Reg-CF live on Wefunder, now investing alongside the players. wefunder.com/influence.mobile →

The rewarded-gaming platform

Your audience plays. Everyone earns.

A new revenue line for brands and creators. A pipeline of high-value players for game developers. Funded entirely by mobile-gaming advertisers, paid to your audience in real cash and gift cards.

30-min intro call. Working scope or live pilot inside a week.

Inside the audience

Different players. Different rewards. The engine knows the difference.

Some players spend thousands a month. Some break even on play time alone. Some pocket coffee money. Game developers pay us to sort each one and pay them in proportion to what they bring. Three real patterns from inside the network:

Top-cohort spender
Representative portrait of Peggy

Peggy, 72

Plays every day across her favorite genres. Loves the games she plays and spends real money in them, sometimes thousands of dollars a month.

$19,000 over four years in cash and gift cards back, paid at the moments she'd spend most.
Engaged player
Portrait of Jamie

Jamie, 54

Spends a good amount of time on surveys for steady earnings. Picks games she actually loves and spends in them strategically to land Big Time Bonuses. Adds the occasional Boost on top.

$2,600 in the last year Cookware, small appliances, household goods, all paid for in gift cards earned across surveys, Big Time Bonuses, and the games she'd be playing anyway.
Casual player
Portrait of Marcus

Marcus, 44

Plays during breaks and before bed. Picks up easy surveys when they pop up. Doesn't spend in-game.

$20–$30 a month in cash and gift cards. Coffee and lunch money on games he'd play anyway.

Jamie is a real Influence Mobile player; her name and photo are used with her permission. Peggy and Marcus are representative profiles based on real players in our network; their names and photos are illustrative, while their behavior patterns and earnings are real and rounded.

Why you need us

The deal is easy. The engine is hard.

A brand can call a game developer and run one promotion. Brands do it all the time. What you can't do alone is track the attribution, filter the fraud, reward the right players for the right actions, and keep it all profitable while delivering world-class performance to the developer funding it. That's the engine. Nine years in mobile and six years of Rewarded Play built it.

The pricing layer

We know what each install is worth.

Nine years of mobile bid data across every casual genre, cohort, and time of day. Dynamic pricing tuned to each developer's day-7 ROAS goal, sharpened by 30M+ Rewarded Play installs.

Without it, the brand undersells the audience and the developer overpays. Both walk away.

The retention layer

We know which players will stay.

Live Player Health Score on every install. Fraud filtered at the door. Spenders identified by day 7. Each player routed to the game most likely to keep them.

Without it, the developer gets nothing back, the brand churns the audience, and the relationship dies in 30 days.

The connective layer

We move the money. All of it.

MMP integrations, gift-card fulfillment, advertiser settlement, player support, reporting. The plumbing that turns "you sent us a player" into "we paid you, the player got their reward, the brand got their cut."

Without it, nothing moves.

This isn't a niche. It's the biggest entertainment category in America.

170 million Americans play mobile games every week. The money comes from a tiny fraction of them.

Americans spend more on mobile games every year than on movies, concert tickets, and live sports tickets, combined. The spending is brutally concentrated into a tiny slice of players.

For every 10,000 of these 170 million American gamers, just 35 (0.35%) drive 75% of all in-app spending with game developers.

They are very, very important, and Peggy is one of them.

Spender tier Share of
in-app spending
Top spenders 35 of 10,000 · 7% of spenders 75%
Mid spenders 165 of 10,000 · 33% of spenders 22%
Low spenders 300 of 10,000 · 60% of spenders 3%
Non-spenders 9,500 of 10,000 · ~95% of all gamers 0%

Percentages reflect each tier's share of in-app spending only. Non-spenders still generate ad revenue.

About "spender": A player who has made at least one in-app purchase, ever, in a game we placed them into. Our 35% spender rate is driven by retention, not selection: we acquire the same audience mix any UA channel does; spenders stay for years while non-spenders cycle through. Inside that 35%, the top 7% of spenders drive 75% of in-app spending.

170M+
Weekly U.S. players

Americans who play mobile games every week. Every major brand and creator already shares an audience with them.

$120B+
Global category

Larger than the combined annual consumer spend on movies, concert tickets, and live sports tickets.

3.5+ yrs
Top-cohort tenure

Our top-cohort spenders have averaged 3.5+ years with us, still growing, because the cohort hasn't churned.

We built the engine that finds those players and keeps them, sharpened across six years of Rewarded Play and 30M+ installs. We did not stumble into this cohort. We built the platform that does it on purpose.

Independent measurement says so.

Proof, not promises.

Top 4 globally for player quality.

Independently measured.

Across the AppsFlyer Performance Index and the Singular ROI Index, the two leading third-party leaderboards in mobile advertising. See full rankings →

The leaderboard

Top 4 globally for player quality.

Ranked Top 4 across the AppsFlyer Performance Index and the Singular ROI Index, repeatedly, between 2022 and 2025. The only rewarded-gaming platform sitting on either list. See full rankings →

The customers

The largest game developers spend tens of millions with us every year — to find more Peggys.

The biggest names in mobile gaming come back to our platform year after year because the players they want most are the players we already have. They don't love being named publicly. They keep writing the checks anyway.

The track record

$250M in lifetime revenue. Inc. 5000 ×4. Founded 2012.

Three companies under one thesis since 2012. Inc. 5000 four years running (2021–2024). $250M+ in lifetime revenue with $60M peak top line. Now expanding to iOS and opening the platform to brand and creator partners.

What a launch looks like

Live and earning in about three months.

A co-branded rewards app, in your audience's hands, with real cash and gift cards flowing in from day one. No CapEx, no app build, no operating lift on your team.

A typical launch

A co-branded rewards app, live and earning.

A polished mobile app in your brand, where your audience earns real cash and gift cards by playing games funded entirely by major mobile-gaming advertisers. Configured to your audience, your category, and your tone.

What ships: your branded app on Android (iOS in 2026), a curated catalog of qualifying games, the gift-card rails, the player support, and the reporting back to your team. We run it. You promote it.

Exact timing varies by scope and approvals. Most partners go live three to four months from kickoff.

Find your fit

Two ways to work with us.

For brands & creators

Build a co-branded rewards app on our engine.

You bring the audience. We bring the technology, the publisher relationships, the operating playbook, and the engine that's been delivering $250M+ in advertiser revenue and ranked Top 4 globally for player quality.

Scope a partnership

30-min intro call. Working scope inside a week.

For game developers

Run a pilot inside our engine.

The user-acquisition channel ranked Top 4 globally for player quality. Six proprietary tools running on top of an audience with 7× the industry's spender concentration. First pilot can be live inside a week.

Run a pilot

First pilot live inside a week. No SDK changes.

Looking for the player app? Get Rewarded Play →