Playspan Media Center
Company Overview
PlaySpan™ is the game industry's first publisher-sponsored in-game commerce network. PlaySpan's patent-pending in-game search, commerce and micropayment technologies enable game publishers and developers to generate new revenues, acquire new users and extend the loyalty of existing users. Leading game providers and virtual world publishers have selected PlaySpan as their official marketplace for virtual goods. PlaySpan offers global payment solutions through its subsidiary PayByCash®, which has served the games industry for 10 years, supporting over 70 payment methods in over 180 countries. PayByCash’s widely distributed ULTIMATE GAME CARD® is the leading pre-paid card supported by over 200 online games and available in more than 12,000 retail locations across North America and soon worldwide. PlaySpan is headquartered in Silicon Valley with offices in Charlottesville, VA, Cincinnati, OH and Mumbai. Investors include Easton Capital, Menlo Ventures, STIC and Novel TMT Ventures
Visit Playspan on the web at http://playspan.com
Industry Praise for Playspan
Recent Coverage
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Study: Women spend more virtual currency than men
The Punch, July 26, 2010
According to a study by PlaySpan and VGMarket, women are spending twice as much as men online.
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Study: Female Spend On Virtual Items, Currency Double That Of Men
Worlds In Motion.biz, July 26, 2010
On a per-capita basis among virtual goods buyers, women are spending nearly twice as much as men, according to a new study conducted by PlaySpan and VGMarket, even though more men are buying virtual goods overall.
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Study: Women Buy More Virtual Goods
Game Stooge, July 24, 2010
PlaySpan and VGMarket have just released their findings on a study of the purchasing of virtual goods.Their results are of interest to developers and publishers, because understanding how and why people buy virtual goods helps them make better virtual goods to buy.
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Study: Women Buy More Virtual Goods
Casual Gamer Chick, July 23, 2010
PlaySpan and VGMarket have just released their findings on a study of the purchasing of virtual goods.Their results are of interest to developers and publishers, because understanding how and why people buy virtual goods helps them make better virtual goods to buy.
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Press Start: 'Halo: Reach' Xbox 360; Green Lantern game; women spend more virtually
USA Today, July 23, 2010
One of the early classic USA TODAY headlines went, "Women and men: still different". A new study by online game card seller PlaySpan and research firm VGMarket finds that is true in the virtual world, too.

