# 2.1.2 E-Sport ecosystem

## Introduction:&#x20;

The goal of the event ecosystem relies on participation from large communities or third-party ecosystems. By utilizing AOF event tools to organize competitions, it promotes circulation within the community ecosystem and interacts with the entire AOF ecosystem. Event organizers can profit from marketing sponsorships and fan economies.&#x20;

> **Participant Identities:** Event organizers, team clubs, ordinary players.&#x20;

## Actions:&#x20;

**• Event Organizers:** Purchase ACP tokens and burn them to mint event passes, gaining qualifications to host competitions within corresponding ecosystems. Rewards and ticket tokens for competitions rotate as events progress, providing specific ecosystems with practical scenarios and transaction circulation.&#x20;

**• Team Clubs:** Attracted by high prize money, team clubs voluntarily pay ticket fees. As competition scales up, it increasingly attracts participation from renowned teams.

**• Ordinary Players:** Within this ecosystem, ordinary players participate as fans. The more famous teams or robust community operations attract more ordinary players. Ordinary players engage in the event ecosystem through activities such as watching matches and betting, generating significant demand and circulation of tokens.&#x20;

{% hint style="info" %}

## **Example of Collaboration Events in Ecosystem A:**

&#x20;AOF collaborates with Ecosystem A, with both sides sponsoring tokens into the prize pool. The amount in the prize pool is flexibly used across multiple rounds of events.&#x20;

**• Event 1:** Ticket: Token A -> Rewards: Tokens ACP, A&#x20;

**• Event 2:** Ticket: Token ACP -> Rewards: Tokens A, ACP&#x20;

**• Prediction:** Low-threshold fan participation, requiring a large amount of tokens A and ACP.
{% endhint %}


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