financialbuzz.com, posted March 1, 2017
Player Rewards to Include Apparel, Energy Drinks, and More
Versus Systems, Inc. (CSE: VS) (CSE: VS.CN) (OTCQB: VRSSF) (FRANKFURT: BMVA) today announced a partnership with Rockstar, Inc., manufacturers of Rockstar Energy Drink, to expand the Versus in-game prize offerings for video gamers. Players will compete in-game for exclusive access to Rockstar events, apparel, and branded products.
"Rockstar is a perfect partner for the Versus engine," said Matthew Pierce, CEO, Versus Systems. "Events, apparel, gear, and the iconic Rockstar Energy Drink - these are ideal rewards for so many gamers in so many games. We can't wait to start offering Rockstar prizing, and the Rockstar lifestyle, inside all Versus-enabled games."
"Versus has built a robust engine that makes it easy for us to reward gamers for their in-game performance," said Jason May, EVP of Marketing, Rockstar, Inc. "Versus allows gamers select a prize, like the latest Rockstar apparel designs, to compete for in-game. Winners can look forward to more than leaderboard dominance - real prizes will actually show up on their doorstep. Rockstar supports gaming - Versus gives us a new, really cool way to reward players!"
“I’m a problem-solver. There’s nothing greater than that eureka moment when you’ve coded correctly and things come together.”
Kalisa studied math and astronomy in college. A few years out and not working in either industry, she knew she wanted a job that challenged and relied upon her natural ability for transforming complex logical thinking into something tangible. After tackling everything from tutoring to dj-ing she decided to learn how to code. Engineering combined the joy she found in problem-solving with turning equations into real-life solutions, satisfying her desire to build structures the world could actually use.
Marketwired.com, posted February 15, 2017
VANCOUVER, BRITISH COLUMBIA--(Marketwired - Feb. 15, 2017) - Versus Systems, Inc. (CSE:VS)(CSE:VS.CN)(OTCQB:VRSSF)(FRANKFURT:BMVA) today announced February speaking engagements for the company's founder and CEO Matthew Pierce.
UCLA Anderson PULSE Entertainment, Sports & Technology Conference: A UCLA Anderson School of Management MBA, a graduate of Stanford University, as well as current entrepreneurship lecturer at UCLA and UCLA Anderson, Versus CEO Matthew Pierce was tapped for the Future of Content panel discussion during the 8th annual PULSE conference. He was joined by executives from Fox, A&E Networks and KPMG in a discussion about the intersection of entertainment, technology and data. The PULSE conference also featured CEO and Chairman of CBS Les Moonves, Los Angeles Dodgers CEO Stan Kasten, and CEO of Def Jam Recordings Steve Bartels. (Conference Date: 2/10/17, PhotoLink)
[a]list summit: Competitive Gaming & eSports: The fastest-growing media segment is competitive gaming and eSports, a market opportunity Pierce and the Versus team seek to expand on behalf of all game developers, publishers, brands and gamers. The 14th annual [a]list summit brings together experts from this innovative media segment to educate marketers on how to engage and learn from experts in the space. Pierce will be discussing how brands can leverage competitive gaming's worldwide millennial and younger audience in the Reaching the Global Gaming Audience panel. [a]list summit will also feature speakers from Amazon, HTC, Blizzard, Coke, and TBS. (Conference date: 2/16/17)
Devil's Third Online Players Reap Real Rewards from Han Cholo, Tier 1, and Others
Marketwired.com, posted January 19, 2016
VANCOUVER, BRITISH COLUMBIA--(Marketwired - Jan. 19, 2017) - Versus Systems, Inc. (CSE:VS)(CSE:VS.CN)(OTCQB:VRSSF)(FRANKFURT:BMVA) today announced that the company's proprietary prizing platform will be integrated into Valhalla Games Studios International Ltd.'s "Devil's Third Online™" (DTO), in development as a free-to-play (F2P) launch for PC.
The Versus prizing platform allows video game developers and publishers, as well as advertisers and brands, to provide in-game prizing to game players and spectators. Versus takes advantage of an eSports landscape that Deloitte Consulting expects to grow at a 94% CAGR through 2018, as well as an in-game advertising market that could reach over $7.5 Billion annually in the U.S. alone. Versus offers prizes to players based on their in-game achievements and behaviors - prizes including gear, apparel, cash, concert tickets, downloadable content (DLC), and more. DLC represents another high-growth opportunity for video games, generating over $30 Billion annually.
"We are thrilled that 'Devil's Third Online' will be able to provide a totally different type of fun for our game players through our collaboration with Versus," said Tomonobu Itagaki, Chief Technology Officer of Valhalla Games Studios International Ltd. "DTO players can look forward to reaping real rewards for their skills, including accessories and apparel from Han Cholo; gaming gear and collectibles from Tier 1; cash and more."
By Gary C. Bizzo, Equities.com, published January 12, 2017
Do you have a twenty-something son at home? Does he have a great job, and after work comes home, has dinner then locks himself in his room till the wee hours? It could be anti-social behavior, or he could be a ‘gamer’. A gamer is someone who plays interactive video games and, believe me, there are a lot of both gamers and games out there.
The keyword here is interactive. Back in my day (remember Tetris?), playing a video game was a loner thing in an arcade or at home, but today, interactive games allow players to find competitors from anywhere, at any skill set. E-sports is the word for competitive gaming... and the stakes are high.
My son is 28 years old; the average age of a video game player in the US is 35, with women comprising about 41% according to Entertainment Software Association. The Bartle taxonomy of gamers identified four types of gamers: achievers, explorers, socializers and killers. I think they are all self-explanatory. Suffice to say, they are an engaging, vibrant, super-competitive community, and they are very serious about their games. A colleague of my wife actually takes two weeks vacation when the new games come out in November so he can be the first to buy and play them.
By Steven Wong, [a]list Daily, published November 28, 2016
As the tremendous rise of eSports has demonstrated, video games gain an extra sense of excitement when stakes are involved. However, developing the right prizing system requires a considerable amount of time and investment. Versus Systems looks to ease the process with a prizing platform that integrates directly into games, giving players seamless access to prizes that range from in-game add-ons to soft drinks and food, to live events such as concerts.
Versus works with developers and publishers for the prize structure and adhering to laws, which can be exceptionally tricky at times. In short, Versus handles all the work of managing prizes and competitions while leaving developers free to make the best game possible. At the same time, it identifies player characteristics such as age, location and in-game behaviors and matches them to digital and real-world prizes. Meanwhile, players select from a range of prizes, improving both engagement and enjoyment.
Versus announced today that it filed multiple patents that expand its “existing portfolio of prizing, promotion, and financial technologies that enable brands to reach the rapidly growing competitive gaming audience of players, spectators and broadcasters.” The platfrom is expected to launch later this year with a focus on PC and console games, but it’s platform agnostic, so mobile game integration may not be far off. Matthew Pierce, founder and CEO of Versus Systems spoke with [a]listdaily about the benefits of the prizing platform and how it can significantly improve engagement with games.
John O'Connell led a roundtable on in-game engagement at the D.I.C.E. Summit Europe in Barcelona on September 12.
John talked with key members of the US and European gaming community about engagement - specifically, what game publishers and developers can do to engage with the 99.999% of players, casters, and spectators who will never "go pro" in esports. "Technologies like Versus that provide all players with a chance to win prizes they really love, are going to be a huge part of in-game engagement going forward. Like online multiplayer and downloadable content, conditional prizing could become an industry standard." In addition to Versus, John discussed social, livestreaming, virtual crafting marketplaces, and other new technologies that are looking to grow alongside the eSports movement. The roundtable was an important opportunity for gaming executives to discuss services designed to proactively engage the majority of their players and advance their "eSports for all" initiatives.
The invitation to speak from the Academy of Interactive Arts and Sciences, comes on the heels of Versus' first D.I.C.E. in Las Vegas in February, where CEO Matthew Pierce led a successful roundtable with executives from Blizzard, Microsoft, Sony, Warner Bros and others.
The D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit Europe is an annual multi-day gathering of video game executives held in Barcelona, Spain. The conference differs from other conferences with its emphasis on the business and production sides of the industry - it is the European expansion of the annual North American D.I.C.E. Summit, held every February in Las Vegas, Nevada.
The conference specializes in providing a more intimate venue for select industry leaders to network. Attendees include C-level executives from Activision Blizzard, AMD, Bossa Studios, Electronic Arts, CCP, the ESA, the ESRB, Flare Games, Insomniac, IO Interactive, Microsoft, Nintendo, Riot Games, Sony Interactive Entertainment, Starting Point, Tencent, tinyBuild, Unity and more. For more information on the D.I.C.E. Summit please visit www.dicesummit.org.