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A gamified audience-engagement and rewards platform that lets brands turn attention into measurable participation by embedding interactive challenges (trivia, polls, casual games) into content and live events, then rewarding users with sponsor-funded prizes.
General idea / business model
· Provide a platform that enables brands, agencies, and content partners to create interactive “play-to-engage” experiences inside:
o live event venues (in-venue fan engagement products), and
o mobile / out-of-venue channels (standalone mobile engagement product).
· Users register, participate in challenges, and can earn prizes for completing actions, where prizes are typically supplied or funded by advertisers/sponsors.
· Monetize by selling campaigns, sponsorship-driven engagement programs, and platform usage to brands and partners, often tied to measurable outcomes (registrations, participation rates, lead capture, time spent, conversions).
What’s unique about the model
· Rewards-based gamification as an ad format: instead of passive impressions, it offers “interactive ad inventory” where consumers opt in to play, answer, vote, or compete, creating deeper engagement signals.
· Sponsor-funded prize economy: prizes act as the incentive mechanism, aligning user motivation (rewards) with advertiser goals (attention and data/engagement), and can shift spend from “awareness” to “participation.”
· Two-channel engagement stack: combines in-venue experiences (high-energy, communal moments) with mobile/offsite experiences (scalable reach beyond the stadium), giving brands continuity across contexts.
· First-party data capture via registration: the experience design often requires user registration, enabling brands/partners to build consented, measurable audiences rather than relying only on third-party targeting.
· IP-led defensibility option: an IP portfolio (including AI/ML claims) can support differentiation in mechanics like personalization, matchmaking, fraud prevention, or engagement optimization, creating potential licensing or product moat.
Why it’s different
Most advertising buys attention; most games entertain. This model blends both into a participation engine: it transforms content and events into interactive challenges where engagement is trackable, opt-in, and reward-incentivized, making it more action-oriented than traditional media placements and more brand-measurable than generic casual gaming.
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