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WHITEPAPER Olympia Decentralized sports ecosystem Version 2.4 August 2019 www.olympia.io [email protected]

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WHITEPAPER

Olympia

Decentralized sports ecosystem

Version 2.4 August 2019

www.olympia.io [email protected]

Olympia

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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

INVESTMENT AND DOES NOT CONSTITUTE AN OFFER OF SECURITIES TO THE PUBLIC OR A COLLECTIVE

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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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COMPLIANCE WITH SUCH REGULATORY REQUIREMENTS, INCLUDING BUT NOT LIMITED TO THE INTERRUPTION

OF THE TOKEN SALE AND/OR CEASE OPERATIONS (IF NECESSARY).

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REGISTRATION OR LICENCE IS NEEDED OR IF SUCH IS NEEDED, IT IS SOLELY UP TO YOU TO OBTAIN SUCH PRIOR

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COUNTRY WHERE YOU ARE A CITIZEN, NATIONAL, RESIDENT OR HAVING A SIMILAR CONNECTING FACTOR, OR

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THE OLYMPIA TOKENS ARE NOT AVAILABLE TO (I) NATURAL PERSONS BEING A CITIZEN, NATIONAL, RESIDENT

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REGISTERED OR EFFECTIVELY MANAGED AND CONTROLLED FORM OR IN: A COUNTRY, JURISDICTION OR

TERRITORY WHERE THE TOKEN SALE OR THE HOLDING AND USE, OF OLYMPIA TOKEN AND/OR VIRTUAL

CURRENCIES OR OTHER TOKENS AT ANY OTHER MOMENT IN TIME IS PROHIBITED BY LAWS, REGULATIONS OR

OTHER PRACTICES AND POLICIES IN THE SAID COUNTRY, JURISDICTION OR TERRITORY, WHICH IS TAKEN TO

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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.