Buy verified gaming participation—not another impression.
PLLAY enables brands and agencies to sponsor challenges, predictions and rewards inside gaming moments audiences already chose to watch or play.
Impressions, clicks and views all measure less than they claim to.
Impressions
Counted whether or not anyone looked. The unit of sale is an opportunity to be seen, not evidence that anyone was.
Clicks
A click measures a click, not a decision. It says a finger moved, not that the person understood or cared what they hit.
Passive viewing
Watch time records that attention happened, not what it meant. A viewer who left the tab open counts the same as one who was engrossed.
Verified participation
A person made a call, took an action, and the outcome was checked against the content itself. This is the one a brand can actually stand behind.
What a campaign can actually be built to do.
Awareness
Presence inside content the audience chose, rather than beside it.
Attention
A moment the audience is already leaning into, not a break they are waiting out.
Product association
The brand shows up inside the decision the audience is already making, not next to it.
Community engagement
A shared call or challenge the audience takes on together, not alone.
Content completion
A reason to stay through the reveal, rather than drop off before it.
Repeat participation
A standing or streak worth coming back to defend.
Qualified conversion
An action that already required a decision, carrying a path to what happens next.
Named formats, shaped around a moment a brand can fund.
Illustrative — this is a demonstration of the concept, not a recording of live product behaviour.
Clutch Moment
ResearchIllustrative: in the final round of a ranked match, fans predict whether the leading player closes it out before the clock runs down.
- Best surface:
- Live gameplay streams, at a genre's highest-tension moment.
- Brand objective:
- Awareness carried by the single moment an audience is already leaning forward for.
- Primary KPI:
- Completed predictions per clutch moment surfaced.
What Happens Next?
ResearchIllustrative: ahead of a boss fight or a match-deciding play, fans call which of several outcomes occurs first.
- Best surface:
- Any live or recorded broadcast with a recognizable upcoming decision point.
- Brand objective:
- Consideration — the interaction is shaped around the product question, not the brand name.
- Primary KPI:
- Reveal completion — participants who stayed for the verified result.
Beat the Creator
ResearchIllustrative: a creator sets a target on their own run — a score, a time, a condition — and the audience calls whether it holds.
- Best surface:
- Creator-led gameplay and speedrun-adjacent content.
- Brand objective:
- Engagement — a decision the audience made about a stake the creator set, not a passive view.
- Primary KPI:
- Repeat participation across the creator's later runs.
CTV Second Screen
ResearchIllustrative: watching a broadcast on a connected TV, the audience participates from a synced mobile companion without leaving the couch.
- Best surface:
- Connected-TV and FAST-channel broadcasts, paired with a mobile-web play surface.
- Brand objective:
- Reach into a living-room audience that a click-through ad cannot reach at all.
- Primary KPI:
- Exposed users who converted to a completed interaction.
Seasonal Network
ResearchIllustrative: a recurring interaction format runs across a full season or tournament, accumulating a leaderboard the audience returns for.
- Best surface:
- Season-long or tournament-long content across multiple creators or a single franchise.
- Brand objective:
- Audience learning — a season-long record of what an audience predicted, understood and came back for.
- Primary KPI:
- Repeat participation, measured across the full season rather than one moment.
Nine steps, from a brief to what it earns next time.
- 01Available
Brief
A brand or agency states the objective, audience and reward concept.
Scoped with our team today, in the first working session — there is no campaign console to log into instead. Captured through this page's campaign brief form (§8) and routed to the PLLAY team the same way every partner inquiry is today.
- 02Available
Platform match
PLLAY matches the brief against the creators, games or surfaces that fit it.
Selected from PLLAY's creator network with our team; there is no self-serve brand-facing marketplace yet.
- 03Available
Product selection
One or more of the five campaign products (§3) is shaped to the objective.
The five campaign concepts are illustrative packagings of the shipped Pulse mechanic — the PLLAY team shapes one to the brief for every engagement today; no self-serve product picker exists.
- 04Available
Creative and reward design
The question, the options and the funded reward are drafted for the brief.
Drafted by the PLLAY team for every campaign today. Autonomous, agent-drafted interactions are in development.
- 05Available
Approval
Nothing reaches an audience without the brand or agency seeing it first.
An approval step runs as part of the engagement with our team; there is no self-serve review queue yet.
- 06Available
Launch
The campaign runs against the agreed surfaces and audience.
Launch is real — predictions run today. Optimization runs as a team review between campaigns; an automated feedback loop is in development.
- 07Available
Verification
Every outcome is read off the content and settled once confidence clears the bar.
38 recorded broadcasts benchmarked, 31 auto-tier, 0 wrong auto-settles — recorded video only.
- 08Available
Reporting
Participation, completion and reward claims are reported against the objective the brief named.
The participation and verification records exist and are written per interaction, and shared back with every campaign.
- 09Available
Expansion
What produced real participation feeds into a larger surface or a longer engagement.
The PLLAY team reviews the record between campaigns today; an automated feedback loop is in development.
What a campaign actually reports.
Every field below is a definition, not a result — PLLAY has run no external brand campaign to source a benchmark from, so none appears here.
Eligible viewers
People present for the content the campaign ran against, and inside its eligibility rules.
Participants
People who took an action — not people who were served something.
Completed interactions
Interactions carried through to a resolved outcome, rather than opened and abandoned.
Repeat participants
People who came back for a second interaction. The signal that separates a novelty from a habit.
Reveal completion
How many participants stayed for the verified result rather than leaving at the call.
Reward claims
Funded rewards actually claimed, as distinct from rewards awarded.
Conversion
Actions carrying an attributable path to the outcome the objective named.
Cost per verified engagement
Campaign cost over completed, verified interactions — the denominator being an action, not an impression.
Exposed users
People the interaction was actually shown to, upstream of whether they took part.
Invalid-traffic exclusions
Participation patterns that do not resemble real people, identified and excluded before anything is reported.
Three ways to scope one.
Every tier is scoped directly with the PLLAY team — there is no self-serve checkout, and none of the three carries a published price.
Proof Campaign
6–8 weeks- One partner
- One surface
- One campaign
Platform Campaign
- Multiple games, creators or surfaces
- Full measurement
- Repeatable campaign formats
Network Sponsorship
- Cross-platform or seasonal ownership
- Advanced reporting and intelligence
What keeps a sponsored moment from becoming a liability.
Approved content inventory
AvailableWhich content a campaign may run against is defined and agreed before anything launches.
Content eligibility, category exclusions and age restrictions are set as terms of the engagement with the PLLAY team for every campaign today.
Campaign-level eligibility
AvailableAudience, geography and frequency rules are set for the campaign as a whole, not left to each interaction.
Content eligibility, category exclusions and age restrictions are set as terms of the engagement with the PLLAY team for every campaign today.
Transparent interaction and reward rules
AvailableHow to participate and what the reward is are stated on the experience itself, not buried in terms.
The same sponsor-disclosure requirement config/brands.ts's BRAND_CONTROLS records: a funded interaction identifies its sponsor on the experience itself.
Invalid-traffic exclusions
AvailableParticipation patterns that do not resemble real people, identified and excluded before anything is reported.
Fraud filtering runs on every campaign today — the same control config/brands.ts's BRAND_CONTROLS records.
Privacy-safe reporting
AvailableParticipation data is processed under a published privacy policy, with consent controls and a do-not-sell path.
The same privacy and consent control config/pulse.ts's COMPLIANCE section states for every Pulse interaction.
Emergency pause
In DevelopmentA capability can be switched off platform-wide without a deploy.
Capability flags already gate major functions in production — vision_autonomous_enabled, pulse_brand_campaigns_enabled — but there is no partner-facing pause control; today a flag change is an internal, PLLAY-operated action.
No consumer cash requirement
AvailableNo purchase is necessary and no entry fee is charged. A purchase cannot improve a participant's odds of winning anything.
The same rule config/pulse.ts's COMPLIANCE section states for every Pulse interaction — this page runs on the same mechanic.
The campaign mechanic ships today on Twitch, configured and run with the PLLAY team for every engagement — see /pulse for the product record. The five campaign products below are illustrative packagings of that mechanic; the workflow, measurement and safety sections describe how a real brief is actually run.
Bring us a campaign brief.
Tell us the platform, the moment and the audience — we will come back with the smallest campaign that proves it.