Modern players rarely stay on a single platform, splitting their time between Steam, PlayStation, or Xbox. And every hour played, achievement unlocked, skin collected, and dollar spent remains trapped inside separate systems. What builds over time is a scattered record of a player’s gaming life, with no unified view of what they’ve done, what they own, or how much value they have created along the way.
That is the point GAMED sets out to address. Powered by an Abu Dhabi-based studio Dizzaract and positioned as the first unified identity, data, and monetization layer for gamers, the platform brings connected accounts into one profile. It gives users a clearer picture of their gaming history and helps surface ways to earn from the time, skill, and digital assets they have built over the years.
The product builds on a Telegram MVP that drew 900,000+ users and tracked nearly $15 million in assets. Its web version and now the platform take that concept further, offering a dashboard that brings together playtime, spending, top titles, owned assets, and activity across platforms. Based on that profile, GAMED can also highlight potential earning paths, including tournaments, asset sales, and other monetization opportunities.
The idea comes at a time when gaming is expanding at a massive scale, with 3.6 billion players worldwide and a projected trajectory toward nearly 3.9 billion by 2028, plus revenues of up to $206.5B by that time.
“We want gamers to own their data, own their digital identity, and have the opportunity to monetize it,” says Ilman Shazhaev, Founder and CEO of Dizzaract. “The goal is to make it possible for more people to make a living from gaming, not just a tiny elite.”
Turning Gaming History into Measurable Value
The company sees the identity layer as the base for an expanding economic model. Players should be able to do more than look at their history, they should also understand what that history is worth.
That includes surfacing opportunities tied to a player’s profile. A competitive player could be matched with tournaments suited to their level. A user holding in-game items that have appreciated in value could be prompted to sell. The platform’s premise is that gaming value already exists across performance, ownership, spending, and influence, but most players have never had a clear way to see it.
GIGI, a Player Ranking System Built across Signals
At the center of the platform is the Global Index of Gamers’ Impact, or GIGI, which the company describes as a unified ranking system for players. The score draws from in-game performance, asset value, spending behavior, and community reach, with an AI-powered model designed to improve over time and resist manipulation.
This score is intended to give players a clearer sense of where they stand not only inside one title or storefront, but across the wider gaming economy.
From 900K Telegram Users to a Full Web Platform
Early traction came through the GAMED Telegram mini app, the space where users engaged with account tracking, asset visibility, and reward mechanics. The web version builds on that base with improved navigation, stronger performance, and a cleaner interface.
Among the features driving engagement, GAMED’s case system rewards users with game keys, skins, and platform credits, along with Trophy Road, a seasonal progression track designed to keep players returning across each cycle.
The Roadmap: More Platforms, More Value
GAMED currently supports Steam and Epic Games, with Xbox and PlayStation next on its roadmap. The company’s stated goal is to extend coverage across all major gaming ecosystems by the end of 2027.
Dizzaract, which has more than 80 professionals on its team, presents GAMED as part of its wider push into gaming, AI, and player-owned digital experiences.