches
o Payment from the players for a lesson or a clinic.
- Clubs or Competitions Organizers
o Payments from players for facilities booking and memberships.
o Payments from players for subscription to tournaments or other sport
related events.
o Issue and sell collectible tokens.
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- Brands
o Sponsor and contacting players using segmentation criteria.
o Payments form players for buying sports goods.
o Issue and sell collectible tokens.
• Example: Brand ambassador
A brand wants to get in direct contact with female basketball players from Rome
(Italy), to promote its products in the area. They will be their “Ambassadors”. Those
players will previously have accepted to get sponsorship proposals. The brand will
access Olympia through the corresponding application. One possible flow is:
1) Brand makes an advanced search.
2) Brand selects the players that match the search requirements and who agree
to be sponsored.
3) Brand makes an offer to the players they like.
4) Players get the offer and decide whether to accept it or not.
5) If player does not accept the deal, a feedback is sent to the brand.
6) If player accepts the deal, the payment system will pay the player in OLX, under
an escrow process. Brands must send the OLX in advance and OLX will be
released to the player at the end of each period if the deal conditions have been
met.
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4.1.3. Applications
Applications on top of Olympia offering services to the sports community.
• Benefit for applications
Applications developers can interact directly with any member of the sports community,
faster development cycle, reduce development cost, increase revenue and save time.
Through Olympia Labs they can get initial funding, mentoring and access to a wider
community of sport developers and business.
- Monetize their data
Olympia will share a percentage of all revenues with the applications. By
aggregating data and becoming the big data of sports, Olympia will reach better
deals and relationships with brands and advertisers. Applications will have a
transparent way to monetize their users, otherwise impossible with a fragmented
market.
- Access to an existing marketplace
Demand is automatically available, with players, clubs, coaches and brands
already using the platform and offering its services to the community. No need to
build it.
Easy onboarding for new players and organizations. Integrated and validated login
and profiles.
Access to all members, their activity history, and reputation scores across all other
apps. Avoid "cold start" problem.
- Reduced costs and faster development
Do not need to hire blockchain developers who are paid more than regular full-
stack developers.
Functions and services pre-coded, allowing a fast and reliable development by
using the Olympia SDK.
Increase efficiency and launch products faster, going one step ahead the
competition and increasing market share.
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- New offer of services
Gaming, IoT for sport, loyalty programs, health, booking engines, directories,
payment systems, management tools, niche collectibles, social networks…
• How applications interact with OLX
Like organizations, applications will manage their profile, will be listed on the app
directory and will be rated by other members of the platform. They will interact
with OLX the same way players and organizations do.
4.1.4. Governments
Governments, NGOs, institutions, sport government bodies, cities and associations.
• Benefit for governments
Public health problem area: sedentariness and disconnection from human contact /
community.
• How government interact with OLX
Example: Urban city sport promotion
Gotham City wants to promote sports and health among its citizens. Instead of
investing in an advertising campaign, Gotham chooses to use Olympia.
➢ Gotham buys OLX on the market.
➢ When Amanda, a Gotham citizen, uses the city biking system, she logs into
the new city app with her unique Olympia identifier.
➢ The app tracks her activity, and creates an activity index (OAI)
➢ Because she is active, Amanda is rewarded with OLX.
➢ Amanda can now spend OLX buying transport tickets or paying her city
taxes.
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Gotham’s campaign has been an incredible success:
✓ The activity level of the city has increased by 30%.
✓ The money spent on the campaign was entirely distributed to its active
citizens.
✓ Gotham is a happier, wealthier and a healthier city.
4.2. Incentives and network effect
Olympia ecosystem is designed to encourage the use of OLX with Olympia Rewarding Engine
(ORE) being at the core of the incentivization mechanism. Members are rewarded when they
use OLX as a medium of payment and in return of their activity.
- Players are encouraged to pay organizations with OLX because they will receive a
reward in the form of a voucher.
- Organizations are encouraged to accept OLX as a medium of payment because it
becomes a loyalty program. When a player pays with OLX he is rewarded with OLX and
can use this reward at organizations accepting OLX.
- Organizations are also encouraged to spend the OLX they received from players to buy
advertising services using OLX to be rewarded as well.
As a medium of exchange, OLX value is tied to its use inside Olympia ecosystem.
The more OLX is used the more it creates demand for the asset on crypto-exchanges. Finally,
OLX appreciation depends on its use as a medium of exchange between members, the more
OLX is used, the more it is valuable.
Each Olympia ecosystem participant receiving OLX as a reward will benefit from its
appreciation because they will own OLX. Members’ interests are aligned thanks to OLX.
5. Token distribution
5.1. Strategy
The OLX token is a utility token with real use case inside the Olympia ecosystem. Members of the community could buy and sell OLX as it is a tradeable standard crypto token.
The main goal of the token distribution is to spread its use among the sports community and to set a fair price and liquidity of the token on the market.
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We will follow a dual strategy for the token distribution:
- A large number of tokens will be distributed through sports partners/ambassadors
and by online campaigns to potential real users of the platform. They will start using the token within the Olympia apps.
- Instead of a regular ICO, we will conduct a small and coordinated IEO (initial
exchange offering) on different exchanges simultaneously.
We plan to reach at least 3 million users in the first year and 100 million in three years. This dual strategy will help us reach a huge distribution and a wide user base to take off. The long-term value is in having a massive community of active users. It’s all about distribution and network effect.
The opportunity is to become quickly the “Currency of Sports” and to be one of the leading crypto-wallet in the pockets of non-crypto users.
On the other side, the small IEO will place our token in existing exchanges from day one while controlling the token offer. While the ecosystem is not big enough it makes no sense to flood the market with tokens, otherwise its price will be purely speculative. We need to put tokens on the market to allow brands and users to buy them based on the real use and demand.
5.2. Token sale
IEO Essentials
- Total Supply 10 billion OLX
- For Sale (IEO) 5% ($5 million USD)
- Price $0.01 USD per token
Technical Details
- Name Olympia
- Symbol OLX
- Blockchain Ethereum
- Standard ERC-20
Token Sale Process
- Public IEO during 1 month with a fixed token price
- Unsold tokens will be returned to the token reserve
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5.3. Token distribution
Token Sale: 500 million OLX offered to the public ($5M USD).
Reserve: 5 billion OLX kept as a company reserve and for stabilizing the token price.
Rewarding: 2 billion OLX managed by the Olympia Rewarding Engine (ORE).
Team: 1.5 billion OLX assigned to current & future team. Payments vested two years.
Promotion: 800 million OLX for initial promotion within the sports community.
Early investors: 200 million OLX. Tokens will be locked up for 6 months.
5.4. Funds allocation
Funds coming from the IEO will be allocated over a 3-year period
Product development (40%): Research & Product development of Olympia platform.
Marketing & Communication (40%): Key initiatives to reward and promote the use of the
platform and token.
Operations (20%): Management team, legal fees and operational costs.
Token Sale (5%)
Reserve (50%)
Rewarding Engine (20%)
Team (15%)
Promotion (8%)
Early investors (2%)
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6. Team
6.1. Founders
Pierre-Emmanuel Czaja Co-Founder & Chief Executive Officer (CEO)
Pierre is an entrepreneur with successful exit track records in Asia and
in Europe. His corporate background includes strategic positions in
business development, marketing and innovation for some of the
greatest firms in the world including Total, P&G, and Ferrari. He is the
former country manager of HEAD Spain, the worldwide leading racket
sports manufacturer. Pierre is graduated in Chemistry before
completing postgraduate education in Marketing and Management in
Harvard and IESE. He likes to see the time he spent on the professional
tennis circuit as his best education.
Pedro Perez Co-Founder & Chief Digital Officer (CDO)
Pedro is a business technology strategist and entrepreneur with more
than 20 years’ experience from managing $10M+ telecommunications
projects at Movistar to the creation of his own online companies within
a broad range of sectors and countries: high tech, travel, fashion,
education, blockchain, sports or luxury. Involved into the blockchain
world since 2012, he considers it as the most disruptive concept and
society game changer in our times. Pedro holds a master’s degree in
engineering with honors, and a MBA at Anderson School (UCLA). He
believes in scalability and simplicity, not only in business but also in life.
6.2. Developers
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Albert Minguell Project Manager
Victor Garcia
Blockchain Developer
Marc Hervera
iOS Developer
Pedro Canavas
Android Developer
Nacho de Grau
Full Stack
Irene Blanco
Frontend Developer
Alvar Perez
Backend Engineer
Patricia Lacueva
UX/UI Designer
Sergi Ros
Visual Designer
6.3. Advisors
We are proud to count on some of the best professionals in the world. Our advisors are active and committed to the project.
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Jorge Salkeld Sports
Senior VP Octagon the world's largest sports agency and WTA board member
Toby Jenner Marketing
Worldwide COO of Mediacom, one of the leading media agencies in the world
Eddy Travia Blockchain
Founder of London-quoted Coinsilium. Top 3 blockchain most influential investors
Andrea Paige Communications
Co-Founder, Lead Developer at 3BB Emotional Intelligence
Riko Vanezis Legal
Managing partner at Clifford Chance in Germany
Zhichuan Jia China
COO at Yuan Chain, expert in new business models and localization.
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6.4. Athlete ambassadors
Olympia ambassadors share the values and vision of the company. They understand the need of a more decentralized and trusted sports economy and governance. They see Olympia as an opportunity to give back to sports and build a better future for the billions of people who share the same passion.
Vika Azarenka
Tennis Ex World #1
Ali Farag
Squash World #2
Caroline Garcia Tennis World #4
David Goffin
Tennis World #9
Gaby Adcock
Badminton World #13
Chris Adcock
Badminton World #13
Fabio Fognini
Tennis World #14
N. Pavlyuchenkova
Tennis World #40
Agustin Tapia
Padel World #41
João Sousa
Tennis World #44
Tatsuma Ito
Tennis World #95
Corentin Moutet
Tennis World #112
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6.5. Sports Partners
Olympia has strategic partnerships with some of the leading sports institutions and
companies in the world: governing bodies, e-commerce, media, management companies,
brands, tournaments and universities.
Together with our athlete ambassadors, they represent a total reach of 20M people that
Olympia can address at any time.
The largest sports
management company
British Tennis
Coach Association
The leading racket
sports brand
International Padel
Federation
The largest tennis
competition worldwide
US Professional
Tennis Association
Leading TV
Channel
Harvard University
Racket Club
The leading
padel e-shop
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The racket sports
social network
The leading racket
media in Italy
The French
tennis magazine
The largest French
tennis retailer
The largest French
padel event
The 2nd largest padel
league worldwide
Largest padel
media worldwide
The largest tennis
competition worldwide
US Professional
Tennis Association
The British
tennis magazine
Leading squash
e-shop in Europe
The Padel Company
in Europe
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A leading
padel brand
The Madrid
Tennis Association
The Belgium
Padel Association
The Austrian
Padel Association
The Mexican
Padel Association
The Dutch
Padel Association
The British
Padel Association
The UAE Padel
Association
The Danish
Padel Association
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7. Technology
Olympia and its related applications follow a four-layer structure.
A layered model is used to make levels independent. A higher level does not need to know the
technology of the lower level, allowing a fast and specialized development. Neither application
developers must know how to program on blockchain nor users must understand the technology
that supports their services. They just have to use and enjoy the technology, without necessarily
not knowing it. That way we help expand the crypto world.
7.1. Application layer
The application or front-end layer will offer services to players and organizations through different
channels. Any application offering its services to the end users (players and organizers) will apply
their preferred business model while using the Olympia platform and paying for the transaction
fees (gas) applied on the blockchain layer.
Applications will connect to the Service Layer directly or through the API layer.
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7.2. API layer
This layer consists on an API so that the front-end applications can access the Olympia smart
contracts in a transparent way.
To avoid any network scalability issue, offer a real time experience and to optimize the operational
cost (since gas could be quite expensive) we need to add an extra component, the Dual Chain
Manager (DCM). (Read Appendix 3 for more details)
7.3. Service layer
This layer is composed by a library of interconnected smart contracts that run Olympia on its
backend, connecting the different applications with the blockchain.
The library contains a set of utilities that developers can leverage to quickly build new
applications. These tools are carefully designed to address common issues of real sport
applications, greatly simplifying a developer's work.
Some of those utilities will be integrations of existing 3rd party Dapps:
● uPort to manage the identification system (OID)
● Inforse to build the skills and validation tool (RVT)
● URP, Incent or Loyyal for the rewarding tool (ORE)
● Breadwallet or Jaxx for the built-in crypto wallet (WALLET)
● Status for chat features and integrated crypto payments (CHAT)
Olympia will also use the Inter Planetary File System (IPFS) as the storage mechanism, the
indexing system will be handled in this layer.
7.4. Blockchain layer
Our blockchain implementation is based on the Ethereum platform and the Inter Planetary File
System (IPFS) as the storage mechanism.
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8. Roadmap
2017
- Blockchain and platform
concept generation (Olympia)
- Seed funding from angel
investors
2018
- Advisory board & athlete
ambassadors (Q1-Q2)
- Blockchain initiative
announcement at Madrid
Open (Q2)
- Initial white paper, team and
partners (Q3)
2019 H1
- Company formation
- Setup and legal structure
- Acceleration program with
Startupbootcamp
- Pre-Series A funding
2019 H2
- Architecture setup and APIs
definition
- IEO public sale
- OLX token release
2020 H1
- Olympia App V1
- Olympia ID (OID). Dual Chain
Manager (DCM)
- Olympia Universal Rating
(OUR)
- Olympia Rewarding Engine
(ORE)
- Olympia Activity Index (OAI)
2020 H2
- IPFS integration
- 1st case with an urban
community to reward citizen
activity
- Crypto Collectibles (CC)
-
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9. Final words
“Institutions and organizations brought trust to a society of
disconnected individuals. Thanks to that, we all could benefit from
products and services that improved our lives and offered us high
levels of stability and safety. Banking, insurance, public registry,
regulated exchanges... many centralized structures have been
working connecting people in trusted environments. With the
introduction of the Blockchain concept, the need for all those
structures is gone, trust can be provided by mathematics, the
beauty and power of numbers. Blockchain is here to stay and to
create a better world where people will be connected and make
transactions with trust, freedom and safety. We, at Olympia, want to contribute to this new era,
shaping the future of a decentralized and trusted sports economy. Our token, the OLX, it is not a
speculative coin without intrinsic value, it is the core of a long-term sustainable ecosystem, adding
real value to someone’s life experience.”
Pedro PEREZ
Co-Founder & CDO
“The practice of sports has brought so much happiness and fun
into my life. It taught me that success and failure have nothing to
do with winning and losing. It taught me that harmony is more
important than to be right. It taught me about respecting the others
and about respecting myself. It taught me about discipline and
effort, but also about celebration ;) It taught me that “boldness has
magic, genius and power in it”. It taught me to follow the flow of
my heart rather than the dilemma of rationales. Above all, it brought
so many wonderful people into my life. I hope Olympia will
contribute to make the world play together!”
Pierre-Emmanuel CZAJA
Co-founder and CEO
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Appendix
Appendix 1 - Olympia Universal Rating (OUR)
Intelligent, real time algorithm, to calculate a universal and unisex peer validated rating for each
sport. Each match will count for players’ rating, no matter if it is official or not, or who is the
organizer, where it was played and your gender.
On a first version, OUR will focus on individual or dual sports, where match result is the main
variable to measure a rating.
Players on team sports are not so easily rated, because the individual level is not a direct
correlation with team performance. That case will be treated on a later stage, adding individual
rating based on match results, position in the team and peer valuation (from both teams).
The algorithm is an evolution of the ELO ranking system, where the only input data needed is
Match_id()
Date()
Players_id(p1,...,pn)
Players_ranking(p1,...,pn)
Result(game_1,...,game_n)
And the outcome is an update on each player’s ranking. The new ranking will consider who is the
winner, the match result and the previous ranking on each player (net difference).
The idea behind it, is that if you win against someone much better
than you, you will earn more points than someone within your
same level. The same way, if you lose you will be downgraded
depending on the ranking of your opponent. This kind of
approaches have been proved as successful for individual sports
and are wide used as a predictive method for winning
probabilities.
Basic ELO rating formula
The algorithm will adapt itself to several internal factors (location, number of previous matches,
players’ trust level, diversity of opponents....) and external (national rankings, platform’s own
analysis…)
The first time a player enters into the system, the ranking will be self-informed, and will be
considered reliable after the 10th match against different players.
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Appendix 2 - Olympia Rewarding Engine (ORE)
Rewarding the community based on their activity is one of the keys to develop an inside functional
economy. The rewards will be managed through an independent engine working on the backend.
Olympia will reward the ecosystem of stakeholders based on their activity thanks to the Olympia
Rewarding Engine (ORE).
Every quarter (3 months) we will take 4% of the remaining token rewarding pool and the ORE will
assign a daily budget in OLX (dividing by 90 days). The process will be executed in perpetuity.
The token allocation to the rewarding pool is 20% of all OLX, that is 2 billion tokens. Direct
allocations to strategic partners or with relevant social impact (max 10% of the rewarding tokens)
will be possible.
The ORE will manage three classes of members. Each class will have a multiplier that will impact
how the ORE counts the activity points. The more tokens a member has, the more he will earn.
Using that mechanism, we incentive the members to be more active and to accumulate more
tokens (staking mechanism). Both actions will take to a reduction of the token velocity.
Tokens to be distributed as rewards (10 years - 40 quarters)
Each day, the tokens dedicated to reward will be shared among network participants based on
their contribution to the community. Each network participant will receive a percentage of the
amount of OLX distributed according to the use of OLX as a payment token and its overall activity.
-
10.000.000
20.000.000
30.000.000
40.000.000
50.000.000
60.000.000
70.000.000
80.000.000
Q1 Q5 Q9 Q13 Q17 Q21 Q25 Q29 Q33 Q37
Quaterly Reward (OLX)
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For each user
Daily reward = Global daily reward x ( A x𝑈𝑠𝑒𝑟 𝑑𝑎𝑖𝑙𝑦 𝑂𝐿𝑋 𝑝𝑎𝑦𝑚𝑒𝑛𝑡𝑠
𝐺𝑙𝑜𝑏𝑎𝑙 𝑑𝑎𝑖𝑙𝑦 𝑂𝐿𝑋 𝑝𝑎𝑦𝑚𝑒𝑛𝑡𝑠+ B x
𝑈𝑠𝑒𝑟 𝑑𝑎𝑖𝑙𝑦 𝑎𝑐𝑡𝑖𝑣𝑖𝑡𝑦
𝐺𝑙𝑜𝑏𝑎𝑙 𝑑𝑎𝑖𝑙𝑦 𝑎𝑐𝑡𝑖𝑣𝑖𝑡𝑦)
*Where A + B = 1, and represent the relative relevance of payments vs activity on the ORE
The global daily reward is the number of tokens given to all the network participants each day.
This amount will decrease each quarter as show on the graph above.
Since the initial token rewarding is 2 billion and the first quarter the ORE will distribute 4% of them
(80M), every single day during the first quarter (90 days) 888,888 OLX ($8,888 USD at the token
value of $0.01 USD/OLX) will be distributed among the community.
Daily reward for members (10 years - 40 quarters)
$0
$1.000
$2.000
$3.000
$4.000
$5.000
$6.000
$7.000
$8.000
$9.000
Q1 Q5 Q9 Q13 Q17 Q21 Q25 Q29 Q33 Q37
Daily Reward ($)
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Example
With a simple ORE setup where A=B=0.5 and counting only the number of matches as
activity.
Michael spends 2,000 OLX during a specific day while the total amount of OLX spent by
the community during that same day is 1 million. And he plays 1 match of 5,000 matches
organized globally.
He will receive 0.11% of the global daily reward representing 122.2221 OLX:
Michael’s reward = 888,888 OLX x ( 0.52,000 𝑂𝐿𝑋
1,000,000 𝑂𝐿𝑋+ 0.5
1 𝑚𝑎𝑡𝑐ℎ
5,000 𝑚𝑎𝑡𝑐ℎ𝑒𝑠) = 977.7768 OLX
Or $9.78USD if the exchange rate is $0.01 USD/OLX
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Appendix 3 - Dual Chain Manager (DCM)
Hundreds of thousands of active users will require to handle carefully the transactions sent over
the blockchain. Avoiding any network scalability issue and to optimize the operational cost (since
gas could be quite expensive) were two of the factors that moved us to look for better
alternatives. Initially we explored the RSK network, but its lack of reach between the community
made us moving to a second layer Ethereum scaling solution.
However, it’s not yet enough, and until blockchain technology is not enough mature, we’ll work
under an off-chain (or side chain) vs on-chain dual strategy. That part of the system is managed
by the Dual Chain Manager.
For each active member we expect around ten blockchain transactions a month. If we make some
calculations, the figures are totally prohibitive. The total transaction cost will be in the millions
and the blockchain will suffer from overload.
Active members Daily transactions Transactions per second
1M 333K 3,85
50M 33M 192,90
Our aim is to save at least 90% of those transactions with our Dual Chain Manager. Olympia will
add a 25% to the gas cost as a way to support its operations.
Some cache and compression
techniques will be used to send the
information to the blockchain. Since
most of the operations do not
require real time, we can group
transactions, matches and results
and send them every few hours in
packs. Another solution comes
from hashing databases as a
regular backup on the blockchain or
even create and manage our
proprietary node of the blockchain.
In any case, real time results will always be updated on the platform.
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Disclaimer
PLEASE READ THIS DISCLAIMER SECTION CAREFULLY.
YOU MAY CONSULT YOUR OWN ADVISORS CONCERNING THE LEGAL, TAX, ECONOMIC, FINANCIAL
AND OTHER ASPECTS ASSOCIATED WITH THE TOKEN SALE, OLYMPIA TOKEN AND OLYMPIA
PLATFORM.
THE OLYMPIA TOKEN IS NOT INTENDED TO CONSTITUTE A DIGITAL CURRENCY, COMMODITY, SECURITY,
FINANCIAL INSTRUMENT OR ANY OTHER FORM OF INVESTMENT IN ANY JURISDICTION. THIS WHITE PAPER,
DOES NOT CONSTITUTE A PROSPECTUS OR OFFERING DOCUMENT AND IS NOT A SOLICITATION FOR
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IF THERE ARE ANY REGULATORY ACTIONS, OR CHANGES TO LAW OR REGULATIONS IMPOSED WHICH ARE
APPLICABLE IN RELATION TO THE OLYMPIA TOKEN, OLYMPIA PLATFORM AND/OR TOKEN SALE AND/OR THE
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OF THE TOKEN SALE AND/OR CEASE OPERATIONS (IF NECESSARY).
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THE OLYMPIA TOKENS ARE NOT AVAILABLE TO (I) NATURAL PERSONS BEING A CITIZEN, NATIONAL, RESIDENT
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CURRENCIES OR OTHER TOKENS AT ANY OTHER MOMENT IN TIME IS PROHIBITED BY LAWS, REGULATIONS OR
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INCLUDE, BUT IS NOT LIMITED TO U.S.A., OR ANY OTHER JURISDICTIONS WHERE THE AFOREMENTIONED ARE
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DO NOT REPRESENT OR CONFER ANY OWNERSHIP RIGHT OR STAKE, SHARE OR SECURITY OR EQUIVALENT
RIGHTS, INTELLECTUAL PROPERTY RIGHTS OR ANY OTHER FORM OF PARTICIPATION RELATING TO THE
COMPANY. OLYMPIA TOKENS DO NOT GIVE YOU ANY ENTITLEMENT TO ACQUIRE ANY SUCH INTEREST OR
ENTITLEMENT IN RESPECT OF THE COMPANY.
THE COMPANY SHALL NOT BE HELD LIABLE FOR ANY SPECULATIVE INTENTION BY YOU OR FROM ANY THIRD
PARTIES WHO ATTEMPT TO HOLD OLYMPIA TOKENS FOR ANY OTHER REASON.