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Marketplace for the transparent, safe, and frictionless buying and selling of gaming digital goods

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JT Nguyen - Co-founder and CEO

Terry Ngo - Co-founder and CTO

Bryan Talbot - Head of Engineering

Matheus Arnellas - Head of Live Operations

Ed Kim - Head of Business Development

Udayan Sharma - Head of Marketing

Gameflip is dedicated to creating a transparent, safe, and frictionless infrastructure for buying and selling of digital goods among gamers. Established in 2014 in Silicon Valley, California, USA, Gameflip has built a robust marketplace for gamers to buy and sell digital goods:

  • Over 2 million gamers buying and selling gaming digital goods safely with Gameflip
  • Over 10 million web views and 2 million mobile app accesses monthly
  • Millions of digital goods transacted monthly

With FLIP and blockchain technology, Gameflip is taking the next major step to realize ubiquitous liquidity for digital goods.

Expert Review

4.4 out of 5

Gameflip wants to improve their platform, which focuses on trade of game-related items and digital goods. Blockchain technology will significantly improve the quality and efficiency of such platform. This infrastructure and the FLIP smart contracts will improve the transparency and eliminate the trust issues or scam and fraud possibilities. It's worth noting that Gameflip is already a working platform, with few years of experience in providing an infrastructure for buying and selling of digital game-related goods. And that's what makes them stand out from the other ICO projects which want to offer similar platform. They get over 10 million visitors monthly and over 2 million gamers have already traded on their platform. With the gaming market rapidly expanding, they can become a significant or even leading platform and marketplace for game related items in the future. In-game items are not some useless digital goods anymore, but there is a huge demand for them, especially when it comes to rare or unusual items, therefore they don't need to worry about problems connected with the lack of potential platform users.

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