Seth priebatsch biography
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Seth Priebatsch
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Seth Priebatsch
The Seth Priebatsch presentations support the important and relevant nature of gaming in society's future and the future of human interactions. As the founder and Chief Ninja of SCVNGR, a gaming platform that allows users to interact with real-life challenges, Priebatsch is fully immersed in the gaming industry. Prior to this position, Priebatsch created PostcardTech software, which creates interactive tours for CD-ROM and held an entrepreneurial position of DreamIT Ventures.
In terms of his education, Priebatsch attended Princeton University, before leaving to fulfill his entrepreneurial desire at SCVNGR. It is believed that the gaming framework is on its way to surpassing social frameworks and networks, this notion is thoroughly examined in the Seth Priebatsch presentations.
Featured Keynote - The Gaming-Dominated Decade
Seth Priebatsch Discusses the Weakening Influence of Social Media
In this keynote presentation, Princeton dropout Seth Priebatsch discusses the relevance and importance of gaming in the upcoming decade. Seth Priebatsch is the founder of SCVNGR, a gaming platform that… Read More
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SCVNGR
Social location-based gaming platform
SCVNGR (SCaVeNGeR) was a sociallocation-based gaming platform for mobile phones. SCVNGR was part game, part game platform.
History
[edit]SCVNGR was founded by Seth Priebatsch.[1]
In February 2011, it was speculated that SCVNGR had reached over 1 million users.[2] In March 2011, SCVNGR launched LevelUp, a mobile payments platform to increase engagement and loyalty at local businesses.[3]
As of 2021, scvngr.com redirects to thelevelup.com, a spinoff company and product[4] that was acquired by GrubHub in 2018.[5]
Description
[edit]The application had both a consumer and enterprise component. Companies, educational institutions, and organizations could build challenges, the core unit of their game, at places on SCVNGR from the web. The service also supported SMS.[6][7] SCVNGR built a game "layer" on top of the world.
Players could earn points by going places and doing challenges, and could broadcast where they were and their activities to their friends on Facebook and Twitter. By doing challenges, players could unlock badges and real-world rewards, such as discounts or free items. By June 2010, over 1000 companies, educational institutions, and or