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 share
$5.50average monthly revenue per active player
25%allowance for rewards, servers, licensing and operations
50/50split after cost allowance

Our 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.

Talent Fan connection

Talent introduces the club through their own channels and brings fans into the experience.

Game publishers Spend in

Publishers fund player acquisition because the club's audience is engaged and measurable.

Branded hub Game Club

Influence Mobile connects fans, games, rewards and revenue inside one operated platform.

Fans Play and earn

Fans discover mobile games, earn points and redeem rewards.

Mobile games Engagement

Games get active players; the club gets activity that powers rewards and revenue.

Audience
Acquisition spend
Game play
Rewards + revenue
The result: trusted fan connection becomes player engagement; publisher acquisition spend funds 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.

$50M+in gift card rewards already paid through the platform.
$0cost to join.
Optionalspecial rewards, experiences or charitable giving.

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.

Scopely King Peak Zynga Playtika Lion Studios

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.

$113Bspent on mobile games worldwide in 2025, about 50% more than movies and live music combined.
212MAmericans play video games every week, and mobile is the most popular way to play.
$25Ba year spent by publishers to reach new players.

The deal

A guaranteed floor. Upside on top.

1

Build the plan

Agree on the promotional plan and how the club looks and feels.

2

Model the opportunity

Estimate annual potential based on audience, fit and promotional plan.

3

Minimum guarantee

Influence Mobile funds a minimum guarantee paid as an advance against the talent's revenue share.

4

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

Top 4 Ranked Top 4 across the AppsFlyer Performance Index and the Singular ROI Index, repeatedly, between 2022 and 2025. Founded in 2012. Inc. 5000 four years running (2021-2024). Nine years in mobile and six years of Rewarded Play.
$250M+ lifetime revenue.
30M+ Rewarded Play installs.
$50M+ in gift card rewards already paid to players.

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 overview

Sources 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.