RewardString

Rewardstring, a social gaming platform, hasn't been launched yet.  There's a restriction to promote outside PeopleString before it officially launched.  But the facts show us so many ads have spreading out when we type a keyword on search engines.

At about mid-June 2010, announced a new facet of PeopleString purportedly issued to overcome the constraints of international members in order to obtain the same revenue with members from USA and Canada.

a letter came from up liner of up liner that spread on the PS forum:

RewardString, Coming July 2010

Get paid to help launch My Mad Millions in July. It's a new social game coming to RewardString that will compete with Mafia Wars and Farmville. The game is based on Brewster's Millions.
Play the game by spending $300,000,000 and win by having nothing to show for it at the end. Have fun living the lifestyle of the rich and famous while trying some of the most innovative new technology in social gaming.
In July, every member of PeopleString will automatically become a free member of RewardString! You don’t have to use the account and play the games but it is there as an option to earn some extra money and as another awesome way to promote your String. The games and applications will be monetized so members will earn money just by playing the games! You’ll receive 5 percent and 2 percent on money earned by those below you just like you do now on PeopleString as a free member.
This could become huge! Approximately 80 million people play these types of games daily. AppsGenius is the creator and owner of My Mad Millions - the first game to be revealed on RewardString. They have the same potential to reach millions of gamers. Just like other popular games, the games and applications on RewardString will work with Facebook!
If you want to upgrade your membership on RewardString and receive additional benefits beyond the free membership, you can do so by following the instructions below. If you want to remain a free member, you do not have to do a thing.
To upgrade, it is suggested that you clear your cookies and then go to RewardString  Look for the Join Today button. Then look for Already a member of PeopleString? Sign in. Sign in using your PeopleString username and password and then upgrade. If you don't follow these instructions, you'll become a stringless member and be assigned to someone's String - you won’t be in the same String that you are in on PeopleString.

So, why should you upgrade?
If you are currently a free member on PeopleString, you are earning 5 percent on the earnings of anyone who has signed up under you. You are also earning 2 percent on the earnings of anyone who has signed up under the people on your direct line. This goes five levels down! When you upgrade on RewardString, your percentages on RewardString AND PeopleString increase to 20 percent and 6 percent!!
If you are an entrepreneur on PeopleString, you are already receiving the higher percentages on PeopleString but your percentages on RewardString will only be 5 percent and 2 percent unless you upgrade.
Also, if you upgrade by July 5th, you'll receive 1000 guaranteed signups (referrals). This will happen over time as people join RewardString. These signups will be placed on your DIRECT level. Your RewardString line and PeopleString line are one in the same so these signups will also be on your direct level on PeopleString! After July 5th, the number of signups you will receive for upgrading will be decreased to 500.
There are other benefits listed on the site but I think the main benefits to upgrading are those listed above. I say this because the increased percentages make a huge difference and getting referrals can be time consuming and difficult. The cost to upgrade is $250.
If you are an entrepreneur, attend this week's E webinar. If you are a free member, watch for an invitation to a PeopleString-wide webinar to be hosted soon.
If you have any questions, please e-mail me.

Those free members who upgrades in RewardString will get Premium membership in PS; in the other hand, nowhere was it mentioned how much they will earn.  They will clearly have better earnings than free but it's doubted it will be at same level as PeopleString Entrepreneurs.

Every 'E' member is excited, anxious, or nervous about RewardString going live, so the free members.  Some, maybe, think sceptical about this social gaming platform.

RewardString Potential

Zynga Has Another Massive Hit On Its Hands – FrontierVille Blasts Past 5 Million Users FarmVille-maker Zynga has another huge hit on its hands. FrontierVille,  launched June 9,  is already up to 5 million daily active users.

Some other astounding stats:

  • 5.2 million people played FrontierVille yesterday.
  • 10 Million people have created homesteads and are on their way to creating a thriving frontier town.
  • Half a million people have gotten married (takes about 4-5 days)
  • 5 million settlers have visited friends (and 550 million tasks have been done)
  • 2.5 million settlers hired their friend to do chored.
  • 6.5 million players have engaged in chasing snakes away
  • 141 million total snakes have been clobbered)
  • 3 million players have scared the bear (87 million bears have been scared away)

Sources tell us Zynga is on its way to over $600 million revenues in 2010. The company makes its money by selling users in-game "virtual goods" that help them progress more quickly in the games. Read more Zinga.

How A Stupid Facebook Game Makes Zynga Millions

How is it possible that Facebook gamesmaker Zynga will turn in 2009 revenues approaching a reported $250 million -- making 90% of its money selling gamers nothing but virtual goods?

The answer we've given before is that, like arcade games from the 1980s, Zynga's social games charge people small amounts of money to reduce friction in games they are addicted to. But instead of paying another quarter for another life the way arcade gamers do, social gamers buy sub-machine guns in "Mafia Wars," and new farmland in "FarmVille" in order to level-up. But while this answer is technically correct, it leaves us cold. Worse, this answer doesn't make much sense if you've never actually seen a Facebook game.  It leaves us asking:  Really?

So, in order to figure out how these social games actually work - and make money - we decided to suck it up and get addicted to one. We picked FishVille, the latest hit from Zynga. It came out only in November, but already its monthly active users are up to 20 million people. It grew 4.68 million in the last week alone, according to Inside Social Games's AppData.  The object of FishVille is to build a magnificent virtual aquarium, full of spectacular fish and designer decorations. The way you do it is spending fake money to buy small fish for one price, and then, after tending to them for a few hours or days, selling them for more fake money then you paid. Then you use that money to buy more fish. If you want to speed your progress, you buy fake money with real money.

Farmville is a popular online game, usually played through Facebook, but now available on platforms including the iPhone.  I’ve played several similar games (like We Rule) and found it a baffling experience. The game was simultaneously boring and addictive. “Gameplay” consisted of laborious, mechanical management tasks, and demanded that the player constantly return to the game at specific times to harvest crops in order to get virtual currency, so you could…plant more crops and set your clock again. I kept waiting for something to “happen” to make it fun, but it never did. Why was this such a popular game? Also, as the game progressed, a bizarre social network effect came into play, where achieving many goals required the presence of friends playing the game. So I found myself in the position of asking around to see who else was playing this boring game, so I could get ahead. In a game that I was not enjoying, but was addicted to.  Why?!

To make things even worse, to advance in the game you can pay real-world money to get in-game benefits that save time and effort, allowing you to acquire virtual items like animals and buildings and stuff. It’s an amazing system: these game designers have devised a way to addict the player, then monetize that addiction by encouraging the player to bring in friends and (hopefully) pay real money to get ahead. Reportedly, Zynga (the company behind Farmville) raked in over $300 million in 2009 using this formula. Is this the best we can do with social gaming? How can this be, literally, the most popular videogame in America? Is it just that we’re all addicted and can’t give up, now that we’ve invested so much? (I would call this The Social Gamer’s Dilemma.)

Farmville is not a good game. While [author Roger] Caillois tells us that games offer a break from responsibility and routine, Farmville is defined by responsibility and routine. Users advance through the game by harvesting crops at scheduled intervals; if you plant a field of pumpkins at noon, for example, you must return to harvest at eight o’clock that evening or risk losing the crop. Each pumpkin costs thirty coins and occupies one square of your farm, so if you own a fourteen by fourteen farm a field of pumpkins costs nearly six thousand coins to plant. Planting requires the user to click on each square three times: once to harvest the previous crop, once to re-plow the square of land, and once to plant the new seeds. This means that a fourteen by fourteen plot of land—which is relatively small for Farmville—takes almost six hundred mouse-clicks to farm, and obligates you to return in a few hours to do it again. This doesn’t sound like much fun, Mr. Caillois. Why would anyone do this?

One might speculate that people play Farmville precisely because they invest physical effort and in-game profit into each harvest. This seems plausible enough: people work over time to develop something, and take pride in the fruits of their labor. Farmville allows users to spend their in-game profits on decorations, animals, buildings, and even bigger plots of land. So users are rewarded for their work. Of course, people can sidestep the harvesting process entirely by spending real money to purchase in-game items. This is the major source of revenue for Zynga, the company that produces Farmville. Zynga is currently on pace to make over three hundred million dollars in revenue this year, largely off of in-game micro-transactions. Clearly, even people who play Farmville want to avoid playing Farmville.

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