Tag Archives: Versus Systems

Versus Systems: Clever technology increases advertising engagement to extraordinary levels

Versus Systems (CSE:VS) is disrupting the conventional advertising landscape with an innovative choice/reward model. The company’s main focus is the esports sector, where game developers use its WINFINITE platform to create competitions that provide players the chance to win a variety of attractive prizes.

The platform can be accessed via mobile, console, PC games and streaming media, and thanks to that reach some half a million prizes have been awarded already. WINFINITE is used for games in the US and Canada right now, with a UK launch slated for December. Plans call for making it available in continental Europe in the first half of 2020, and in China around mid-year.

In August of 2019, Versus struck a licensing deal with hardware giant HP that will see its technology used in a variety of HP products and services. Public Entrepreneur caught up with Versus Chief Executive Officer Matthew Pierce last month to learn more about the company and its considerable potential.

How is the advertising landscape changing and how does Versus fit into that?

I think media is changing but that advertising is changing more slowly. People in general don’t care for old systems of advertising, or paid ads. We measure videos not by whether they were watched but by how many seconds they were watched before someone hits X to escape. People don’t care for banner ads or interstitials or pre-roll or any of those kinds of things.

And as content, as media, as games, as shows and all those things become more interactive, and more choice-based and more tailored to the viewer or the player, so too does the advertising. The advertising needs to be just as thoughtful. And for us, the marriage of choice and reward, which is to say that when you get to choose what you want to play for or you get to choose what you’re trying to win, it introduces the idea of earning it, so it no longer feels like an ad, but rather a prize. It feels like something you’ve earned and that makes all the difference.

Can you explain how WINFINITE works and how you came up with the idea?

In any Versus-enabled content, whether it’s a show, a fitness app or a video game, when you enter into the experience, when you’re about to load up the game or when you’re about to watch your show, there’s a menu that asks what you want to play for. You can choose anything from downloadable content in a video game to trips, to apparel, to food, to electronics. There’s a huge number of things that we’ve given away, from tickets to BlizzCon to hats and shirts.

Users see a win condition that says, “If you do this then you will get this, or if you do that then you will be entered into a sweepstakes to get that.” People try to win the race or crush the right amount of candy and then you get sent a message saying that you either won it or you didn’t. If you didn’t, you try again or try to win something else. It doesn’t interrupt the show or the game. It’s there to enhance the experience.

The company came out of an incubator whose limited partners included a large software development firm, a large law firm, and people with strong media backgrounds. The idea was to create something that’s in a really thorny regulatory space that is also difficult to achieve technically.

People love winning things and people love earning things. How can we make that real? We’ve been filing IP on it for years now. We’ve been granted patents covering how to do it and how to do it at scale.

Is it fair to say you’re focused mainly on the gaming space?

We very much like the gaming side of things. We also like things that look like games. Games are already made such that there’s what we call a “win condition,” and the win condition is very clear inside of a game – save this town, crush this candy, find the loot. That’s a really rich environment for us. But I also keep bringing up fitness because fitness looks a lot like a game as you try to run a certain distance or achieve specific goals.

What sort of feedback do you get from players?

Ninety seven percent of players interviewed that have used the platform say it makes the game more fun. And that is not true of most advertising, right? We did a huge survey with UCLA last year to talk about user behaviour and how people interact with media and it confirmed that people don’t care for ads. But 97% of people who play for rewards say rewards make the game more engaging. Once introduced to prizes, people play more and there’s not an ad unit anywhere that makes people consume the content more frequently.

How do you make money from this?

The business model works in classic advertising fashion, which is that the brands that want to reach these players pay to place their products inside of the content, the difference being that our engagement rates are minutes rather than seconds, and the transaction rates are measured in whole percents, rather than hundredths of a percent.

We are much, much, much more effective with respect to getting people to do something. Do they go into the store, or do they go to the website? It’s much more effective when you introduce these ideas of choice and reward. The brands pay for that because it’s just a more effective ad unit.

We split the revenue with the content owner, so in the case of HP we’re in all the HP Omen computers and we split the revenue with HP. When we are in a game we split the revenue with the game developer and the publisher. So, we make our revenue on a transactions basis. Every time someone makes an attempt to win a prize, the company who put up that prize pays for that engagement.

You’ve struck a number of partnership agreements. Is there one deal you are particularly proud of?

The HP deal is massive. HP is a US$50billion company and we have a multi-year deal. They are well known for being safe and secure, and conservative and thoughtful and the idea that they would partner with us, I think, suggests that we’ve worked very hard to be a credible, trustworthy, thoughtful, capable company. HP sells tens of millions of computers a year and they’re one of the most highly respected hardware manufacturers on earth. They have access to not just gamers, but to anything you can do on a computer that you want to encourage or incentivize. We can put rewards around things other than games. The platform also works extremely well for fitness apps and certain business applications.

What would you say to potential investors about the group’s future targets?

Now’s a great time. You start talking about tens of millions of machines from the HP deal and then you also start talking about the opportunities that we’ve got when we grow into some of these other markets, particularly in Asia. You have access to a lot of people playing a lot of games or a lot of people engaging with these apps. And they want to win. It’s perfect for us.

This story was featured in the Public Entrepreneur magazine.

Learn more about Versus Systems at https://www.versussystems.com/.

Public Entrepreneur Magazine: The Inspiration Issue – Now Live!

Welcome to the latest issue of Public Entrepreneur Magazine, your source for in-depth stories of entrepreneurs from a wealth of varying industries.

The first issue of the new decade shares captivating entrepreneurial stories, offering exclusive insights into how the featured business undertakers have harnessed the power of innovation to become genuine disruptors in their respective industries.

This magazine installment also takes a look back and reviews the many milestones achieved during the previous year, and provides an exciting outlook on what you can expect for 2020.

CSE-listed companies featured in this issue include:

HeyBryan Media Inc. (CSE:HEY)
New Wave Esports Corp. (CSE:NWES)
Versus Systems Inc. (CSE:VS)
AMPD Ventures Inc. (CSE:AMPD)
BevCanna Enterprises Inc. (CSE:BEV)

Check out the most recent edition of Public Entrepreneur below.

Versus Systems prepares to play matchmaker between major brands, video gamers worldwide

The precise number depends on the source you choose, but multiple surveys indicate that people spend hundreds of millions of hours playing video games every week. And that’s just in North America.

Considered another way, the Super Bowl and its famously expensive commercials attract around 110 million viewers in the United States, yet that occurs just once a year.

Clearly, then, video games are media – and immersive media at that – with millions of people engaged at any given moment. And most players pack enough disposable income that brands want very much to reach them.

The billion-dollar question is how to introduce a level of commercial marketing into the gaming environment such that it makes a positive impression on behalf of a brand, as the last thing you’d want to do is turn gamers off by being intrusive or annoying.

Versus Systems (CSE:VS) is confident it has the answer, and it revolves around encouraging both avid and casual gamers to opt into an environment where products and brands are featured in a way such that players become eager to interact.

Gamers are naturally competitive, so the idea of offering the chance to play for more than just an ephemeral digital points total makes sense. Playing for valuable prizes introduces a new degree of meaning to the activity, and it is this dynamic that is enabling Versus Systems to draw interest from an increasing number of brands searching for new ways to market their products.

“We’ve created a platform that does two things,” explains Versus Systems CEO Matthew Pierce. “First, it allows publishers and developers to offer prizes within their games to drive engagement. It makes them more fun to play and the idea that you can compete for everything from downloadable content to physical goods to energy drinks and concert tickets is an enormously powerful opportunity.

“The second thing it does is allow brands to be part of a promotions engine for in-game advertising and connect those brands to players and spectators. Our belief is that if you make it fun to try to win prizes and make it aspirational, and you find products that players actually want to play for, that is a really rich opportunity.”

The origin of Versus Systems is a fascinating story and helps explain not only where the core idea came from, but why the company is positioned to succeed in a business with immense challenges, both technical and legal.

Pierce is a Stanford graduate who started his own companies and worked for large consulting groups. Versus Systems was founded in a technology incubator Pierce worked in, but it was an incubator with a twist. Not only was it full of programmers and engineers with incredible skills and entrepreneurial zeal, but its main backer was a law firm, and this is the team’s secret sauce, if you will.

“The thesis was to work in areas that took advantage of the partners’ strengths,” says Pierce. “We thus wanted ideas that were technically complex, and we also needed the regulatory landscape to be complicated because we had access to tremendous attorneys. We are versed in the entertainment space and thus wanted to keep things in that sector. The first company we incubated was Versus and it is the best project I have ever worked on.”

Players who want to compete on the Versus platform must first download an app to their phone or computer so they can log into the community. Once in, a player finds that the Versus experience is additive and does not interfere with their fun by adding the conventional overlay of monetization approaches common to many games these days. Rather, Versus enables players to determine the parameters of interaction themselves.

“You log into your game and a new set of menus appears when you go to play,” explains Pierce. “Players can choose to play for money, for physical goods, or for downloadable goods. You can also decide if you want to play one on one, or perhaps one on five where the top three players win a prize. And gamers often like to play people they have invited because it means something if they can beat them.”

The beauty of the business model from the Versus Systems perspective is that the company does not have to make large financial outlays in order to attract users to its platform. As it aligns with popular games, players will naturally find Versus and its competitive options on their own.

For game developers, the appeal is a platform that is a total solution, managing prize and competition details for players, while also addressing administrative challenges they surely would rather have someone else take care of.

“The concept of creating a platform that solves a lot of the legal and regulatory burdens faced by game developers and publishers was an important part of the genesis of the company,” says Pierce. “We call the approach dynamic regulatory compliance, as we make sure that prizes are only available in regions and countries where those prizes are legal. It is a new approach and we have been writing patents to protect the intellectual property since 2014.”

Versus generates a number of revenue streams from its involvement with each game, the most important being revenue-sharing agreements with developers and publishers when brands pay to offer products or gamers choose a pay-to-play option from the platform. Integration fees help the company cover up-front costs.

“It has to be bespoke integration,” says Pierce. “Nobody knows the players better than the developer and we don’t want to take them out of that world. I don’t want this to be something that in any way detracts from the gaming experience, but rather helps to make it more engaging.”

Pierce and his team are currently working to integrate the beta model of the platform into a handful of games, while at the same time adding prize providers and signing up brands, some of which he expects to be very big names. Rapid expansion of the company and its reach is expected to follow.

“The games we are working with early on are really great,” says Pierce. “When we get out into the market and people see how exciting this is as an engagement engine, I think we’ll soon have to scale up to put this in more and bigger titles. All brands want to be where their customers are, and their customers are playing games.”

This story was originally published at www.proactiveinvestors.com on Mar 1, 2017 and featured in The CSE Quarterly.

Learn more about Versus Systems at http://www.versussystems.com/ and on the CSE website at http://thecse.com/en/listings/technology/versus-systems-inc.