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

Recent Coverage

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  • A Third of Gamers Spend Real Money on Virtual Goods

    Digital Media Wire, August 8, 2011

    According to new research released by PlaySpan, nearly a third (31 percent) of gamers have purchased virtual content using real-world money, and over half of those buyers (57 percent) report doing so at least once a month.

  • Females Spending More Real Cash On Virtual Goods In Video Games Than Males

    Forbes.com, August 7, 2011

    It seems the virtual world of video games is replicating the real world mall, when it comes to the shopping habits of males versus females on in-game virtual goods. U.S. Gamers, whose online purchases of digital goods were once paid for largely by credits earned from advertiser offers, now say they are migrating to “real world” payment for digital goods using debit, credit and prepaid cards, according to a new study of online gamer behavior commissioned by PlaySpan, a Visa company, and undertaken by research firm VGMarket.

  • One in Three Gamers Has Purchased Virtual Content with Real Money

    MMO Crunch, August 6, 2011

    In a new study conducted by PlaySpan and VG Market it was revealed that almost 1 out of 3 gamers (31%) have purchased virtual game content using real money.

  • Over half of gamers purchase virtual goods, says report

    VideoGamer.com, August 5, 2011

    Based on a sample of 1000 gamers drawn from a VGMarket database, 57 per cent of gamer participants purchase virtual goods every month.

  • EA Superstar revenue ~$70 mil? Console still dominates.

    Gamasutra.com, August 5, 2011

    A new study by Visa’s PlaySpan and VG Market Study came out showing that roughly one third of all players spend money on virtual games.