We are the marketplace for trading gaming skins & assets without scams
Company was acquired
Event Year: 2021
Company was acquired
Event Year: 2021
GamerPay operated as a secure marketplace designed for trading gaming skins and assets, specifically engineered to eliminate scams. The platform achieved this by directly integrating with various games, enabling instant validation of all trades. Within three months of its launch, GamerPay facilitated transactions totaling $245,000, demonstrating a monthly growth rate of 30%. Research involving 5,000 gamers revealed that a significant 46% had experienced scams on multiple occasions. A substantial portion of these gamers were minors, often forced to trade for cash on social media platforms due to age restrictions. GamerPay distinguished itself by developing a fully compliant system for parental consent, allowing a majority of gamers to trade legally while providing parents with assurance. The platform targeted an initial market of $1.5 billion, based on 215 million annual trades in supported games, with an average revenue of $7 per trade. This market is experiencing rapid growth, driven by the expanding gaming and blockchain game economies. The founding team previously established the largest transactional marketplace for secondhand high-end clothing in Denmark, boasting 1 million users and an annual gross merchandise volume exceeding $40 million.
GamerPay operated as a secure marketplace designed for trading gaming skins and assets, specifically engineered to eliminate scams. The platform achieved this by directly integrating with various games, enabling instant validation of all trades. Within three months of its launch, GamerPay facilitated transactions totaling $245,000, demonstrating a monthly growth rate of 30%. Research involving 5,000 gamers revealed that a significant 46% had experienced scams on multiple occasions. A substantial portion of these gamers were minors, often forced to trade for cash on social media platforms due to age restrictions. GamerPay distinguished itself by developing a fully compliant system for parental consent, allowing a majority of gamers to trade legally while providing parents with assurance. The platform targeted an initial market of $1.5 billion, based on 215 million annual trades in supported games, with an average revenue of $7 per trade. This market is experiencing rapid growth, driven by the expanding gaming and blockchain game economies. The founding team previously established the largest transactional marketplace for secondhand high-end clothing in Denmark, boasting 1 million users and an annual gross merchandise volume exceeding $40 million.
Total Raised: Unknown (Y Combinator backed)
Last Round: Summer 2021
Total Raised: Unknown (Y Combinator backed)
Last Round: Summer 2021
Consumer
Consumer
Consumer -> Gaming
Consumer -> Gaming
Team size: 6
Hiring: No
Team size: 6
Hiring: No