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Sci-tech

IngDan helps pioneers crowdfund and sell products

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2016-06-21 10:56China Daily Editor: Xu Shanshan
A man tries out a virtual reality headset at the 2016 CES Asia in Shanghai. (Photo provided to China Daily)

A man tries out a virtual reality headset at the 2016 CES Asia in Shanghai. (Photo provided to China Daily)

For parents it's sometimes disturbing to have their children sitting around playing addictive video games all day. Some kids spend hours gaming on personal computers or iPads instead of playing outdoors and chasing friends.

Now a newly invented motion-controlled gaming device, Wipace, allows children to enjoy their games and do physical sports simultaneously. The electronic gadget only weighs 4.9 grams and can be worn on their shoes, enabling users to play games while they are running.

Song Zijian, CEO of Wipace, said the company launched a crowdfunding project for Wipace earlier this year. Within 12 hours, it generated 1 million yuan ($156,300).

According to Song, the success of Wipace would be impossible without the help from IngDan, an online platform that helps innovators crowdfund, manufacture and sell their products.

IngDan is a two-year-old offshoot of Hong Kong-listed Cogobuy Group Plc, which operates China's biggest e-commerce platform for electronic components.

Last week, IngDan unveiled a new initiative named Super E-commerce Platform, which will offer services such as crowdfunding, marketing and helping expand online sales channels.

With the new initiative, the company seeks to help more innovators like Song carve out a presence in the fierce online sales industry.

Liu Hongjiao, chief marketing officer of IngDan, said the ultimate goal of the Shenzhen-based company is to be "the Uber in the e-commerce industry", creating a sharing economy between businesses and consumers.

Currently the company's online platform hosts more than 10,000 startups, 8,000 component suppliers and 8 million consumers. In the first quarter of this year, the company recorded 400 million yuan worth of gross merchandise volume on its platform.

  

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