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A long time ago no one
knew what “to ’ meant…
?? ?
Today we want to let you
know of a new verb: to
SWACE
SWACER
…and a new type of person –
Young
Upwardly mobile
Tech-savvy
A Swacer would rather leave the house naked
than leave without their phone
Now let’s turn to the great
brands of the world
Ideal target audience of the
great brands is incredibly
resistant to advertising
THE PROBLEM
IDEAL
IDEAL BRANDS
If only there was a way to connect
with the
CONSUMERS
Passing
time
Competing
for points
Unlocking
achievements
Most of the apps offer just ways of:
…but no value outside the game
Here comes Swace with a great
solution to an existing problem
Swace is a blockchain-based
social gaming platform
where users gain rewards for
engaging with brands.
SWACE HAS
FINALLY ARRIVED
BRANDS
CUSTOMERS
connecting
with
…which results
in real-world
rewards
Swace offers socially
interactive games
Engagement scenarios
Any brand, any product can have a
game developed or adapted for it.
Emotions
(start 2018 I-IIQ)
Share moments with the brand
during a specified time to get
rewarded. Linking emotional,
photo-worthy moments in a user’s
life to the brand deepens the
quality of the user’s engagement
with the brand by associating these
emotions with the brand’s name.
Voting
(start 2018 I-IIQ)
Upload a picture in response to an
announced theme and try to collect
as many votes as possible from other
users. Engaging the competitive drive
and requiring creativity, this challenge
frame forms an association between
the brand and the excitement of the
competition.
Location
(start 2018 IIQ)
Visit a specified number of locations
over a given time period. Snap
pictures of the brand in action, share
the images and get rewarded. The
challenge involves habit building
principles – repetitive interaction
with a brand over a concentrated
span of time helps form loyalty.
AR
(start 2018 IVQ)
Users must spot 3D objects added to
certain locations using AR to earn
rewards. The use of the exciting
technology of Augmented Reality is
entertaining and also encourages
physical activity, increased attention and
curiosity. This makes the users feel
good about themselves and the brand.
Product testing
(start 2018 IIIQ)
The brand selects a specific
audience and gives them a new
product to test and get credible
feedback. The platform becomes a
substitute to extremely expensive
product testing research, providing
an opportunity to get realistic
feedback from a credible audience.
Private
(start 2018 IIIQ)
In this type of a game a brand can
choose to make a game password-
protected and/or displayed only
to users with invites. This way, the
platform can be used for the
company's internal needs, such
as motivating or rewarding the
employees.
Swace provides the
means for brands to
meet their customers in
a fun, engaging, and
rewarding way.
PUBLIC PRE-SALE IS LIVE
JOIN THE REVOLUTION
SWACE.IO
Swace pitch2

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Swace pitch2

  • 1.
  • 2. A long time ago no one knew what “to ’ meant…
  • 3. ?? ? Today we want to let you know of a new verb: to SWACE SWACER …and a new type of person –
  • 5.
  • 6.
  • 7. A Swacer would rather leave the house naked than leave without their phone
  • 8. Now let’s turn to the great brands of the world
  • 9. Ideal target audience of the great brands is incredibly resistant to advertising THE PROBLEM
  • 10. IDEAL IDEAL BRANDS If only there was a way to connect with the CONSUMERS
  • 12. …but no value outside the game
  • 13. Here comes Swace with a great solution to an existing problem
  • 14. Swace is a blockchain-based social gaming platform where users gain rewards for engaging with brands. SWACE HAS FINALLY ARRIVED
  • 17. Swace offers socially interactive games Engagement scenarios Any brand, any product can have a game developed or adapted for it.
  • 18. Emotions (start 2018 I-IIQ) Share moments with the brand during a specified time to get rewarded. Linking emotional, photo-worthy moments in a user’s life to the brand deepens the quality of the user’s engagement with the brand by associating these emotions with the brand’s name.
  • 19. Voting (start 2018 I-IIQ) Upload a picture in response to an announced theme and try to collect as many votes as possible from other users. Engaging the competitive drive and requiring creativity, this challenge frame forms an association between the brand and the excitement of the competition.
  • 20. Location (start 2018 IIQ) Visit a specified number of locations over a given time period. Snap pictures of the brand in action, share the images and get rewarded. The challenge involves habit building principles – repetitive interaction with a brand over a concentrated span of time helps form loyalty.
  • 21. AR (start 2018 IVQ) Users must spot 3D objects added to certain locations using AR to earn rewards. The use of the exciting technology of Augmented Reality is entertaining and also encourages physical activity, increased attention and curiosity. This makes the users feel good about themselves and the brand.
  • 22. Product testing (start 2018 IIIQ) The brand selects a specific audience and gives them a new product to test and get credible feedback. The platform becomes a substitute to extremely expensive product testing research, providing an opportunity to get realistic feedback from a credible audience.
  • 23. Private (start 2018 IIIQ) In this type of a game a brand can choose to make a game password- protected and/or displayed only to users with invites. This way, the platform can be used for the company's internal needs, such as motivating or rewarding the employees.
  • 24. Swace provides the means for brands to meet their customers in a fun, engaging, and rewarding way.
  • 25. PUBLIC PRE-SALE IS LIVE JOIN THE REVOLUTION SWACE.IO