Primas is a platform for high-quality content centred in Distributed Trusted Content Protocol or DTCP. It utilized blockchain technology in ascertaining content credibility and also utilized economic incentives to speed up the creation and circulation of the content of high quality. It also gives the readers the capacity to view the customized content of high-quality via social recommendations. Traditional internet application can also make use of APIs in accessing Primas, thereby gaining instant access to the power offered by Primas. The token spreading on Primas platform is known as PST. It is utilized for rewarding the creators of valuable content on the Primas DApp as well as the miners who aid in the upkeep of the Hawkeye crawlers and Primas Node. The utilization of POS secondary networking ensures high scalability, hastened accessing speeds and the capacity to support massive scale applications simultaneously. Users are not required to hold on for block confirmations to attain a user experience which is consistent. This also greatly minimizes the cost of the transaction of utilizing blockchain and sorts issues of bottlenecking. A totally decentralized structure which employs an economic incentivization system and technique for node discovery lets anyone partake or quit by utilizing the Primas node at any moment without having an impact on end users. Presently, the secondary network linked to Ethereum is compatible with the use of a massive amount of users. In the event of serious overcrowding on the Ethereum network, users will still have the capacity to utilize Primas without stalling. They also are not required to make payment for gas fees.
'BITBLOCKS is a business-oriented cryptocurrency directed towards entertainment, especially in video games and other areas that revolve around this current industry, such as championships, events, fairs, conferences, and game development among others. We know that this business is in rapid expansion worldwide and that video games have not ceased to be something exclusively marketed to target age groups. The climbing value of the gamer world has reached such a point of professionalism that there are currently athletes and video game teams, tournament achievements that are transmitted in real time on the internet and even on television.'