Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Thursday, September 17, 2009

BillMyParents Goes Live with gPotato and Artix Entertainment

San Diego, CA – August 16, 2009 – Socialwise, Inc. (OTCBB:SCLW) today announced that its BillMyParents youth payment system has launched with the first two of five previously announced youth gaming partners. BillMyParents is going live with Artix Entertainment’s AdventureQuest Worlds (www.AQ.com), one of several web-based games owned by Artix Entertainment, and Gala-Net’s gPotato online games portal (www.gpotato.com). This marks the first time BillMyParents is available on third party sites. BillMyParents also expects to launch with Habbo, Outspark, and other yet-to-be announced online youth gaming sites in the near future. This launch with two significant youth gaming partners marks the beginning of the company’s multi-phased plan to quickly build a user base across multiple markets and establish BillMyParents as the leading youth payment system.

BillMyParents is now available to millions of gamers who play on Gala-Net’s gPotato online games and Artix Entertainment’s AdventureQuest Worlds. Teens and tweens can use BillMyParents to purchase virtual goods and virtual currency for game play upgrades inside Gala-Net’s gPotato online game portal and Artix Entertainment’s AdventureQuest Worlds’ virtual game worlds. The innovative BillMyParents payment system makes purchasing items an extremely simple process. Once a player has made their selection, BillMyParents sends an email notification to their parent, requesting approval of the purchase and completion of the transaction. The parent then has the option to deny their child’s request or to use a built-in chat function to ask for more information before making a final decision. To complete the transaction, the parent simply enters their payment information. The whole process can be completed within minutes without the teen ever gaining access to sensitive credit card details or other personal information.

“This aggressive drive into the youth gaming market is the beginning of our multi-phase plan to quickly build a user base, which can be leveraged across multiple markets,” commented Jim Collas, CEO of Socialwise. “Launching with Gala-Net and Artix Entertainment is a key step that builds on our long term strategy to become the most convenient and secure payment option for youth oriented online games. This is the first of several integrations planned in the coming weeks with other partners that will expose BillMyParents to a large number of teens and tweens in the online gaming space.”

Monday, July 20, 2009

SCLW Press Release. Gala-net

Gala-Net Joins Socialwise’s Roster Of Online Gaming Partners –
BillMyParents To Be Available To 20 Million Registered Gamers

Unique Payment System to Enable Teen and Tween Players to Purchase Premium Memberships and gPotato Virtual Currency without the Need for a Credit Card

San Diego, CA – July 20, 2009 – Socialwise, Inc. (OTCBB: SCLW) and Gala-Net, Inc. today announced that the BillMyParents payment system will be offered as a payment option on the gPotato gaming portal. By adding gPotato’s six online game titles and nearly five million registered users to existing BillMyParents online gaming partners, Socialwise will soon have the ability to provide payment services to more than 20 million registered gamers.

Through the gPotato partnership, teens and tweens will be able to use BillMyParents to purchase accessories and virtual currency for game play upgrades within gPotato’s virtual world. Once a player has made his selections, BillMyParents sends a notification to a parent or other adult guardian via email or mobile text. Parents can approve or deny each request individually or as a group, and communicate directly with the child through the BillMyParents chat option. To complete the transaction, the parent simply enters his or her credit card information. The entire BillMyParents process can be completed within minutes, and prevents the child from gaining access to sensitive credit card information or other personal details.

"As we integrate new partners over the next few months, we will gain exposure to a rapidly growing number of gamers currently totaling roughly 20 million registered users," noted Jim Collas, CEO of Socialwise, "and we believe online gaming represents a significant opportunity to expose BillMyParents to our target teen and tween demographics."

About BillMyParents
BillMyParents is the innovative new youth payment system that lets teens and tweens shop online without a credit card, while giving parents the ability to easily track and control their teen’s spending. With a simple email request and approval system, BillMyParents provides the independence young people crave and the control over spending that parents want - while ensuring that credit card numbers and personal information are kept safe and secure. BillMyParents is currently available as a payment system in select online retail environments, in addition to social network, virtual world and online gaming Web sites. Partners in the gaming world include Artix Entertainment, Habbo, and Outspark. BillMyParents is a division of Socialwise, Inc. For more information: www.billmyparents.com.

About Gala-Net
Founded in 2004, Gala-Net, Inc. together with its European subsidiary, Gala Networks Europe, Gala-Net is a leader in the thriving free-to-play online games in the western market. Headquartered in Sunnyvale, Calif., Gala-Net's diverse service portfolio includes Flyff, Rappelz, Tales Runner, Luna, Aika, and Allods. Through the games portal (http://www.gpotato.com) gamers can play any of Gala-Net's games for free, as well as buy in-game currency and virtual items for any of its games.

About Socialwise, Inc.
Socialwise™, Inc. (OTCBB:SCLW) is headquartered in San Diego, CA. For more information: www.socialwise.com.

Certain statements contained in this press release are "forward-looking statements" within the meaning of federal securities laws, including, without limitation, anything relating or referring to future financial results and planned business activities. Such statements are inherently subject to risks and uncertainties, which include, without limitation, those in Company reports filed with the SEC. The Company can give no assurance that such expectations will prove correct. Future events and actual results could differ materially from those statements.

Monday, May 18, 2009

SCLW- Penny Stocks - Reuters Blog

May 18th, 2009

“Don’t look at me, I’m just a kid — bill my parents!”

Posted by: Alexandria Sage
Tags: Shop Talk, , , , , , , ,

bill2Ah, youth. How free and easy it all seems. Especially after the launch of a new payments system, BillMyParents.

The system geared to teens and tweens — who ideally have good relationships with their hopefully indulgent parents — allows parents to approve purchases coveted by their kids and foot the bill.

The idea of the youth payment system is to capture some of the $40 billion spent by kids who end up shopping at traditional retailers only because without a credit card, they have no way to pay for stuff online, says the company’s chief executive, Jim Collas. Collas is the former chief technology officer for PC maker Gateway.

Whereas consumers have a host of options in online payments systems, including eBay’s PayPal, Google Checkout and Checkout with Amazon, Collas says his system is the most convenient for parents and teens.

Parents pay 50 cents per total transaction after they approve and pay for their kids’ shopping lists that are automatically sent to them via email or text, and merchants pay a percentage to BillMyParents.

Currently, BillMyParents is powered by Amazon.com with Amazon’s shopping cart integrated into the website. Kids can access the entire inventory of the global online retailer.

BillMyParents, which is owned by Socialwise Inc, plans to have up to a dozen more retailers participating within nine months and the ultimate goal is for the BillMyParents payment button to be integrated into the online retailers’ websites.

Besides the retail angle, Collas sees a huge opportunity in the gaming world, which allows kids to buy virtual goods online — a market estimated at over $1 billion — as they play their favorite video games.