Archive for June, 2009

CNET.com Covers Super Rewards Successful Mafia Ties

Posted in Alerts, CPA Monetization, Gameplay Tips, Press Releases & Media Coverage on June 29th, 2009 by Super Rewards Team – Be the first to comment

The Social

June 29, 2009 10:00 AM PDT

How the Mafia conquered social networks

Not so long ago, the faces of gaming on social networks were those of zombies, vampires, and cuddly virtual pets. Now it’s more along the lines of Michael Corleone or Tony Soprano.

You’ve probably seen it in your news feed: From Facebook to MySpace and now Twitter, Mafia-themed games have more or less taken over. Mobsters, a game created by development company Playdom, is the most popular application on MySpace’s platform. Mafia Wars, owned by Zynga, is a huge hit on Facebook. The Social Gaming Network has an iPhone app called Mafia: Respect and Retaliation. And earlier this month, a Twitter-based game called 140 Mafia launched. The craze appears to have started with a Facebook app called Mob Wars, which was built by a smaller company called Psycho Monkey.

 

 

The premises of most of these games are the same. You can found or join a “mob” with friends from the social network that the game has been built on. You can carry out missions, including “killing” other players in rival mobs, in order to earn points. Your activities are broadcast, via news feeds or Twitter posts, to your friends on the network in question.

With the mobster gaming craze, social-network developers may have found the secret to bringing multiplayer role-playing games–long the lucrative domain of ultrageeks–fully into the mainstream. They can build elaborate role-playing scenarios with points, levels, teams, and weapons, but without the nerdy stigma that’s become attached to fantasy-themed games in the vein of World of Warcraft. (A 2006 episode of the Comedy Central cartoon “South Park” summed this up well.)

“A lot of the core architecture is very similar to role-playing games in the past, in the way that levels and achievements and so forth are often themed around the certain topic but are pretty generic, actually,” said Justin Smith, who runs the blogs Inside Facebook and Inside Social Games. “When you compare a dragon game to a mob-based game, they’re actually pretty much the same thing with different content.”

“People just really like the crime genre,” said Mark Pincus, CEO of Zynga, which publishes Mafia Wars. The mobster game is currently the company’s most popular app, with 15 million active users across social networks Facebook, MySpace, and Tagged. “GTA (Grand Theft Auto) and a lot of derivative games of GTA top the charts, and I think that it’s more those games feel more culturally relevant to people than a lot of other games that go into other genres that are either historical or more fantasy. I think that people like fantasies that are closer to reality.”

There’s another side to it: Organized crime in the real world tends to be concerned with the illicit transfer of wealth in one form or another (drugs, laundered money, gambling, you name it). When you take the popular perception of the mobster lifestyle and transport it to a gaming environment, there are plenty of opportunities to bring money into the mix. Most of the Web’s Mafia-themed role-playing games make money from display ads as well as the sale of virtual goods, and some make it possible to earn extra points and “level up” by completing offers and surveys. It’s no secret that some social gaming companies are making a ton of money, but mobster games are a particularly lucrative enterprise.

“(It’s about) climbing your way to the top, and the status, and the ego of being the biggest and the best and the toughest,” said Jason Bailey, CEO and co-founder of Super Rewards, the company that has partnered with 140 Mafia to power its payment platform. In 140 Mafia, for example, players who want to speed up their “recovery” from a round of game play can petition to the “godfather” for a favor (and that’ll cost them real money).

Plus, Bailey said, it gets personal: “It has that small violence factor as well, being able to feed on people and put them on the hit list. When somebody does that to you, when somebody kills your character…the rage that it conjures up in people is much much stronger and they’re much more willing to retaliate than in a sports game or a racing-themed game.”

As with any online sensation, though, the question remains: Is this just a fad? From film noir to “The Godfather” to “The Sopranos,” mobster themes have a solid shelf life to them, but mobster games on social networks could easily fade from favor if something more exciting comes along. But the real lasting power, social gaming insiders said, is in the fact that Web development makes it possible to keep a game in a constant stage of evolution. Once these games hit critical mass–which Mafia games arguably have–it’s easier to keep people around.

Short attention spans
They’re also low-maintenance, said Dave Kahn, head product manager for Zynga’s Mafia Wars.

“I would say the difference between what makes Mafia Wars more popular over time than your traditional console game or your traditional hardcore game is that you can have the same experience with five minutes of play and you can interact with your friends,” Kahn said. “I would say a game like GTA or a game of that crime genre would be much more popular if you could interact with your friends on a daily basis, and it doesn’t require much time investment for you and your friends to have that satisfactory interaction.”

“You’re able to come in and come out in short spurts. You can play for 30 seconds, you can play for five minutes,” Jason Bailey said. “It’s not like a first-person shooter or a real-time strategy game where, if the phone rings, you’re going to get shot. It’s really easy to come in and out of these games.”

On the flip side, though, casual players who haven’t put a massive time investment into a game are quite likely to be more fickle about whether they stick around or not. Time will tell when it comes to just how “sticky” mobster games turn out to be for players who aren’t completely hardcore.

But beyond attention span issues, perhaps the biggest challenge to the creators of mobster games is that there are simply too many of them already, and the companies that make them have fallen into courtroom infighting that bears an ironic resemblance to actual mob warfare. There’s an outstanding lawsuit between Zynga and Playdom, for example, over the latter’s allegedly illegal use of the Mafia Wars name in advertising its own Mobsters game. And Mob Wars creator Psycho Monkey sued Zynga over copyright infringement in February.

“There’s a variety of litigation that’s still pending, and I think it just generally reflects the current culture of game development on social networks right now,” Inside Social Games’ Justin Smith said. “There’s a lot of rapid iteration based on adapting other games and twisting them in a very slight way, and there haven’t been many good examples of cases in which the IP has been successfully protected in the courts. So I think it will really be interesting in seeing how some of these cases play out over the next few months.”

As we learned in the Scrabulous-Wordscraper-Lexulous affair last year, in which the manufacturer of board game Scrabble used litigation to force a Facebook-based imitator to change its name, intellectual property laws for games are complicated, and extremely similar games may legally coexist as long as they don’t share a few key features. But it’s not clear whether the mob wars over Mob Wars and its ilk will be without carnage.

“There’s literally 20 or 30 mob-themed games on the Facebook and MySpace platforms, and that’s conservative,” Jason Bailey said. “If people find something that works, they copy it and copy it and copy it, ad nauseam.”

The playing field for mobster games, as well as any other games on social networks that make money through virtual goods and transactions, could also change dramatically when social networks start introducing payment systems of their own. Facebook will start to do this soon, and it’s also been circulated as a possible business model for Twitter. It’s unclear what the rules will be in either case.

But Super Rewards’ Jason Bailey–whose company will be a competitor to Facebook’s in-house virtual currency platform, it should be said–thinks the dominance of mobster games won’t change much if Facebook brings new rules to the applications on its platform. It may be too late for the massive social network to be the real kingpin when it comes to monetizing the likes of the mobster game craze.

“Facebook’s issue, I believe, is it’s hard to tack something like this on later…companies go out and spend millions of dollars building games for your platform,” he said. Were Facebook to start requiring a cut of the revenues, “there would be literally a riot of people with torches at (CEO Mark) Zuckerberg’s house tonight complaining about it.”

Well, that’s a whole different kind of mob.

http://news.cnet.com/8301-13577_3-10274060-36.html

AP Covers Super Rewards Virtual Currency Platform

Posted in Alerts, CPA Monetization, Press Releases & Media Coverage, Uncategorized on June 29th, 2009 by Super Rewards Team – Be the first to comment

AP STORY:

New mafia game hits up Twitter players for money

By MICHAEL LIEDTKE - June 23, 2009

SAN FRANCISCO (AP) — Twitter Inc.’s founders still haven’t decided how to cash in on their popular Internet messaging service — to the delight of a rapidly growing audience. But the deliberate approach may not prevent a gold rush among opportunistic outsiders.

Lolplaying, the maker of a new role-playing game on Twitter called 140 Mafia, is trying to explore Twitter’s moneymaking potential with Super Rewards, a “virtual currency” service that already has been reaping revenue from various forms of online recreation.

The alliance is being announced Tuesday at a social gaming conference in San Francisco.

Super Rewards gives players of online and mobile games ways to gain the upper hand against their opponents. The price: a fee, or a willingness to accept offers from advertisers.

It’s already proven to be a lucrative model at Facebook and MySpace, as well as on the iPhone. Now Super Rewards co-founder Jason Bailey is confident it will pay off on Twitter as 140 Mafia attracts more players. He already is impressed with the results since Super Rewards quietly began selling extra points and additional powers to “tweeple” this month when 140 Mafia’s text-based take on organized crime made its Twitter debut.

“I’m already making more money from Twitter than Twitter is itself,” Bailey boasted. And Bailey figures other programmers who have designed games and other applications for the service will be scrambling to capitalize on their innovations.

If that happens, Bailey thinks Twitter will need to impose more controls over the external applications and perhaps even demand a cut of the sales — an approach that Apple Inc. has embraced for its iPhone.

Twitter co-founder Biz Stone didn’t respond to a request for comment. He has previously emphasized the San Francisco-based startup doesn’t need to generate revenue right now, partly because it still has most of the $55 million that it raised from venture capitalists.

Super Rewards doesn’t need any venture capital, according to Bailey, who said the 40-employee company is on pace to reach $100 million in revenue this year. Super Rewards shares some of its revenue with game makers.

Most people pay Super Rewards about $10 for a competitive advantage, but some game players have forked over thousands of dollars, Bailey said.

“It’s all about ego and status for them,” he said. “Clearly, some people have more money than brains.”

Copyright © 2009 The Associated Press. All rights reserved.

GigaOm Recognizes Super Rewards —- First to Monetize Microblogging Network, Twitter

Posted in CPA Monetization, Conferences and Conventions, Press Releases & Media Coverage, Uncategorized on June 29th, 2009 by Super Rewards Team – Be the first to comment

4 Takeaways From the Social Gaming Summit — So Far

Wagner James Au | Tuesday, June 23, 2009 | 5:00 PM PT | 1 comment

The Social Gaming Summit kicked off in San Francisco today, bringing together developers, investors and bigwigs from social networks like Facebook and MySpace. Below are four of my favorite takeaways gleaned from the first few sessions:

Facebook Social Games Migrating Off Facebook
In the opening talk, Justin Smith, founder and editor of Inside Facebook and Inside Social Games, pointed out that Facebook Connect was making social games increasingly playable outside of Facebook — on the web, via the iPhone, and most recently, via Xbox 360. This trend is so pronounced, Smith predicted that two years from now the majority of Facebook games will be playable outside of the social networking site.

Twitter Gains First Monetized Social Game
Much like Om did in a post earlier today, Smith also noted the emergence of social games played via Twitter messaging, especially quizzes (and the somewhat controversial SpyMaster). Helping solidify this trend, this morning Super Rewards announced it’s partnered with the Twitter-driven roleplaying game 140 Mafia, making it the first title on the microblogging network to be monetized. (Super Rewards offers virtual currency to social games and MMOs, which customers can purchase with cash, or get as a bonus by signing up with an advertising partner.)

MySpace Social Games’ ARPU Higher Than Facebook Games
Smith said that in speaking with numerous developers, he’s learned that notwithstanding Facebook’s greater popularity in the U.S., MySpace games still earn better average revenue per user (or ARPU) than Facebook games. Smith’s stats: A popular Facebook title earns 30-40 cents in ARPU a month, while popular MySpace games earn 50- 70 cents. (The genre’s very biggest titles earn $1-$2.)

Secrets to Social Gaming Success
But how do these games attract so many players? In a panel discussion, Zynga CEO Mark Pincus outlined the three elements he thinks are necessary in order for titles to become successful: 1) They make players feel like they’re playing with their real friends, 2) They offer ways for players to express their personality, and 3) They reward players for being part of a sustained experience. (Hence his games’ emphasis on collecting virtual items.)

Social games are also successful due to broader societal trends. By way of example, Playfish CEO Sebastien de Halleux noted how in one title, players seemed to spend more money on virtual Christmas trees than on real ones — because, according to the players, with their friends scattered around the world, far more of them would see a virtual tree than they would a real one. Pincus said game-based activity like this was an investment of what he called “social capital,” a means of maintaining contact with our growing network of friends and acquaintances. If the industry further emphasized this advantage in future games, Pincus argued with charming bullishness, social gaming could become as pervasive as social networks themselves.

http://gigaom.com/2009/06/23/fou-things-to-know-about-social-games-today/

Adam Caplan, Super Rewards President, Preps for Prime Time Interview on MSNBC

Posted in CPA Monetization, Press Releases & Media Coverage, Uncategorized on June 28th, 2009 by Super Rewards Team – Be the first to comment

On Thursday, June 25th, Adam Caplan, President of Super Rewards, arrived at the MSNBC news studio at Rockefeller Center in NYC for his prime time LIVE media interview on “It’s the Economy” only to hear the news that Farrah Fawcett had just died and he might not go on because they needed to cover that news.   They were able to move Adam to the end of the show to cover the amazing news story about how Super Rewards is the first to monetize twitter games.  The segment was a huge success with positive feedback buzzing all around the industry.  Be sure to check back here for the full video of the show that will be posted shortly.  

Adam Caplan in the make-up chair prepping for MSNBC live interview

Adam Caplan in the make-up chair prepping for MSNBC live interview

VentureBeat Covers Super Rewards —– 1st to Monetize Twitter Games

Posted in Alerts, CPA Monetization, Press Releases & Media Coverage on June 26th, 2009 by Super Rewards Team – 2 Comments

Super Rewards’ advertising offers come to Twitter games

140mafia2As inevitable as spammy invites, advertising offers are now coming to games that use Twitter. Super Rewards, a leading provider of offers for games on Facebook and other social networks, is launching its service with 140 Mafia, a mafia-style Twitter role playing game.

Just like in Mob Wars on Facebook and a variety of copycat applications on various social networks, 140 Mafia has you go around its virtual world committing crimes, earning money — and special favor points from a fictional Godfather, through offers. Using these points you can use to buy more powerful weapons that will allow you to commit higher-paying crimes in the game. The offers, syndicated by Super Rewards from third-party advertisers, can range from ringtone subscriptions to discounts on video games. Take a look at the screenshot, below.

140mafia-1

Offers have become a serious revenue model for gaming applications on social networks: At their best, these offers align the incentive of advertisers, the game and the players (and companies like Super Rewards). The player takes the offer, presumably for something they wanted anyway, earns the points, and succeeds in the game. The advertiser makes money from them, while Super Rewards and the game developer split the revenue from the advertiser. On Facebook’s platform, offers have become a key driver of revenue, and comprise a large portion of the hundreds of millions of dollars that those developers expect to make this year.

But Twitter is a different sort of beast from a social network. Games, like Spymaster, have been launching in recent weeks, and are designed to spread through getting Twitter users to announce what they’re doing in the game to all of their Twitter followers. In 140 Mafia, if you commit a crime, you can earn extra points if you tweet about it to your followers. The problem is that this is not a great user experience if you follow someone who is playing a game, but don’t actually want to play yourself. This is spam, as we’ve covered in the past, just like how third-party developers took advantage of Facebook’s news feeds in the early days of that platform.

140mafia1140 Mafia, like other Twitter-integrated games, lets you choose a variety of tweets to automatically send or not send to your followers, so I suppose that’s one form of spam prevention. Twitter needs to figure out how to make its service easier to use on this front. Sure, you can unfollow people who play these games — but what if they’re people you want to follow for everything they have to say, except when they (virtually) hijack a car? Facebook has most recently reacted to news feed spam by letting you set up filters for reading information from people you manually select; lifestreaming services, like FriendFeed, let you go as far as to filter out certain types of services, like people’s Twitter accounts. As more games spring up on Twitter and take advantage of its open form of communication, the problem will become more acute — and Twitter, one hopes, will have to act.

For its part, though, Super Rewards is happy to play along with Twitter game developers. There are only a few Twitter games out now, but it hopes to own a lot of this new market. Spammy or not, it’s so far, so good — usage and revenue “numbers are absolutely in line” with what Super Rewards sees on social networks, chief executive Jason Bailey tells me. Rival offer companies like Offerpal and Gambit haven’t moved in to Twitter yet, at least to my knowledge. It will be interesting to see if or when they do.

http://digital.venturebeat.com/2009/06/23/super-rewards-advertising-offers-come-to-twitter-games/

Financial Times Covers Super Rewards on 1st to Monetize Twitter Games

Posted in Alerts, CPA Monetization, Conferences and Conventions, Press Releases & Media Coverage, Uncategorized on June 26th, 2009 by Super Rewards Team – 1 Comment

Social gaming platforms closer to cashing in

June 24, 2009 8:16am

Facebook appears to be moving closer to cashing in on the social gaming phenomenon it has created on its platform and, judging by the numbers being quoted at the second annual Social Gaming Summit, that can’t come soon enough.

In a session on Tuesday featuring executives from leading social-gaming publishers, John Pleasants, the new chief executive of Playdom, revealed its Sorority Life game received feedback from users this month asking for cars as virtual goods, with a pink Volkswagen in particular receiving strong support. Playdom came up with the goods and sold $100,000 worth of virtual VWs in two days.

In another example, Sebastien de Halleux, co-founder of Playfish, said its Pet Society game had sold 20m virtual Christmas trees and ornaments, with players using credits they had amassed from playing the game or paying $2 an item.

None of this money found its way into the pocket of Facebook, which is the biggest such gaming platform with more than 200m people using the social network worldwide.

Gareth Davis, its head of social gaming, told me the virtual currency of Facebook credits it uses in its gift shop was being extended to transactions in applications, although this was still at a very early testing stage.

“Developers have been asking for this for a long time. It can reduce the friction,” he said.

“Users are more likely to transact in Facebook, developers see a fall-off when consumers are redirected to a third-party site.”

Those third-party payment providers would be happy to provide their technology to a Facebook or MySpace or Twitter.

Jason Bailey, chief executive of Super Rewards, told me Twitter should come up with technology, called Twitterpay perhaps, which would provide a payment service for game publishers and take a 30 per cent cut for itself on sales, just as Apple does from developers in its iPhone App Store.

“We’ve been doing this for a long time, there’s a lot of time and effort that goes into this, so Twitter’s best bet to make that happen would be to partner with somebody like myself,” he said.

Super Rewards said on Tuesday it had come up with the first way to make money from Twitter games, with its service supporting the Twitter-linked game 140 Mafia - a similar concept to the recent Twitter Spymaster craze.

Another current trend raised at the conference was the growing interest of the traditional video game industry in social gaming. This has seen executives moving to social-gaming publishers, such as Mr Pleasants’ move from Electronic Arts last week, and the console makers and publishers incorporating social networking.

EA has allowed players of its Tiger Woods golf game to post their achievements for friends on Facebook to see, while Facebook Connect is bringing social gaming to the Xbox and Nintendo DSi, as Gareth Davis explains in this audioBoo.

http://blogs.ft.com/techblog/2009/06/social-gaming-platforms-closer-to-cashing-in/

CNNMoney.com Covers Super Rewards - Twitter whacks ‘Mafia’ opportunity

Posted in Alerts, CPA Monetization, Press Releases & Media Coverage, Uncategorized on June 26th, 2009 by Super Rewards Team – Be the first to comment
By David Goldman, CNNMoney.com staff writer

 

twitter_screenshot.03.jpg
Twitter has grown by nearly 1,500% in a year.

NEW YORK (CNNMoney.com) — A new Mafia video game has presented Twitter with an offer, but it’s one that Twitter thinks it can refuse.

On Tuesday, a Twitter-based game called “140 Mafia” became the first to use “virtual currency” on the social networking site, providing a money-making platform that experts believe could fuel Twitter’s success.

Designed by a company called Super Rewards, the virtual currency lets users pay for game-playing advantages. For instance, in the popular role-playing game “140 Mafia,” players will now be able to visit a character named the Godfather to buy virtual health, money and ammunition with their real credit cards or bank accounts.

Although most virtual currency users pay $15 to $20 per transaction, some have paid thousands of dollars playing the original Facebook version, “Mob Wars,” which debuted in March 2008, and immensely popular “Mafia Wars” sequel.

Super Rewards Chief Executive Jason Bailey said his company is currently on track to make close to $100 million in revenue this year through the games’ success on Facebook and MySpace, as well as iPhone applications.

“This is a tremendous opportunity for Twitter, and they can make a ton of money” said Bailey.

Apple (AAPL, Fortune 500) takes a cut of its app sales. Social networks like Facebook and NewsCorp’s (NWS, Fortune 500) MySpace use an advertising model to generate revenue — driving up site traffic as gamers use more and more virtual currency.

Facebook began selling “Facebook credits” that game players can use for virtual currency, but many analysts say they came too late to the table to be successful.

Bailey believes that Twitter, which is new to the virtual currency frontier, could lay down Apple-like ground rules for future games and make a killing off of it.

But, he added that, “Twitter seems content to not make money. It’s all about eyeballs with them.”

They’re getting those eyeballs. Twitter is by far the fastest-growing social networking Web site. The site attracted 18.2 million unique visits last month, up 1,448% from a year ago, according to the latest data from Nielsen. Average time spent on the site increased 175% during that same time period.

SUPER REWARDS - LIVE - NYC -MSNBC

Posted in Alerts, Press Releases & Media Coverage, Uncategorized on June 24th, 2009 by Super Rewards Team – 1 Comment

Don’t miss Adam Caplan, President of Super Rewards, being interviewed on MSNBC live from NYC on Thursday, June 25th in the “It’s the Economy” segment anchored by Contessa Brewer and Melissa Fancis.

Be sure to bookmark our blog and continue to check back with us because we have been flooded with media coverage this week and we will continue to feature and update our coverage right here on our corporate blog throughout the week.

Super Rewards Launches First Monetization Platform for Twitter Games

Posted in Uncategorized on June 23rd, 2009 by Super Rewards Team – 1 Comment

 Twitter-exclusive Game, 140 Mafia, Revolutionizes Use of Virtual Currency Platform

 SAN FRANCISCO, Calif. – Social Gaming Summit 2009 – June 23, 2009 – Super Rewards, the leader in monetizing virtual goods and currencies for online games and social networks, today announced that its proven virtual currency platform is the first to monetize Twitter-exclusive games, including the wildly popular “140 Mafia.” The announcement continues to validate Super Rewards’ virtual currency platform as a reliable way for game publishers to make money across multiple distribution channels, including top social networks, virtual worlds, standalone Web sites and now Twitter, one of the hottest text communication channels with more than 17 million unique U.S. visitors and rapidly growing (source: comScore, April 2009).

The Super Rewards’ virtual currency platform provides game and social application publishers with a sustainable revenue stream, empowers advertisers with a more effective, less intrusive way to engage social gamers, and rewards gamers with in-game points, virtual goods or virtual dollars to enhance their overall game experience. Super Rewards has partnered with game developers to help evolve Twitter from its existing use as a micro-blogging tool into a profitable, social gaming channel.

“Many people never thought games would be successful on text-based distribution channels like Twitter,” said Jason Bailey, chief executive officer and co-founder of Super Rewards. “But not only are the games proving to be popular, we’ve now made it possible for game publishers to earn reliable revenue while enhancing users’ game experience. We’re taking our monetization solution to a whole new level by allowing game publishers to effectively reach and monetize an untapped market segment.”

Super Rewards’ virtual currency platform includes the Offer Management Console, a powerful tool that gives publishers the ability to dynamically filter in-game offers to provide the best possible user experience while providing a reliable way to easily increase the lifetime value of its gamers by reducing church through more precise, automated filtering of relevant offers.  The platform also includes the Super Rewards robust analytics product that has been in the marketplace for over a year now and helps developers to track, analyze and maximize their virtual economy.   The end result is happier customers who are more likely to complete offers that really matter to them and a more sustainable and lucrative revenue stream for publishers.

140 Mafia is a text-based, role playing game where players are presented with an easy-to-use interface that holds all of users’ game essentials like jobs, property, equipment, etc. Users collect their Mob or “followers” by recruiting new individuals to the Twitter game.  For more information, visit http://140mafia.com/.

 

Super Rewards Signs iWin to Monetize Mass Market Online Gaming Portal

Posted in Alerts, CPA Monetization on June 22nd, 2009 by Super Rewards Team – 2 Comments

Super Rewards’ Virtual Currency Platform Empowers iWin
with Industry’s Highest Degree of Control Over its Advertising Offers 

Super Rewards, the largest virtual currency monetization platform for online games and social networks, recently announced iWin, Inc. has selected Super Rewards to help monetize the iWin.com game portal of free downloadable and multiplayer games.  iWin, a leading online casual games publisher and developer for the mass market with millions of monthly users, has rolled out its monetization solution with the first social gaming world aimed at the casual game audience, Hotel iWin.  Within Hotel iWin, users can earn Opals, a virtual currency, by filling out offers powered by Super Rewards’ offer managed platform embedded within the game.  The users can spend their Opals on a variety of goods to adorn their avatars or to personalize their virtual hotel rooms.

The iWin and Super Rewards partnership is a winning combination for both companies, end users, and advertisers alike.  Users now have an easier, alternative way to purchase their avatar and room accessories, including wildly popular pets, friends, animated backgrounds, family members, and gardening items. Super Rewards and iWin benefit from increased user engagement, which drives significant advertising revenue for both companies to share.  Advertisers benefit by having a much less obtrusive and more effective way to engage users over longer periods of time than traditional CPM advertising.    

“Our partnership with iWin represents continuous expansion of our leadership in social network games to top, standalone gaming sites, portals and virtual worlds,” said Jason Bailey, chief executive officer and co-founder of Super Rewards.  “Any developer working with virtual goods or virtual currency should contact Super Rewards because we have the easiest, most efficient and highest performing monetization platform in the marketplace today.”

At any given moment, there are thousands of simultaneous players engaged in the iWin game hub’s virtual economy.  With Super Rewards, all of these iWin users will now have a simple, but powerful new way to earn virtual currency allowing them to stay more engaged in the social world.  And iWin has used Super Rewards’ tools to dynamically filter the right offers at the right time, leading to a higher level of customer engagement over a longer period of time. 

“We’re excited about the new level of engagement Super Rewards provides to our user base,” said Nathan Fahrenthold, Senior Producer for Hotel iWin. “We now have a more reliable way to easily increase the lifetime value of our users through more precise, automated filtering of relevant offers and a more robust overall user experience.”

 

 

 

 

 

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