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With the goal to further enable One:One / One:Many / Many:Many interactions for commerce via emerging media, Pure Verticals is committed to connecting people with the products, services and messages that are most relevant to their interests and opening new revenue channels for businesses, site owners and content creators.
Our patent pending technology platforms were designed specifically to provide social networks, virtual community members/owners, bloggers, gaming environments and any user-generated content focused outlet the tools to create revenue through targeted and relevant product and advertising endorsements.
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eProcurement to Virtual Community Platform (e2VC) |
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USPTO: Patent-Pending
Available for licensing
Summary
The e2VC platform is a breakthrough in B2B marketplace and virtual community revenue opportunities, allowing businesses the unique ability to directly sell and advertise their products and services to external virtual communities, such as social networks, online gaming communities, virtual worlds and the like, in a highly targeted and controlled manner.
Market Opportunities:
- eProcurement Sites (horizontals & verticals)
- B2B Marketplaces/Exchanges (horizontals & verticals)
Please contact us for e2VC licensing opportunities or to assist you in answering any questions you might have regarding our technologies or properties.
Keywords: eProcurement, B2B marketplace, B2B Exchange, social networks, gaming communities, virtual worlds, monetization, revenue, direct sales |
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Monetization of User Generated Content Platform (MUGC) |
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USPTO: Patent-Pending
Available for licensing in all industries
Summary
The MUGC platform allows end users complete control of the brands they wish to promote within their user generated content (UGC), and allows for a rich blend of revenue-sharing opportunities.
Market Opportunities:
- Social Networks
- Gaming Communities
- Virtual Worlds
- User-generated content sites
Please contact us for MUGC licensing opportunities or to assist you in answering any questions you might have regarding our technologies or properties.
Keywords: user-generated content, social networks, gaming communities, virtual worlds, monetization, revenue |
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