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GAMED Is Building a Platform to Show What Gaming Audiences Are Actually Worth

A gamer who has spent a decade building achievements, skins, and a reputation across consoles has a record split into pieces across systems that were never designed to share it. None of that history belongs to the player who made it. That fragmentation, and the economic opportunity it leaves unclaimed for players and brands alike, is the problem Dizzaract launched GAMED to address.

Ilman Shazhaev is an AI engineer by training, drawn to gaming not by the games themselves, but by the data problem underneath them. Before launching Dizzaract in January 2025, he worked across energy infrastructure, Bitcoin mining, and AI systems development. What each domain taught him, he says, was consistent: the visible product is the easy part, and the infrastructure underneath it is where everything either holds or breaks.

“Here was one of the largest entertainment sectors on earth, billions of players and oceans of data, with almost no serious intelligence anywhere inside it,” Ilman says of his first reading of the gaming industry.

GAMED, launched in Abu Dhabi in April 2026, is the consumer-facing piece of Dizzaract’s three-part ecosystem, which also includes “Farcana,” a competitive PvP shooter, and FAR Labs, an AI infrastructure division. The platform aggregates a player’s gaming history from across gaming platforms into a single profile they own, surfaces earning opportunities based on that profile, and gives brands a way to evaluate gaming audiences beyond follower counts. The platform launched following a Telegram-based MVP that, as Ilman shares, reached more than 900,000 users.

“Every deal is a bet made in the dark, and the result only shows up after the money is gone,” Ilman says of the current state of gaming brand partnerships. GAMED is built around a different premise.

GAMED Is Building a Platform to Show What Gaming Audiences Are Actually Worth

Why the Walled Garden Built the Problem

A decade of play across multiple platforms leaves behind a detailed record of spending, achievements, assets, and social influence, locked inside systems each designed to keep players from taking it anywhere else.

Ilman is precise about the incentive structure. Every major platform, from Steam to PlayStation to mobile stores, built successful businesses around keeping players inside their own ecosystems. A unified gaming identity would give players something portable and powerful. It would also undercut the control those platforms depend on.

“The technology to aggregate some of this data existed years ago,” Ilman says. “What did not exist was a clear vision for why it should be unified.”

GAMED’s Gamer Passport is built around an analogy Ilman returns to directly. “We asked a simple question: if a person’s financial history can be aggregated into a credit profile, why can’t a gamer’s history be aggregated into a gaming profile?”

The platform works with existing systems rather than competing with them. Players link their accounts, and GAMED pulls together total playtime, spending, owned games, assets, and achievements.

GIGI: A Score Built on What’s Hard to Fake

At the center of each GAMED profile is the Global Index of Gamers’ Impact, or GIGI, a unified player ranking Ilman describes as S&P 500-style. The score draws on in-game performance and tournament results, hours played, asset value, spending history, and community influence, then converts those signals into a single number that indicates where a player stands.

The system is built to capture forms of influence that follower counts and engagement rates miss entirely. “A year ago, nobody could score a player who invented a mechanic the whole game now uses,” Ilman says. “Today, we can.”

The design resists manipulation structurally. A player farming hours on Steam by running multiple copies of a game gets flagged and removed from the leaderboard automatically. The deeper defense is architectural. “GIGI weighs many signals together while a booster usually moves only one of them,” Ilman explains. “Even when someone maxes that single stat, they cannot pass a player who is strong all the way through.”

The Blind Spot Brands and Creators Share

Ilman describes the problem from both sides of a brand partnership using a single example. A brand like Nike offers a gaming creator $500. The creator accepts. The audience buys $10,000 of product.

“You earned the brand 20x what they paid you, and neither side knew it at the time,” he says. “The deal comes down to who has the upper hand. The big name sets the price, and the creator takes it.”

The same blind spot runs in the other direction. Brands paying for gaming audiences based on follower count and engagement rate have no way to distinguish between a large audience with low purchasing power and a smaller one that spends heavily. Ilman points to what he describes as reported data: the skins market in just “Counter-Strike” and “Dota” reached around $4 billion in a recent year. Brands treat that audience like a side niche.

What GAMED surfaces for brand evaluation is audience purchasing power, the aggregate economic weight of a community as reflected in its members’ linked gaming profiles. As Ilman shares, a creator who has personally put $10,000 into games might have a community behind them that has collectively spent $10 million. That number was always there. No platform showed it before.

“A creator with 30,000 of the right followers can show a community with more purchasing power than a streamer with two million,” Ilman says. “Size is no longer the gate.”

Giving Players a Share of What They Built

GAMED’s structure rests on a specific design choice: the player owns the profile. The data flowing from that profile, and the earning opportunities it unlocks, belong to the person who built the gaming history.

Ilman frames this against what he sees as gaming’s defining economic failure. Billions of hours and dollars move through games each year. Almost none of that value reaches the players generating it.

“In gaming, the middle class loses out, because there is almost no way to make money from it until you reach the top 0.00001%, the MrBeast level, where the money finally turns serious,” he says.

The platform’s opportunity layer is built to match available income paths to a player’s actual profile. Competitive players get tournament leads at skill levels they can realistically meet. Players holding appreciated skins see when to sell. Creators with engaged communities see relevant sponsorship leads. Casual players see referral programs and community rewards that fit how they play.

“Gaming already has thousands of opportunities every single day, and most people never find the ones that fit them,” Ilman says.

What the Telegram Phase Proved

GAMED’s Telegram-based precursor reached more than 900,000 users without significant paid marketing. As Ilman shares, the accounts held gaming assets worth roughly $15 million in total, with the top-ranked user holding around $40,000 in skins alone.

What surprised the team was not that players wanted to see their stats. It was how they responded to the economic picture. “Many players had never calculated the value of their inventories, games, collectibles, or years of activity,” Ilman says. “When they saw that information organized in one place, it changed how they viewed gaming.”

GAMED Is Building a Platform to Show What Gaming Audiences Are Actually Worth

“When players immediately receive meaningful insights, rankings, asset valuations, and recommendations, they are willing to participate,” Ilman says. The data-sharing skepticism common across digital platforms, he argues, is not opposition to transparency. It is a demand for a clear return.

The web app carries that foundation into a broader framework. A case system rewarding players with game keys, skins, and platform credits, and a seasonal progression track called “Trophy Road” have driven the highest engagement the platform has recorded. GAMED currently supports Steam, Epic Games, Xbox, and PlayStation with full coverage of major gaming ecosystems targeted by the end of 2027.

The Standard GAMED Has to Meet

Ilman describes the version of GAMED that fails in specific terms. It is not a user count that disappoints. It is a product that becomes another dashboard, one that players open once and forget. “Gamers already have plenty of those,” he says.

His test is forward-looking. The platform succeeds if a player opens it before a decision that matters, not after. “If a player opens GAMED and thinks that is interesting, we have not done the job. If a player opens GAMED and thinks that helped me make a better call today, we have.”

Over the next decade, Ilman describes a version of gaming where a player’s profile is as portable and persistent as a professional LinkedIn page, carrying across platforms, games, and device generations. 

“The gaming industry already generates hundreds of billions of dollars every year, and most of that value comes from what players do,” he says. “In ten years, gaming will give a player what music or film gives an artist today. A career, an identity, and a real share of what they helped build.”

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karina gandola

Karina loves writing about the influencer marketing space and an area she is passionate about. She considers her faith and family to be most important to her. If she isn’t spending time with her friends and family, you can almost always find her around her sweet pug.

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