Consolidation Begins In Online Ad Market As Adknowledge Buys Super Rewards

July 22, 2009

Adknowledge hopes to open up a new chapter of the online advertising market with its purchase of Super Rewards, a deal it announced Wednesday.

Its a new way to think about advertising, says Adknowledges Scott Lynn

"It's a new way to think about advertising," says Adknowledge's Scott Lynn

No financial terms were released. However, the transaction appears to be many times larger than any of Adknowledge’s previous takeovers. The company has made five acquisitions in two years recently buying the media division of MIVA for $11.6 million.

The deal pairs a more tradition approach to online advertising – Adknowledge runs a network for placing display, or banner, ads and positions itself as an alternative to Google or Yahoo – with Super Rewards’ focus on virtual currencies.

“It’s a new way to think about advertising,’ says Adknowledge CEO Scott Lynn.

The combination of the two will likely create a formidable competitor and one that will be closely watched. Virtual currency is already a $600 million market in the U.S. and has been growing at a 600 percent pace, according to some estimates. “It is clearly not a fad,” says Lynn.

As the largest virtual currency company, Super Rewards, a division of KITN Media, has said it will generate about $100 million in revenue this year. Adknowledge will have revenue in excess of $250 million.

The company offers its currency to developers of online games and applications on social networks, such as Facebook and MySpace. Consumers earn it by signing up for advertised offers and then redeem it for virtual goods and services in the games they play.

The deal could indeed be a trendsetter. With virtual goods a new bright spot in the social advertising market, other firms will look at ways to respond and capitalize for themselves.

The could make Super Rewards competitors hot properties.


Making Money From Twitter

June 23, 2009

Twitter is a social phenomenon. But as a business, it hasn’t yet earned a passing grade.

Twitter-linked game 140 Mafia is making money on the social Web site

Twitter-linked game 140 Mafia is making money on the social Web site

Until now. In the past several weeks, two online games have launched with links to the micro-blogging site. Followers say at least one has begun making money – with the potential to make substantially more.

“Revenue is being generated from Twitter,” declares Jason Bailey, CEO of the Super Rewards, the provider of a virtual currency for games.

That’s because the games – Spymaster and 140 Mafia – are attracting users and, in the case of 140 Mafia, using Super Rewards’ virtual currency to let players pay for extra features, such as weapons, casinos or cars.

Bailey declines to say how much 140 Mafia is making. But some insiders suggest the take could amount to more than $25,000 a month in a short while.

“True commerce,” says Bailey

Both games make use of Twitter’s real time communications stream by posting updates of a player’s game activities on the Twitter network.

Thousands of people are already playing 140 Mafia. Bailey projects the game could attract 500,000 players in a couple of months.

While game play is unlikely to turn Twitter into board market place, it is an interesting first step to finding financially benefit from the social-networking craze.


Business Model For Video Games Is Broken

April 1, 2009

The business model in the video games industry is no longer working.

Top tier games cost too much to produce. And gamers can play online for free, or download copies of the latest titles from BitTorrent or some other peer-to-peer service.

Virtual currencies might be the path to profits

Virtual currencies might be the path to profits

Why spend $70 for the shrink-wrapped release at retail?

In this difficult landscape, a new generation of gaming companies, such as Super Rewards, is advocating the use of virtual currencies. The idea has a great deal of promise.

“More and more game development companies are building games that fit this model,” says Jason Bailey, Super Rewards CEO. The old world can’t go on forever.

The idea behind virtual currency goes something like this: release a new online game for free and get more users simply because it is free. Make money by selling virtual goods. Users may in fact spend more for virtual goods – a more powerful sword, for instance – than they do for an in-store purchase.

Already many games use in-game currencies, role-playing games in particular. Many more may be joining the club.

And there are advertising models too, where a game developers gets a cut when a gamer signs up for a product or service, says Bailey, who on Wednesday expanded his virtual currency platform to Web sites beyond Facebook, MySpace and other social networks where it got its start.


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