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Jennifer Prince, Twitter’s Head of Content Partnerships, Joins Board of Versus Systems

  2024-02-29 varietyTodd Spangler30790
Introduction

Versus Systems, a tech company that serves up brand offers as prizes to consumers inside games, apps, streaming video an

Jennifer Prince, Twitter’s Head of Co<i></i>ntent Partnerships, Joins Board of Versus Systems

Versus Systems, a tech company that serves up brand offers as prizes to consumers inside games, apps, streaming video and other content, appointed Twitter’s Jennifer Prince to its board of directors.

Prince, as global VP and head of content partnerships for Twitter, leads the social network’s worldwide efforts engaging with media entities and individual creators across TV, film, music, sports, news, lifestyle and gaming. Prior to joining Twitter in August 2013, Prince was head of industry for film and television at Google and YouTube. Earlier, she was SVP of advertising at Demand Media.

Versus launched an IPO on the Nasdaq in January and recently announced the acquisition of Xcite Interactive, which will let the company position its interactive rewards platform inside games, apps, streaming media, OTT and broadcast television.

Matthew Pierce, founder and CEO of Versus Systems, commented that Prince’s background “is unmatched and a perfect fit for Versus…. Jennifer is exactly what Versus needs as we grow our sales organization and expand our product offerings into interactive media to serve a wider range of content publishers across broadcast, sports, streaming, and live events.”

Prince added, “I couldn’t turn down an opportunity to advise an innovative and growing company in Versus, after learning how their prizing engine integrates into content, to surprise and delight consumers in content-first immersive experiences. The team is very impressive and I’m thrilled to join the Versus board to help drive impact and value with a team and technology that I believe in.”

L.A.-based Versus Systems has developed a proprietary prizing and promotions engine that allows
publishers, developers and creators of streaming media, live events, broadcast TV, games, apps,
and other content to offer real-world prizes inside their content. Audiences can choose from
among the offered prizes and then complete in-game or in-app challenges to win the prizes.

(By/Todd Spangler)
 
 
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