With your efforts and achievements in the virtual world, a bit of real-world rewards-this is what foreign KIIP and domestic vtime are doing. KIIP, the yellow-skinned white-core, has already accumulated 15.3 million of billions of dollars in funding, and is said to have recently been interested in entering China, and Vtime, a native, revealed to 36 Krypton, who also last month harvested millions of Yuan pre-a from China Venture Capital Limited ("China VCs").
As we described earlier, Vtime is a kind of game reward platform similar to KIIP. The essence of the platform is an advertising alliance in which the brand Chamber of Commerce provides rewards, and game developers embed the SDK to reward the implant, and the user uses their remaining attention in return for rewards. Brand, game, user, these three together will produce a multi-party win: brands can reach potential consumers in a friendlier way (with data showing that the rewards are much more effective than average display ads), game developers can get a complementary income and provide users with a richer incentive, And users let their efforts in the virtual world to get a realistic return.
Not long ago Kiip founder Brian Wong Wong a trip to China and met Vtime founder Chunya. Brian is said to have expressed interest in the Chinese mobile gaming market in two chats, with the intention of entering China (see KIIP's international expansion). This means that if vtime cannot work with KIIP, the two will become direct rivals.
In fact, even to the competition, vtime is not necessarily bad. In Chunya view, at present in the domestic game rewards the biggest difficulty or brand of this form of advertising is not recognized. Without the infusion of brand resources, the platform game is obviously not going to play, so the domestic may need to have a heavyweight player to complete market education.
On the product, Vtime is also walking a way that is not the same as KIIP. KIIP reward information mainly in the form of banner, click Banner to complete the exchange. And Vtime will be on-line an integral mall, the user's prize redemption in the mall completed, interactive mode may become more active and interesting. In the coverage of the application type, vtime is jumping out of the game category, to try and alarm clock, sports and other needs of the built-in incentive mechanism of the application of cooperation. Vtime's vision for the future, in fact, is to become a universal integration platform covering a variety of apps. The points that the user obtains in the different applications can be aggregated to the same account, which can be exchanged to the reward product of any brand through the mall.
In fact, "Cross application integration platform" seems to be one of the directions KIIP is trying to do, KIIP has worked with a number of personal task management tools (such as Any.do), and also launched an integral wallet kiipsake earlier. If the game rewards platform such as KIIP and Vtime can jump out of the limits of "game" and "reward" and become a universal integration platform with O2O nature (which triggers offline behavior) and CRM, I would like to open up new imaginary space.
Zoom in on this, there are a lot of mobile games around the service and tools in the past year to surface, for example, using the SDK to do video recording and sharing of games Kamcord, to provide friends in the game Ktplay, play the voice of the "PK hand Voice"-the common features of these projects are breaking games and games , user and user barriers. These products from the bottom of the game, the future has the opportunity to become a certain degree of social access, as YY did in the same time.
Another angle to consider the problem. I think that the internet has been trying to create a virtual map of the real world, the virtual world from reality projection, but with the reality of fragmentation-the game is the most typical of this period. And from now to the visible future, the mission of the Internet should be to try to reconnect the two worlds, and even project the impact of the virtual world to reality, SNS, O2O, AR, IoT, wearable equipment are the practice under this goal. On a kind of reward platform such as KIIP and Vtime, where these companies are working to equate your activities in the virtual world with the gains and losses of the real world, does it imply some kind of intrinsic trend? Interesting question.