VIBE WHITEPAPER
DECKLINKTREE
  • Whitepaper & Tokenomics
    • 1. Executive Summary
    • 2. The Changing Entertainment Landscape
    • 3. About Gen Z
    • 4. Competitive Landscape
    • 5. Market Opportunity
    • 6. Vibe's Solution
      • Vibe Platform
      • Exclusive Gen Z Focused Content
    • 7. Revenue Streams
    • 8. Vision and Mission
    • 9. User Acquisition Plan
      • 9.1 Exclusive Content
      • 9.2 Distribution: Traditional, Digital, and Affiliates
      • 9.3 Influencer Marketing
      • 9.4 Sales Activations By Cast
      • 9.5 Other Strategies
    • 10. Tokenomics
      • 10.1 Token Utility (VIBE)
      • 10.2 Token Allocation & Distribution (VIBE)
      • 10.3 Token Sale Details
      • 10.4 Use of Funds
      • 10.5 Five Reasons to Invest In the VIBE Token
    • 11. Roadmap and Investor Exit
      • 11.1 Five-Year Growth and Investor Exit Plan
      • 11.2 Two-Year Product Milestones
    • 12. In Closing: Why Vibe?
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  1. Whitepaper & Tokenomics

4. Competitive Landscape

Vibe's competitive landscape features diverse players across entertainment, digital collectibles, and social commerce markets, including key contenders in each sector.

Landscape:

  1. Traditional TV Networks and Streaming Services: Major TV networks and streaming platforms such as Netflix, Amazon Prime Video, and Hulu produce and distribute a variety of content, including reality TV shows and documentaries. While these platforms dominate the market, they do not offer the interactive, gamified, and social commerce elements that Vibe aims to introduce.

  2. Digital Collectibles Platforms: Platforms like NBA Top Shot, VeVe, and Rarible focus on creating, trading, and selling digital collectibles in the form of NFTs. These platforms offer a variety of collectibles based on popular franchises and IPs, but they lack the integration of live content and interactive experiences that Vibe aims to provide.

  3. Live Shopping Platforms: Companies like Poshmark, Depop, and LiveShopCast offer social shopping experiences, where users can buy and sell items through live-stream events or personal marketplaces. While these platforms enable social commerce, they do not cater specifically to the gaming entertainment and collectibles markets that Vibe targets.

  4. Gaming Platforms: Platforms like Twitch and YouTube Gaming provide live-streaming and community features for gamers, but they don't focus on the intersection of TV show content, collectibles, and social commerce.

  5. Other Web 3.0 Media Projects: Tend to be too Web 3.0; "solution looking for a problem". Shows & networks are looking for real "transformative" solutions (which is what we did at Vibe). We have a transformative Vibe Playbook on how to boost key metrics for gaming TV shows using our solution.

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Last updated 2 years ago

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