Talent introduces the club through their own channels and brings fans into the experience.
Game Club partnership
Everything to evaluate the partnership.
The economics, fan experience, operating model, publisher demand and deal structure behind a talent-led Game Club.
Economics
What could a Game Club be worth?
Adjust monthly active players from 50,000 to 1,000,000. Based on $5.50 in average monthly revenue per active player, a 25% cost allowance, then a 50/50 split.
50,000 monthly active players
~$1.2M estimated annual talent shareOur platform has already reached 1 to 1.5 million monthly active players. Earnings are illustrative estimates and are not guaranteed.
How it works
The club is simple.
Publishers fund player acquisition because the club's audience is engaged and measurable.
Influence Mobile connects fans, games, rewards and revenue inside one operated platform.
Fans discover mobile games, earn points and redeem rewards.
Games get active players; the club gets activity that powers rewards and revenue.
The fan experience
Fans play, earn and feel part of a branded community.
Discover games
Fans enter a club shaped around the talent's voice and the games they enjoy.
Play
They play mobile games and stay engaged through club moments and seasonal events.
Earn points
Points accumulate as they play and participate.
Redeem rewards
Influence Mobile funds and fulfills gift card rewards.
Responsibilities
Talent is the voice. Influence Mobile runs the business.
Talent
Bring authentic fan connection.- Introduce the club.
- Share the club and games they enjoy in their own voice.
- Keep fans engaged on an agreed schedule.
- Optionally provide special rewards or fan experiences.
Influence Mobile
Run everything else.- Build and operate the app.
- Fund and fulfill rewards.
- Handle customer support.
- Manage servers, licensing, privacy and compliance.
- Bring game-publisher relationships.
- Fund the minimum guarantee.
Publisher demand
Publisher demand already exists.
Publishers shown are current or past advertisers on Rewarded Play.
Publishers are willing to commit tens of millions to the right partnership.
Many publishers have spent tens of millions of dollars through Influence Mobile.
The deal
A guaranteed floor. Upside on top.
Build the plan
Agree on the promotional plan and how the club looks and feels.
Model the opportunity
Estimate annual potential based on audience, fit and promotional plan.
Minimum guarantee
Influence Mobile funds a minimum guarantee paid as an advance against the talent's revenue share.
Launch and grow
One-year renewable terms with a multi-year vision.
Track record
Previous affinity apps include familiar names.
Jillian Michaels / Ashley Tisdale / Shay Mitchell / Stan Lee / Jeff Gordon
Ideal partner
Upbeat and positive about mobile gaming.
Natural voice
Shares the games they actually play.
Brand fit
Comfortable being the face and voice of the club.
Next step
A model built around the right client.
Every Game Club is shaped around the talent's audience, voice and promotional plan. We're glad to build an initial model for any client you think could be a fit.
Back to overviewSources and notes
Sources: Newzoo (2025 mobile games revenue), Gower Street (2025 global box office), Omdia (2025 live music ticket sales), ESA 2026 Essential Facts, AppsFlyer via eMarketer (2025 gaming user acquisition spend). Publishers shown are current or past advertisers on Rewarded Play.
Earnings shown are illustrative estimates based on current average revenue per monthly active player and are not guaranteed.