QTCON Whitepaper
  • 1. Overview
  • 2. Background
    • 2.1 The Background of QUIZTOK Departure
    • 2.2 The value of quiz contents
    • 2.3 Need to improve the productive mobile environment
    • 2.4 The current state and challenges of advertising and media markets
    • 2.5 The need for a platform that combines ‘quizzes + communication + advertising + rewards’
  • 3. QUIZTOK! Quiz Mining Platform
    • 3.1 Ecosystem
    • 3.2 Ecosystem Participants
      • 3.2.1. Quiz Creator
      • 3.2.2. Quiz Player
      • 3.2.3 Quiz Curator
      • 3.2.4. Advertiser
      • 3.2.5. Sponsors, Donators
    • 3.3 Reward
      • 3.3.1 QTCON reward system
      • 3.3.2 Quiz Rewards
      • 3.3.3 Advertising rewards
      • 3.3.4 Sponsoring & Donation rewards
      • 3.3.5 Reward algorithms
    • 3.4. Targeted Advertising
      • 3.4.1. Use for user orientation and targeted advertising
      • 3.4.2. Targeted advertising utilization
    • 3.5. Technologies
      • 3.5.1. Quiz mining
      • 3.5.2 Architecture
      • 3.5.3. System configuration
      • 3.5.4 Reward pool
    • 3.6. Use Case
      • 3.6.1. Quiz Content Platform Service Scenario Combining Advertising and Quiz
      • 3.6.2 Quiz service scenarios where users create and consume quizzes
      • 3.6.3. Donation Scenario
      • 3.6.4 Connection between users and sponsoring companies
  • 4. Marketing analysis
  • 5. Why Blockchain?
    • 5.1 The block chain ideology and QTCON
    • 5.2 Reasons for using the block chain system
    • 5.3 Value of QTCON
  • 6. Schedules for Plans
    • 6.1 Present stage
    • 6.2. Milestone
  • 7. QUIZTOK Token(QTCON)
    • 7.1 Plans for QTCON issuance
    • 7.2 Plans for fund management
    • 7.3 History of QTCON issuance
    • 7.4 QTCON Lock-up & Release Plan
  • 8. Team
  • 9. Risk announcements and protection tools for investors
  • 10. Subjects of exemption
  • App Link
    • App Store
    • Google Play
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  1. 2. Background

2.3 Need to improve the productive mobile environment

As mobile devices represented by smartphones evolve day by day, the number of users enjoying mobile games is increasing significantly.

However, these games have the side effect of creating a consumptive user environment and mass-producing teenagers who are addicted to games.

In particular, the conflict between parents and children is intensifying due to this smartphone addiction, which is a social problem.

How can we use mobile as a beneficial learning tool as well as entertainment tools when mobile usage time is increasing?

As a solution to this, if we can make learning fun like a game through quizzes, and if we can receive rewards for solving the quizzes, it will improve the productive mobile environment.

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Last updated 8 months ago