Tapping the 95% of gamers who don't pay

Bambi Francisco Roizen · April 6, 2010 · Short URL: https://vator.tv/n/eb5

Interview two with gWallet's Gurbaksh Chahal on monetizing the audience playing social games

In this second part of my three-part interview with Gurbaksh Chahal, CEO of gWallet, we continue the discussion on monetizing social networks. GWallet is a monetization platform for social gaming which raised $10.5 million in funding last fall. GWallet essentially allows members of social games to forgo paying cash to stay in the game.  

About one to two percent of those who play online games actually "pay" to play, said Chahal. To that end, gWallet's mission is to tap into the 95% of those who enjoy playing but don't like to take out their credit cards. Serving up video advertisements, such as movie trailers, has been one way gWallet has been able to convert those users into paying customers.

Watch this interview for more on how gWallet's offers and its screening policies to ensure it doesn't offer questionable ones.

See the first interview: The money engine behind social games.

Image Description

Bambi Francisco Roizen

Founder and CEO of Vator, a media and research firm for entrepreneurs and investors; Managing Director of Vator Health Fund; Co-Founder of Invent Health; Author and award-winning journalist.

All author posts

Support VatorNews by Donating

Read more from our "Interviews" series

More episodes

Related Companies, Investors, and Entrepreneurs

RadiumOne

Startup/Business

Joined Vator on

gWallet has built a next-generation ad platform that connects reputable advertising offers with consumers in social games and virtual worlds, while delivering higher conversions and revenue to publishers and developers.
Unlike the companies involved in “Scamville” recently, gWallet provides legit offers from top tier brands via its direct sales force. The company received $12.5 MM in funding from Trinity Ventures, Adams Street Partners and Stanford University.

32770

Gurbaksh Chahal

Joined Vator on