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Miksons Entertainment seeks to develop an ecosystem that not only entertains but hopes to secure future generations. 

Originally publish on July 30, 2021
by Fabian Augustus

With an eye towards a more equitable and sustainable future Miksons Entertainments hopes to build an ecosystem called Cryptomorrow. The company not only hopes to provide entertainment for its players but also a means for others to invest in future generations. To accomplish these goal Cryptomorrow will consist of three parts as described below:


Description of Cryptomorrow


The scope of Cryptomorrow is to onboard and educate the next generation of cryptocurrency users through the use of games, books, music and any other form of entertainment that can be created, bought and traded on a blockchain network. Kids under the age of 18 (eighteen) will have to attain a parent or guardian's permission to play the game. Cryptomorrow, however is not just about games as it will also seek to encourage and educate the next generation about cryptocurrency, while also mitigating the issues that centralized monetary systems have created, are creating and will create. See the following link: https://duckduckgo.com/?q=the+threat+of+fiat+currencies&atb=v231- 1&ia=web


Goals of Cryptomorrow


1. Cryptomorrow will seek to incentivize the next generation of blockchain and cryptocurrency users. In this effort, Cryptomorrow will create games for kids under the age of 18 (eighteen) years that incentivize players with in-game tokens (CTIG) that mature into real-world tokens (ADA) once the player reaches the age of 18 (eighteen) years.

2. Cryptomorrow will seek to develop a Cryptomorrow Community that will set up, maintain and monitor an escrow account on a blockchain that will be made available to those players turning 18 (eighteen) years of age.

   a)  The escrow account will be funded through the sell of goods and services made available on a separate platform (an opensource version of Amazon, Etsy, etc.).

    b)  Content creators, service providers or vendors will be incentivized to sell on the platform because of the exposure their product(s) or service(s) will receive on the platform. Content providers will be given the choice of paying to list their intellectual property, real estate, etc. on the platform at a discounted rate or list it on consignment. If listed on consignment, percentage every sell (which 2/7 will be greater than the cost of paying upfront fees) will go to fund the escrow account responsible for the conversion from in-game tokens (CTIG) to realworld tokens.


3. Through a governance token (CTGT), the Cryptomorrow Community will maintain a balance between the in-game tokens (CTIG) and the realworld tokens to insure an equitable payout for those players who turn 18 (eighteen) years old and any players turning 18 (eighteen) years of age in subsequent years. It is the goal of Cryptomorrow to insure that those players who turn 18 (eighteen) years old before other players are not allowed to convert an amount of real-world tokens that would set up a real-world imbalance in token distribution amongst Cryptomorrow players. In other words, Cryptomorrow will seek out an equality of opportunity for all of its players.


4. Through the Cryptomorrow governance token (CTGT), the Cryptomorrow Community will consider and vote on proposals for an equitable means to convert the in-game tokens (CTIG) available to those players who turn 18 (eighteen) years of age. Possible proposals could include (but are not limited to) the following:

    a)  The equitable means of conversion could be made possible through the use of weighting the value of the real-world token against the projected value of the real-world token used for conversion. In this scenario, the player might be given to the option to convert at 18 (eighteen) years old or postpone the conversion to a specified date with some incentivizing mechanism in place.

    b)  The in-game tokens (CTIG) might include a means to burn tokens as a way to increase the value of the in-game tokens (CTIG), so that when players reach 18 (eighteen) years of age they may receive more real-world tokens than those players who turned 18 (eighteen) years old in previous years.

Note - Both of these methods of making in-game to real-world token conversions equitable would not only have to be more fully defined, but also voted upon by the Cryptomorrow Community.


5. Cryptomorrow will contain age-appropriate levels of game play and to insure that players stay within their age-appropriate level, they will be incentivized through birthday bonuses and/or other perks that unlock subsequent levels in the game.


6. To insure that a player started playing Cryptomorrow while under the age of 18 (eighteen) years old, there will be some mechanism for the player to prove their age once they turn 18 (eighteen). The mechanism by which a player proves their age will be determined by proposals set forth and agreed upon by the Cryptomorrow Community. If the player cannot prove their age in a timeframe determined by the Cryptomorrow Community, that player's in-game (CTIG) tokens will be burned. This burning of invalidated in-game tokens (CTIG) will have the effect of increasing the value of all other in-game (CTIG) tokens that remain in the Cryptomorrow ecosystem. There will be a means to alert all players of the increase in the value of their in-game (CTIG) tokens, due to the burning of the invalidated in-game tokens (CTIG) as described above.


The items listed above will be refined as the primary scope of this proposal with the three main components (Cryptomorrow Community, Cryptomorrow exchange/escrow smart contract and Cryptomorrow game for younger gamers) designed and developed. Testing may begin under this proposal but will not be finalized under the Project Catalyst Fund3. The majority of funds procured under Fund3 will be used to further design the components listed above and develop the smart contracts and token necessary for the project. Other funds will be used to build a team of developers and marketing professionals to expose Cryptomorrow to kids who will play the games and the benefactors who want to secure the future of their beneficiaries. It is the goal of Miksons Entertainment, LLC to create a co-op where all team members have the same rights when deciding the direction of the company and are compensated in a just and fair manner.

For more information about Cryptomorrow and to see progress updates, visit the Cryptomorrow Github page here: https://github.com/fabianaugustus/Cryptomorrow

While Miksons cannot afford to hire at this time, we would love to build a team interested in creating a co-op in which all participants benefit in an equitable and sustainable manner.  When the company profits, you profit.  Contact Chris at 786.837.6041 if interested in building from the ground up.

For the reasons listed above and many more, I wrote my book “Solutions: Enough complaining. Let’s fix America.”, which is as necessary today as it is relevant. Get yours today and see why, even in these times, I am optimistic about the future.

If you would like to see viable solutions that our current leaders are failing to put forth, purchase "Solutions..."

Solutions for Android devices $0.99

Solutions in paperback (I get the hypocrisy, but where else can you buy anything these days?) $ 16

Solutions for Kindle (I get the hypocrisy, but where else can you buy anything these days?) $10

Why I created the aBook.


    Years ago, I finished my first novel: A story called Far Beyond that is meant to help young readers transition from listening to story read to them by their parents to a story they could read for themselves. As for the story, it tells the tale of a young girl named Kelcy who befriends a magical, fairy-like creature named Fabian Augustus to save his world from an evil not seen for hundreds of years. During their adventure, Kelcy discovers the wonders of Fabian's homeland, Far Beyond.

    While Far Beyond is a fascinating sorry, this article is meant to market that story. I am writing here to discribe my own personal journey to market my book by getting it published as an applicatio on the Google Play Store. As for why I chose to turn Far Beyond into an Android application, that's simple. There are more than 3 billion devices that use the Android operating system and this number grows by 20 milion every day. And where do Android users turn to download their games and apps? Most choose the Google Play Store because of the trust they feel towards this platform. It also doesn't hurt that the majority of software developers release their apps on the play store.

    So, with the goal of making my book as widely available as possible, I set out to get it listed on the Google Play Store. I of course listed it on Amazon, Barnes & Noble and other outlets, but I also wanted to expose my self-published story to as broad of a a market as was available. Initially, I sought out software that could turn the PDF version of my book into an applications because my programming skills were outdated.

    While there are several software packages that offered the ability to create a software version of Far Beyond, none of them offered the personalization that I sought. I wanted custom colors, custom buttons and I wanted to offer the reader more than just the story. More about those custom features later. First I would like to discuss the next approach I took to fulfill my dream of seeing Far Beyond listed on the Google Play Store.

    My next step was to utilitize one of the many freelance platforms that offer up such services as software design and programming. This however proved to be just slightly better than using the templates provided by those software referenced a couple paragraphs ago. While, there was the ability for more customization with the freelancers, the costs became quite prohibitive. For this and the reasons mentioned previousy, I decided to brush off my coding knowledge and update my programming skills. I had a personal need to meet and I knew that I was not the sole, independent author who hoped to expose their work to as many people as possible.

    While many independent authors write for the pure pleasure that self-expression provides, I believe many more seek to spread as much joy as they felt creating their works to as many people as is possible. Hence, the creation of the aBook.  I created the aBook in such a way as to make it possible to not only incorporate the story, but to also allow customizztion to whatever extent the author or publisher desires. Whether you simply want to offer your book to the 3 billion Android users with no frills or you want a customized color scheme, and even a story-themed game incorporated into the application (as can be played in Far Beyond), the aBook will suit your self-publishing needs. To find out more, shoot me an email at Cossman@MiksonsEntertainment.com and find out what the aBook can do for your writing. As an independent author or publisher, you need to promote your work or works wherever possible and the aBook offers one very large platform upon which to do just that. And, for those independent authors who want the added ability of selling their book on their own website(s), what better way to offer your book for immediate downloadable Android application?

    While the aBook cannot guarantee exposure to all of the visitors to the Google Play Store, it does offer independent authors more platforms upon which to promote their work. Imagine being able to promote your book on websites like Goodreads without having to give 30 to 70 percent of the purchase price to Amazon. I created the aBook to fulfill a need, a need that I know many independent authors wish to fulfill.

September 15, 2020

by Chris Ossman

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