<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title><![CDATA[null]]></title><description><![CDATA[null]]></description><link>https://news.super.one/</link><image><url>https://news.super.one/favicon.png</url><title>null</title><link>https://news.super.one/</link></image><generator>Ghost 5.78</generator><lastBuildDate>Sun, 24 May 2026 15:27:56 GMT</lastBuildDate><atom:link href="https://news.super.one/rss/" rel="self" type="application/rss+xml"/><ttl>60</ttl><item><title><![CDATA[Sponsorship ROI Is Real, but Clubs Still Cannot Price Fan Identity]]></title><description><![CDATA[Football sponsorship ROI is measured for sponsors, never for clubs. Real Madrid earns ~EUR 1.77 per follower. Fan identity monetisation remains unpriced.]]></description><link>https://news.super.one/football-sponsorship-roi-real-clubs/</link><guid isPermaLink="false">6a0daadc25c0a50efdf72633</guid><category><![CDATA[Social Feedback]]></category><dc:creator><![CDATA[SuperOne Admin]]></dc:creator><pubDate>Wed, 20 May 2026 12:36:44 GMT</pubDate><media:content url="https://news.super.one/content/images/2026/05/thumbnail_sponsorship_roi_is_real_but_clubs_still_cannot_pri.webp" medium="image"/><content:encoded><![CDATA[<ul><li><a href="#eur-177-per-follower-the-roi-question-nobody-asks-the-club">EUR 1.77 Per Follower: The ROI Question Nobody Asks the Club</a></li><li><a href="#how-the-model-works-clubs-as-inventory-sponsors-as-price-setters">How the Model Works: Clubs as Inventory, Sponsors as Price-Setters</a></li><li><a href="#the-barcelona-spotify-case-study-what-happens-when-a-platform-prices-the-shirt">The Barcelona-Spotify Case Study: What Happens When a Platform Prices the Shirt</a></li><li><a href="#the-bernabeu-paradox-eur-1-billion-in-revenue-near-zero-in-owned-fan-data-yield">The Bernabeu Paradox: EUR 1 Billion in Revenue, Near-Zero in Owned Fan Data Yield</a></li><li><a href="#why-exposure-metrics-entrench-the-problem">Why Exposure Metrics Entrench the Problem</a></li><li><a href="#where-participation-revenue-enters-the-commercial-stack">Where Participation Revenue Enters the Commercial Stack</a></li><li><a href="#what-the-bernabeus-next-sponsorship-cycle-will-reveal">What the Bernabeu&apos;s Next Sponsorship Cycle Will Reveal</a></li></ul><h2 id="eur-177-per-follower-the-roi-question-nobody-asks-the-club">EUR 1.77 Per Follower: The ROI Question Nobody Asks the Club</h2><img src="https://news.super.one/content/images/2026/05/thumbnail_sponsorship_roi_is_real_but_clubs_still_cannot_pri.webp" alt="Sponsorship ROI Is Real, but Clubs Still Cannot Price Fan Identity"><p>Every major sponsorship valuation framework measures the same thing: whether the sponsor received adequate return. Nielsen&apos;s media equivalency models, Deloitte&apos;s commercial benchmarks, league-mandated exposure audits. All ask whether the brand got value from the club. None invert the question. What is the club&apos;s return on its own fan relationships?</p><p>Consider <a href="https://www.realmadrid.com/en-US?ref=news.super.one">Real Madrid</a>. Total revenue of EUR 831M (<a href="https://www.deloitte.com/uk/en/services/financial-advisory/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte Football Money League, 2024</a>). A combined social following of 470M across platforms (<a href="https://football-observatory.com/-Reports-?ref=news.super.one">Football Observatory, 2024</a>). Ranked the most valuable football brand on earth (<a href="https://brandfinance.com/press-releases/spanish-teams-on-top-brand-finance-releases-2025-ranking-of-the-50-most-valuable-football-brands?ref=news.super.one">Brand Finance Football 50, 2024</a>). Divide total revenue by total digital following and the figure lands at roughly EUR 1.77 per follower. That includes everything: matchday receipts, broadcast distributions, commercial partnerships. Strip it back to direct digital yield per follower, the revenue a club extracts from the digital relationship itself, and the figure drops to single-digit cents.</p>
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<table>
<thead>
<tr>
<th>Platform / Sector</th>
<th>Approx. Annual Revenue Per Account</th>
<th>Source</th>
</tr>
</thead>
<tbody>
<tr>
<td>Netflix (<a href="https://news.super.one/from-bedrooms-to-boardrooms-how-the-live-streaming-industry-exploded/">streaming</a>)</td>
<td>~$140 / ~EUR 128</td>
<td>Netflix IR, 2024</td>
</tr>
<tr>
<td>Spotify (streaming/audio)</td>
<td>~EUR 54 (EUR 4.50/mo blended ARPU)</td>
<td>Spotify IR</td>
</tr>
<tr>
<td><a href="https://www.ea.com/games/ea-sports-fc?ref=news.super.one">EA Sports FC</a> (gaming, Ultimate Team avg.)</td>
<td>~EUR 60&#x2013;80 (blended across active players and licence)</td>
<td>EA Investor Reports</td>
</tr>
<tr>
<td>Starbucks Rewards (loyalty program)</td>
<td>~$200 / ~EUR 183</td>
<td>Starbucks fiscal filings</td>
</tr>
<tr>
<td>Top-tier football club (total rev / digital follower)</td>
<td>~EUR 1.77</td>
<td>Deloitte DFML / <a href="https://football-observatory.com/-Reports-?ref=news.super.one">Football Observatory</a></td>
</tr>
<tr>
<td>Top-tier football club (direct digital yield only)</td>
<td>Single-digit cents</td>
<td>Estimated; no club discloses</td>
</tr>
</tbody>
</table>
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<p>Football clubs, commanding arguably the deepest emotional loyalty of any consumer category, sit at EUR 1.77 across all revenue lines and single-digit cents on the digital relationship alone. The gap is two orders of magnitude.</p><p>This is a failure of measurement. No major club operates an internal pricing model for fan identity. No commercial team reports a per-<a href="https://news.super.one/digital-monetization-football-billion-fans/">fan revenue</a> figure the way a streaming platform reports ARPU. Sponsorship ROI discourse treats the club as inventory to be valued by the buyer, not as a platform capable of pricing its own audience. Whether <a href="https://news.super.one/digital-monetization-football-billion-fans/">digital monetization in football</a> will eventually force a different framing is the central question.</p><h2 id="how-the-model-works-clubs-as-inventory-sponsors-as-price-setters">How the Model Works: Clubs as Inventory, Sponsors as Price-Setters</h2><p>A club packages access to its audience and a sponsor purchases that access at a negotiated rate. At every stage, the buyer&apos;s analytics define the asset&apos;s worth. The club supplies inventory. The sponsor sets the price.</p><p>Commercial and sponsorship revenue represents the single largest income category for elite European clubs, accounting for over 40% of total revenue at the highest-earning tier (<a href="https://www.uefa.com/news-media/news/028a-1a2fad734da9-ea895f3058dc-1000--record-revenue-highlighted-in-new-look-uefa-club-finance-a/?ref=news.super.one">UEFA Club Licensing Benchmarking Report</a>). Direct-to-fan digital revenue remains negligible (<a href="https://www.deloitte.com/uk/en/services/financial-advisory/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte Football Money League, 2024</a>).</p><p>Consider a typical front-of-shirt sponsorship at the elite tier, worth between EUR 50M and EUR 70M per year. According to Nielsen Sports Sponsorship Valuations (Nielsen Sports), digital and social media impressions now account for 40% to 60% of the total media value a sponsor attributes to the deal. The majority of the value increasingly originates from the club&apos;s digital audience, not from the physical stadium. Yet the club has almost no independent ability to measure, verify, or reprice that digital component.</p><p>Engaged fans spend six times more than passive followers across all commercial categories (<a href="https://www.deloitte.com/uk/en/services/consulting-financial/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte Sports Business Group</a>). Yet clubs possess no scalable mechanism to identify which fans sit in that cohort, segment them by behaviour, or monetize them directly. That value accrues instead to intermediaries: social platforms capturing attention data, broadcasters controlling viewing relationships, sponsors running their own CRM on top of club-sourced impressions.</p><p>The clubs built the loyalty. Everyone else built the ledger.</p><h2 id="the-barcelona-spotify-case-study-what-happens-when-a-platform-prices-the-shirt">The Barcelona-Spotify Case Study: What Happens When a Platform Prices the Shirt</h2><p>In 2022, <a href="https://www.fcbarcelona.com/en/?ref=news.super.one">FC Barcelona</a> signed a four-year front-of-shirt sponsorship with Spotify worth a reported EUR 280M total, roughly EUR 70M per year (<a href="https://www.fcbarcelona.com/en/?ref=news.super.one">FC Barcelona official announcement, 2022</a>). Barcelona&apos;s total revenue last year was roughly EUR 800M (<a href="https://www.deloitte.com/uk/en/services/financial-advisory/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte DFML, 2024</a>), meaning the Spotify shirt deal alone represented roughly 9% of all club income.</p><p>Barcelona&apos;s combined social media following at the time stood at roughly 400 million accounts (<a href="https://football-observatory.com/-Reports-?ref=news.super.one">Football Observatory</a>). Spotify&apos;s own blended ARPU sat at roughly EUR 4.50 per month, or about EUR 54 per year (Spotify IR). EUR 70M per year divided by 400M followers equals roughly EUR 0.175 per follower per year. Eighteen cents per fan for access to one of the most emotionally engaged consumer bases on earth.</p><p>Spotify&apos;s own cost of acquiring a new subscriber through paid marketing channels is estimated at between EUR 5 and EUR 15. The shirt deal gave Spotify access to 400 million potential conversion targets at a fraction of its normal acquisition cost. Barcelona, lacking any first-party data layer, could not independently verify what its audience was worth to Spotify and could not capture any downstream conversion value. Frankly, any other industry would call this a mispricing of the underlying asset. When the buyer understands the per-fan economics better than the seller, the buyer captures the surplus.</p><h2 id="the-bernabeu-paradox-eur-1-billion-in-revenue-near-zero-in-owned-fan-data-yield">The Bernabeu Paradox: EUR 1 Billion in Revenue, Near-Zero in Owned Fan Data Yield</h2><p>Real Madrid&apos;s Bernabeu renovation is the most ambitious venue infrastructure project in European football. Normalized figures are expected to exceed EUR 1 billion as the renovated venue reaches full commercial operation (<a href="https://www.deloitte.com/uk/en/services/financial-advisory/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte Football Money League, 2024</a>). Also entirely venue-bound.</p><p>For the roughly 80,000 matchday visitors, the club captures transactional data. Across platforms, Real Madrid&apos;s combined social following stands at 470M (<a href="https://football-observatory.com/-Reports-?ref=news.super.one">Football Observatory, 2024</a>). For the other 469.9 million, the club holds almost nothing. No behavioural profiles, no purchase intent signals, no first-party identity data at scale. Social platforms own the graph. Sponsors rent access to it.</p><p>Physical commercial sophistication: world-class. Digital commercial sophistication: early-stage at best. Revenue from the stadium is priced by the club. Revenue from the digital following is priced per impression, by someone else, on someone else&apos;s platform.</p><h2 id="why-exposure-metrics-entrench-the-problem">Why Exposure Metrics Entrench the Problem</h2><p>Deloitte has noted that actionable fan data represents the next commercial frontier for clubs (<a href="https://www.deloitte.com/uk/en/services/financial-advisory/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte Football Money League, 2025</a>). Yet no existing framework provides disaggregated economics: what is a follower worth in direct digital revenue today versus what that identity could yield if the club owned the conversion layer?</p><p>Netflix, Spotify, EA Sports, and Starbucks all share a common trait: they own the identity layer. They know who their customers are, what those customers do, and what each is worth in direct revenue. Football clubs, despite commanding deeper emotional loyalty, operate without that layer. The result is not just lower revenue per fan. It is the inability to even calculate the metric.</p><h2 id="where-participation-revenue-enters-the-commercial-stack">Where Participation Revenue Enters the Commercial Stack</h2><p>Participation revenue describes income generated when fans actively do something (play, predict, compete, collect) on a club-controlled or club-partnered layer, producing first-party identity data and direct monetization simultaneously. Where <a href="https://news.super.one/digital-monetization-football-billion-fans/">direct digital monetization</a> encompasses any revenue a club generates through owned channels, participation revenue specifically targets converting passive social followers into identified, behaviourally profiled, directly addressable participants.</p><p><a href="https://news.super.one/what-is-superone/">SuperOne</a>, a competitive fan engagement platform founded by <a href="https://news.super.one/what-is-superone/">Andreas Christensen</a>, is building for this layer. SuperOne runs trivia-based gameplay across football and other verticals, reporting 7 million games played across 90,000 players in 150+ countries, with 150,000 gameplay hours logged in the past twelve months (company data). Distribution infrastructure includes a technology partnership with <a href="https://www.bytedance.com/?ref=news.super.one">ByteDance/TikTok</a> for social reach and AWS/<a href="https://aws.amazon.com/sports/?ref=news.super.one">AWS ProServ</a> for cloud architecture.</p><p>A club with 100 million social followers that activates 1% into identified participants at a conservative annual yield of EUR 5 per participant generates EUR 5 million in direct revenue from a cohort that previously produced nothing attributable. At 3%, the figure reaches EUR 15 million. Whether SuperOne delivers these outcomes at the scale required by top-tier clubs remains to be demonstrated. No independently audited case study exists yet. The question is which platform can convert passive reach into owned, priced, first-party relationships at a cost of acquisition that makes the unit economics work.</p><h2 id="what-the-bernabeus-next-sponsorship-cycle-will-reveal">What the Bernabeu&apos;s Next Sponsorship Cycle Will Reveal</h2><p>Real Madrid&apos;s Emirates front-of-shirt deal and adidas kit supplier agreement both approach renewal windows in the 2025-2027 cycle. These negotiations will be the first major test of whether a club ranked as the most valuable football brand in the world (<a href="https://brandfinance.com/press-releases/spanish-teams-on-top-brand-finance-releases-2025-ranking-of-the-50-most-valuable-football-brands?ref=news.super.one">Brand Finance Football 50, 2024</a>) attempts to price fan identity access into the deal structure, or whether it continues selling exposure inventory at rates determined by the sponsor&apos;s measurement stack.</p><p>Barcelona&apos;s Spotify deal demonstrated the current equilibrium: a data-native buyer paid EUR 0.175 per follower per year for access to an audience whose per-identity value it understood better than the club did. If Real Madrid&apos;s next shirt deal moves the per-follower figure meaningfully higher by bundling first-party data access or participation-layer integration, the <a href="https://news.super.one/superone-brings-a-new-era-of-disruption-in-mobile-gaming-and-business/">market</a> will have begun pricing fan identity. If the structure remains exposure-based, the gap persists for another cycle.</p><p>The club that first publishes a per-fan-identity yield metric in its annual accounts will redefine how sponsorship ROI is benchmarked across the industry. That disclosure, not the deal value headline, is the figure worth watching.</p><hr><p><em>SuperOne is building fan engagement infrastructure for football clubs. 7 million games played across 150+ countries, with technology partnerships including ByteDance/TikTok and AWS. Clubs and partners evaluating the category can contact the SuperOne team directly.</em></p>]]></content:encoded></item><item><title><![CDATA[Football Has 5 Billion Fans. Why Is Direct Digital Monetization Still Early?]]></title><description><![CDATA[Football commands 5 billion fans but extracts single-digit cents per fan in direct digital revenue. We disaggregate the football fan revenue gap.]]></description><link>https://news.super.one/digital-monetization-football-billion-fans/</link><guid isPermaLink="false">6a07116625c0a50efdf72290</guid><category><![CDATA[Social Feedback]]></category><dc:creator><![CDATA[SuperOne Admin]]></dc:creator><pubDate>Fri, 15 May 2026 12:28:22 GMT</pubDate><media:content url="https://news.super.one/content/images/2026/05/thumbnail_football_has_5_billion_fans_why_is_direct_digital.webp" medium="image"/><content:encoded><![CDATA[<ul><li><a href="#eur-222-per-follower-disaggregating-footballs-revenue-per-fan-problem">EUR 2.22 Per Follower: Disaggregating Football&apos;s Revenue-Per-Fan Problem</a></li><li><a href="#the-benchmark-gap-football-clubs-vs-digital-native-entertainment-platforms">The Benchmark Gap: Football Clubs vs. Digital-Native Entertainment Platforms</a></li><li><a href="#the-identity-crisis-360-million-followers-fewer-than-3-million-known">The Identity Crisis: 360 Million Followers, Fewer Than 3 Million Known</a></li><li><a href="#why-fan-tokens-and-club-ott-failed-as-monetization-layers">Why Fan Tokens and Club OTT Failed as Monetization Layers</a></li><li><a href="#the-participation-layer-thesis-where-fan-engagement-infrastructure-fits">The Participation Layer Thesis: Where Fan Engagement Infrastructure Fits</a></li><li><a href="#what-the-eur-222-figure-looks-like-in-18-months">What the EUR 2.22 Figure Looks Like in 18 Months</a></li></ul><h2 id="eur-222-per-follower-disaggregating-footballs-revenue-per-fan-problem">EUR 2.22 Per Follower: Disaggregating <a href="https://news.super.one/football-fandom-in-the-multi-platform-world-superone-ready-to-step-in-2/">Football</a>&apos;s Revenue-Per-Fan Problem</h2><img src="https://news.super.one/content/images/2026/05/thumbnail_football_has_5_billion_fans_why_is_direct_digital.webp" alt="Football Has 5 Billion Fans. Why Is Direct Digital Monetization Still Early?"><p><a href="https://www.fcbarcelona.com/en/?ref=news.super.one">FC Barcelona</a> generated approximately EUR 800M in total revenue last year (<a href="https://www.deloitte.com/uk/en/services/financial-advisory/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte Football Money League, 2025</a>). The club&apos;s combined social media following stands at roughly 360 million accounts across platforms (<a href="https://football-observatory.com/-Reports-?ref=news.super.one">Football Observatory</a>, 2024). Divide one by the other and the figure is EUR 2.22 per follower per year. That number includes everything: broadcast distributions, matchday receipts, the EUR 70M Spotify naming-rights deal (Reuters, 2022), Nike&apos;s approximately EUR 127M annual kit contract, and licensing income from EA Sports and <a href="https://www.konami.com/games/eu/en/?ref=news.super.one">Konami</a>.</p><p>Strip away broadcast and matchday, which flow from competition entry and stadium capacity rather than any digital relationship, and commercial revenue accounts for 40 to 45 percent of the total (<a href="https://www.fcbarcelona.com/en/?ref=news.super.one">FCB annual disclosures</a>; <a href="https://www.deloitte.com/uk/en/services/consulting-financial/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte Football Money League</a>, 2025). The direct digital component, revenue generated through owned platforms where the club holds the fan relationship, contributes single-digit cents per follower per year.</p><p>This is, plainly, a measurement problem masquerading as a monetization problem. Football commands the largest addressable entertainment audience on earth, estimated at five billion <a href="https://news.super.one/superone-a-fandom-metaverse/">fans</a> globally (<a href="https://www.fifa.com/?ref=news.super.one">FIFA, 2024</a>). Yet its per-fan digital yield sits orders of magnitude below structurally comparable digital entertainment businesses. The rest of this analysis disaggregates why.</p><h2 id="the-benchmark-gap-football-clubs-vs-digital-native-entertainment-platforms">The Benchmark Gap: Football Clubs vs. Digital-Native Entertainment Platforms</h2><p>The comparison is straightforward once the numbers are assembled.</p>
<!--kg-card-begin: html-->
<table>
<thead>
<tr>
<th>Platform / Sector</th>
<th>Annual Revenue Per User</th>
<th>Direct Relationship</th>
<th>Data Ownership</th>
</tr>
</thead>
<tbody>
<tr>
<td>Netflix</td>
<td>~$140</td>
<td>100% direct, authenticated</td>
<td>Full</td>
</tr>
<tr>
<td>Spotify</td>
<td>~$55</td>
<td>100% direct, authenticated</td>
<td>Full</td>
</tr>
<tr>
<td><a href="https://www.ea.com/games/ea-sports-fc?ref=news.super.one">EA Sports FC</a> (Ultimate Team + licence)</td>
<td>~$60&#x2013;80 blended</td>
<td>60&#x2013;80% direct via in-app purchase</td>
<td>EA owns the customer record</td>
</tr>
<tr>
<td>Sports betting operators</td>
<td>$150+ per active user</td>
<td>100% direct, KYC-verified</td>
<td>Full</td>
</tr>
<tr>
<td>Top 20 football clubs (digital)</td>
<td>Single-digit cents</td>
<td>1&#x2013;3% of total revenue from direct digital relationships</td>
<td>Minimal</td>
</tr>
</tbody>
</table>
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<p>Sources: Netflix and Spotify investor filings, FY2024; EA Sports annual report, FY2024; <a href="https://twocircles.com/gb/?ref=news.super.one">Two Circles Global Sports Market Report, 2024</a>; <a href="https://www.deloitte.com/uk/en/services/financial-advisory/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte Football Money League, 2025</a>.</p><p>Betting operators deserve particular attention. Their per-user yield is the highest in the table, built on a fully authenticated, transactional, identity-verified relationship. The product itself is inferior to football as entertainment. The infrastructure is not.</p><p>What the table reveals is not that football clubs produce worse content or have weaker brands. Barcelona&apos;s audience dwarfs Netflix&apos;s 283 million subscribers. The gap is architectural. Every business in the upper rows holds a direct, authenticated, transactional relationship with the person paying. Football clubs, by contrast, monetize through intermediaries: broadcasters, kit manufacturers, gaming licensees. EA Sports FC owns the gaming customer relationship entirely; clubs receive a licence fee, and the customer never appears on the club&apos;s own CRM (industry standard practice). The broadcast-era value chain was designed this way, optimized for reach distribution rather than direct monetization.</p><p>No serious commercial team would accept a 1 to 3 percent direct digital revenue share in any other entertainment vertical. For football, it remains the structural default. The question facing commercial directors is not whether the content justifies higher yield. The question is whether the infrastructure exists to collect it.</p><h2 id="the-identity-crisis-360-million-followers-fewer-than-3-million-known">The Identity Crisis: 360 Million Followers, Fewer Than 3 Million Known</h2><p>FC Barcelona claims approximately 360 million social media followers across platforms (Football Observatory, 2024). Its Bar&#xE7;a ID digital membership programme has registered roughly 4 million accounts (<a href="https://www.fcbarcelona.com/en/?ref=news.super.one">Club disclosures</a>). That is 1.1 percent. The Spotify partnership, valued at approximately EUR 70M per year (Reuters, 2022), was structured around brand exposure and stadium naming, not around transferring authenticated fan data to the club. Barcelona is not an outlier; it is the template.</p><p>The intermediation stack explains why. <a href="https://www.fanaticsinc.com/?ref=news.super.one">Fanatics</a> controls over 100 million fan profiles through its FanGraph data platform; clubs selling merchandise through Fanatics typically receive 6 to 8 percent of retail revenue and no evidence suggests they receive the underlying customer records. <a href="https://www.socios.com/uk/?ref=news.super.one">Socios</a> and <a href="https://www.chiliz.com/?ref=news.super.one">Chiliz</a> hold over 2 million fan token wallets, including Barcelona&apos;s $BAR token holders, with opaque revenue-sharing terms and platform-controlled identity data. <a href="https://company.onefootball.com/?ref=news.super.one">OneFootball</a> distributes club content to its own growing audience, building OneFootball&apos;s addressable base rather than the club&apos;s. EA Sports FC owns the gaming customer relationship in its entirety; the person spending EUR 60 to 80 per year on Ultimate Team packs never appears on any club CRM.</p><p>Each intermediary captures the fan identity. The club receives a licence fee or a revenue share, never the relationship.</p><p>This matters because the economics of identification are not marginal. Engaged fans spend six times more than passive followers across all commercial categories (<a href="https://www.deloitte.com/uk/en/services/financial-advisory/analysis/deloitte-football-money-league.html?ref=news.super.one">Deloitte Sports Business Group</a>). Sponsors increasingly price partnerships on engagement depth rather than raw reach (<a href="https://twocircles.com/gb/?ref=news.super.one">Two Circles Global Sports Market Report, 2024</a>). Without authenticated first-party data, a club cannot distinguish the fan who watches every match, buys two kits a year, and travels to away fixtures from the account that followed once in 2018 and never returned. Segmentation becomes impossible. Pricing becomes guesswork. The multiplier never activates.</p><p>The binding constraint on every downstream monetization strategy is not audience size. Clubs cannot monetize a fan they cannot identify.</p><h2 id="why-fan-tokens-and-club-ott-failed-as-monetization-layers">Why Fan Tokens and Club OTT Failed as Monetization Layers</h2><p>Two approaches emerged over the past five years as credible attempts to close the direct monetization gap. Both failed on the same structural fault.</p><p>Fan tokens, primarily distributed through <a href="https://www.socios.com/uk/?ref=news.super.one">Socios and Chiliz</a>, were positioned as direct fan monetization instruments. In practice they functioned as speculative assets. Over 2 million wallets were created on the Chiliz platform, but the wallet data, transaction history, and fan identity remained with Chiliz, not the issuing club. No club has publicly disclosed what it earned from fan token sales (<a href="https://www.chiliz.com/?ref=news.super.one">Chiliz.com</a>). The revenue split remains opaque. Whatever yield existed, the first-party data did not flow back to the club&apos;s own CRM.</p><p>Club OTT platforms required a different kind of optimism. Clubs were asked to compete with broadcast-quality production at broadcast-quality cost, against incumbents holding decades of content library depth and hundreds of millions of subscribers. Most club <a href="https://news.super.one/from-bedrooms-to-boardrooms-how-the-live-streaming-industry-exploded/">streaming</a> products attracted modest uptake and were quietly scaled back or folded into broader digital membership tiers.</p><p>The common failure pattern is instructive. Both models transplanted an existing digital business model onto football&apos;s audience without solving the prerequisite problem. Neither created a recurring, low-friction engagement loop that converts passive followers into authenticated, identifiable participants. Neither generated first-party data as a natural byproduct of participation.</p><p>The gap remains where it was.</p><h2 id="the-participation-layer-thesis-where-fan-engagement-infrastructure-fits">The Participation Layer Thesis: Where Fan Engagement Infrastructure Fits</h2><p>The structural gap identified above implies a missing layer in the football value chain. Netflix, Spotify, and EA Sports FC all possess it by default: their product is the engagement surface. Every interaction generates authenticated identity data, preference signals, and behavioural segmentation. Football clubs lack this layer because their core product, the match, is intermediated by broadcasters.</p><p>A participation layer would sit between the passive social following and the club&apos;s commercial stack, converting followers into authenticated, recurring participants who generate first-party data through interaction rather than through form fills or token purchases.</p><p><a href="https://news.super.one/what-is-superone/">SuperOne</a>, founded by <a href="https://news.super.one/what-is-superone/">Andreas Christensen</a>, is building a competitive fan engagement activation platform designed to occupy this position. The model is structurally specific: fans play knowledge-based games tied to football; the club receives authenticated identity data and engagement metrics as a byproduct of gameplay. Technology partnerships with <a href="https://www.bytedance.com/?ref=news.super.one">ByteDance/TikTok</a> for social distribution and AWS/<a href="https://aws.amazon.com/sports/?ref=news.super.one">AWS ProServ</a> for cloud infrastructure underpin the scaling architecture. SuperOne reports 7 million games played across 90,000 players in 150+ countries, with over 150,000 gameplay hours logged in the past twelve months (company data). The platform&apos;s most active cohort averages approximately 30 games per day, with a reported 1:27 monthly virality ratio (company data).</p><p>Whether SuperOne delivers these outcomes at scale with top-tier club integrations remains to be demonstrated. No independently audited case study exists yet. The thesis is structurally sound; the execution evidence is early-stage.</p><h2 id="what-the-eur-222-figure-looks-like-in-18-months">What the EUR 2.22 Figure Looks Like in 18 Months</h2><p>EUR 2.22 per follower is not a ceiling. It is the measurement of a value chain that was never designed for direct digital monetization.</p><p>FC Barcelona&apos;s Spotify partnership, valued at approximately EUR 70M per year (Reuters, 2022), enters its renewal window in mid-2026. Whether Barcelona secures authenticated data access as a contractual condition will be the most visible test of whether top clubs are beginning to treat first-party fan identity as a balance-sheet asset rather than a marketing afterthought.</p><p>If even 2 percent of a 360-million-follower base converts into authenticated, recurring participants, that is 7.2 million identifiable fans, nearly double Barcelona&apos;s current Bar&#xE7;a ID registrations, each generating behavioural data that reprices sponsorship inventory and merchandise targeting. <a href="https://twocircles.com/gb/?ref=news.super.one">Two Circles</a> projects that engagement-based sponsorship pricing will account for the majority of new sports sponsorship value by 2027. Clubs that reach that threshold without an authenticated fan identity layer will negotiate from a structurally weaker position. The commercial question facing every club is not whether digital revenue will grow, but whether that growth accrues to the club or to the next intermediary.</p><hr><p><em>SuperOne is building fan engagement infrastructure for football clubs. 7 million games played across 150+ countries, with technology partnerships including ByteDance/TikTok and AWS. Clubs and partners evaluating the category can contact the SuperOne team directly.</em></p>]]></content:encoded></item><item><title><![CDATA[What is SuperOne?]]></title><description><![CDATA[SuperOne is a technology company that will launch a gamified metaverse platform for all fanatics in the world.]]></description><link>https://news.super.one/what-is-superone/</link><guid isPermaLink="false">632844cb2f53c1052d1aeb0e</guid><category><![CDATA[SuperOne]]></category><category><![CDATA[Andreas Christensen]]></category><category><![CDATA[Blockchain]]></category><category><![CDATA[SuperOne Game]]></category><category><![CDATA[Trivia Gaming]]></category><category><![CDATA[XRP]]></category><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Tue, 12 May 2026 07:57:58 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/09/078.jpg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/09/078.jpg" alt="What is SuperOne?"><p><em>As the gaming industry has moved from pay-to-play to free-to-play and has now reached the newest evolutionary stage of earn-to-play, the cryptocurrency industry has opened a new frontier.</em></p><p><em>Stories previously unheard of, like people in developing countries playing games like Axie Infinity to earn their daily wage, have begun emerging as earn-to-play games continue to increase in popularity. SuperOne aims to revolutionize this new emergent industry at the intersection between cryptocurrency, related blockchain technology, and online gaming.</em></p><p><em>SuperOne is a technology company that will launch a gamified metaverse platform by the same name as a mobile application with all features needed to participate, earn, and trade, and an online dashboard to keep track of your progress from a browser.</em></p><p><br>Enabling the use of NFTs to link collectibles and in-game items directly to each player and guarantee ownership, and cryptocurrencies to ensure reliable, efficient, secure, and affordable transactions, blockchain technology is a new paradigm in mobile gaming. By fusing blockchain technology with a gamified experience to engage a global community of fans in various fandoms around the world, SuperOne will establish itself as the leading platform for a fandom metaverse. SuperOne will prove to be a lucrative platform for players, as they can capitalize on their knowledge, and earn a passive income simply by owning and holding collectibles in the ecosystem, or by recruiting new players through their affiliate link.</p><p>SuperOne is a place for members of some of the world&#x2019;s biggest fandoms, from sports to entertainment, to gather, compete, and earn. So how does it work? One of the elements is a knowledge-based trivia game where the player can show how their knowledge compares to other members of their fandoms, and display themselves as the number one fan. The trivia game bases itself on a gameplay model that has demonstrated itself as highly efficient by many actors in the mobile-app industry. The player is shown a statement about their fandom and is prompted to respond by swiping left or right. If the statement is false, swipe left. If it&#x2019;s true, swipe right. Each round consists of ten questions, and the player is then awarded a score based on how many questions they answer correctly, and how quickly they do so.</p><p>Not only does SuperOne present itself as a trivia game enabling players to separate themselves from other fans by displaying their superior knowledge, but it also utilizes blockchain technology and cryptocurrency to enter a fast-evolving and popular industry. The platform enables players to own collectibles, known as Cards and Spaces, as non-fungible tokens (NFTs), and trade these using the fungible token, Super, as the currency in the ecosystem. The cards can be owned and held by a player, which gives them a free pass for every question related to the card&#x2019;s subject matter or could be rented using in-app purchases for one or more free passes. When a card is rented, a 5% staking fee is rendered collectively to the owners of that Card tier, and higher tiers, who participate in the staking pool. So if you own a Gold-tier Lionel Messi Card, you would be given a 5% staking reward for all in-app purchases renting a card to get a free pass, for all easy, medium, and hard questions about Lionel Messi.</p><p>If you wish to participate in just the ownership of a card or trade it on an NFT marketplace, the card can be transferred out of the SuperOne platform, to any NFT marketplace, like OpenSea, Rarible, or others. There is also Spaces, another NFT within SuperOne, which, in simple terms, work as advertising space. By owning Spaces, or a share of one, holders can earn staking rewards through the use of this advertising space by brands to display their ads. Imagine owning a part of a billboard on a highly-trafficked road, and getting a share of the money a brand pays to use this space to advertise their products or services.</p><p>GameFi has proven itself as an increasingly popular, relevant, and lucrative industry, with many actors showing incredible promise, engagement, and technological progression. Some, like Decentraland and The Sandbox, have brought the Metaverse to reality as a tangible platform that users can interact with, socialize on, and monetize. These companies, and their projects, have changed gaming so radically that it no longer fits the stereotype of asocial and awkward gamers sitting in dimly-lit rooms wasting their time and money, but rather has evolved into a productive activity, both as a form of social interaction and entertainment, but especially as a potential for income. Axie Infinity proved this, as a mobile game has replaced the traditional income sources of many around the world, and people can earn a higher income by doing something entertaining, rather than draining. As the largest actor in the GameFi market by market cap right now, Yuga Labs has been able to capitalize on the popularity of their NFTs by building an ecosystem around their token ApeCoin. Although they don&#x2019;t develop a game for this ecosystem themselves like Axie Infinity, or a metaverse like Decentraland and The Sandbox, the platform has gained many collaborators who wish to use ApeCoin as a utility token within their games.</p><p>SuperOne is similar in many ways to these companies and their projects but stands out as the only platform that appeals to pre-existing and highly popular fan bases. As a metaverse that will unite fandoms of all types under one roof, it is a space for communities to form and socialize, gamers to play, and for any to trade, collect, and earn. SuperOne also stands out as a platform with a low threshold for entry, so if you&#x2019;re late to the game&#x200A;&#x2014;&#x200A;you can still earn as much as those who were early.</p>]]></content:encoded></item><item><title><![CDATA[Get rewarded for your knowledge with SuperOne]]></title><description><![CDATA[SuperOne, a new mobile gaming app that offers life-changing rewards for the very best quizzers on the planet, is the answer.]]></description><link>https://news.super.one/superone-rewards-you-for-your-knowledge-2/</link><guid isPermaLink="false">62fa03f72f53c1052d1aeaa2</guid><category><![CDATA[Blockchain]]></category><category><![CDATA[SuperOne]]></category><category><![CDATA[Andreas Christensen]]></category><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Mon, 15 Aug 2022 08:38:40 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/08/6i_leu1g.jpeg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/08/6i_leu1g.jpeg" alt="Get rewarded for your knowledge with SuperOne"><p>Remember in your younger days when you were struggling over a load of homework and your mum or dad would try to coax you into getting on with it? They might have tried one of several persuasion tactics.</p><p>One of the most well-worn methods is to warn a child of the dangers of NOT studying by chanting a mantra along the line of: &#x201C;You don&#x2019;t want to end up being a dustman/cleaner/dinner lady&#x201D; etc.</p><p>The alternative would of course be to stress the positives of getting on with one&#x2019;s work. In other words, &#x201C;if you do every homework, complete the extension tasks and keep pleasing your teachers, then you will end up with a great job paying squillions of dollars a year.&#x201D; (Or something along those lines).</p><p>In reality, the most studious children do not necessarily become the most handsomely rewarded in later life. Many become perpetual students, staying at university to do a Ph.D. then maybe becoming a professor, or writing further research papers.</p><p>It all looks great on a CV but it doesn&#x2019;t exactly pay big bucks. We&#x2019;ve all had friends, on the other hand, who was less than 100% committed to their books, who spent more time at parties or in drinking establishments than lecture halls or libraries, and who even&#x200A;&#x2014;&#x200A;after stumbling into university by the back door&#x200A;&#x2014;&#x200A;failed to exactly pulling their socks up as finals approached.</p><p>The strange thing is that if you&#x2019;ve lost touch with them and fancy checking out what they&#x2019;re up to via the internet the chances are you&#x2019;ll find that many of them have become extremely successful, surprisingly so. Plenty will have big jobs in finance or sales, using their natural charm, good looks, gift of the gab, or whatever else they need to get ahead of the rat race.</p><p>It all seems pretty arbitrary; unfair, perhaps. But life is rarely fair. You don&#x2019;t necessarily get back what you put in. This philosophy is a bit stark and there is plenty of nuance in people&#x2019;s individual circumstances that can allow us to add more shades of grey to the picture presented here.</p><p>There are of course plenty of people who have worked very hard all their lives and become successful doctors, lawyers and CEOs just as much as there are plenty of high-school dropouts who never enjoy a renaissance of any kind.</p><p>And let&#x2019;s not forget money is not the most important thing in life for a huge tranche of society. There is, however, one new solution that could provide an avenue to riches for people who put in hours upon hours of hard graft. For the first time ever, there is financial deliverance for the brilliant trivia wizards, the outstanding quizzers, and the people amongst us who have unending mines of knowledge where most people park their brains.</p><p>Yes, these people can now be handsomely rewarded without leaving the comfort of their own homes. No more punching the air with pride when they absolutely boss a TV quiz show or win 10 head-to-head challenges on Sporcle: eggheads can now get real tangible rewards for having incredible minds.</p><p>SuperOne, a new mobile gaming app created by Andreas Christensen, a Norwegian technology developer with decades in the industry, offers life-changing rewards for the very best quizzers on the planet, is the answer. Perhaps best of all, SuperOne has settings that enable users to play for free to get a feel of the set-up, alongside mega pay-to-play tournaments, plus duels and multiplayer options.</p><p><a href="https://medium.com/@superonenews/passionate-about-your-passions-superone-is-where-specialist-knowledge-can-flourish-568425072f32?ref=news.super.one">And then there&#x2019;s the option to specialize too. Love your football but hate pop music? That&#x2019;s cool&#x200A;&#x2014;&#x200A;you can just concentrate on football if that&#x2019;s your niche.</a></p><p>There&#x2019;s scope to drill deeper into your interests: if you&#x2019;re a Real Madrid fan you can solely enter tournaments in which all the questions are on the celebrated Spanish galacticos. All the games are based on skill, so it requires no gambling licenses.</p><p>It means almost all jurisdictions in the world will allow players to download the app and compete for these outstanding prizes accordingly. Andreas Christensen&apos;s SuperOne is unquestionably a breakthrough development in the mobile gaming space.</p><p>It&#x2019;s where the ultimate nerds get to be the cool kids again. If you&#x2019;re smart, sharp, do your homework, and really dig winning stuff then you&#x2019;ll absolutely love it.</p>]]></content:encoded></item><item><title><![CDATA[Will crypto levitate mobile gaming to even higher levels?]]></title><description><![CDATA[SuperOne, Axie, and Decentraland build everything around crypto and blockchain for many good reasons]]></description><link>https://news.super.one/will-crypto-levitate-mobile-gaming-to-even-higher-levels/</link><guid isPermaLink="false">62bd70bedf71aa8e4fabcffc</guid><category><![CDATA[SuperOne]]></category><category><![CDATA[Blockchain]]></category><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Thu, 30 Jun 2022 09:56:12 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/06/SuperOne-Images.015.jpeg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/06/SuperOne-Images.015.jpeg" alt="Will crypto levitate mobile gaming to even higher levels?"><p>Even if you couldn&#x2019;t give a very eloquent definition of what it is, you&#x2019;ve probably heard about &#x201C;bitcoin&#x201D; on the news or read about &#x201C;blockchain&#x201D; in the newspaper.</p><p>In short, cryptocurrency is a digital currency. It doesn&#x2019;t exist in a physical form and in reality, it has no intrinsic value. It&#x2019;s decentralized insofar as there&#x2019;s no central authority controlling the supply. So, no banks or governments can artificially inflate or deflate the value or limit how much is available.</p><p>But what has this got to do with the gaming industry? Well, more and more gaming developers and investors are linking the two together, some experts even suggesting that gaming is key to the mass adoption of cryptocurrency. Firstly, it&#x2019;s an astute demographic to target.</p><p>Gamers&#x200A;&#x2014;&#x200A;particularly Millennial gamers&#x200A;&#x2014;&#x200A;are an excellent target market for cryptocurrency adoption because they tend to be a touch more tech-savvy than the average internet user so are more open to new ideas.</p><p>Try to picture a futuristic scenario where a gamer plays a game, defeats the level&#x2019;s boss, and is awarded a virtual prize that has value online. If he or she then sells that item for a digital coin on a secondary market, before using that form of cryptocurrency to buy some new trainers on Amazon, we&#x2019;ve created a whole new network of value that is liquid, fast, and global.</p><p>Actually, this isn&#x2019;t the future. It is exactly what <a href="http://super.one/?ref=news.super.one" rel="noopener">SuperOne</a>, <a href="https://axieinfinity.com/?ref=news.super.one" rel="noopener">Axie Infinity</a>, and <a href="https://decentraland.org/?ref=news.super.one" rel="noopener">Decentraland</a> are doing with their new games. The game experience is being created by specialists who have been in the gaming and online retail industries for decades&#x200A;&#x2014;&#x200A;master gamers, psychologists, and leading developers who know how to connect gaming to cryptocurrencies to online retail&#x200A;&#x2014;&#x200A;with massive opportunities for advertising revenue along the way.</p><p>Sounds exciting? Well, there are skeptics too. There have been widely publicized frauds, scams, and hacks that have plagued individual investors and even major cryptocurrency exchanges.</p><p>Part of the issue is simply that the whole space is relatively new so security technology is still in its infancy. For example, the Japanese exchange Coincheck suffered an <a href="https://coinmarketcap.com/alexandria/article/coincheck-hack-one-of-the-biggest-crypto-hacks-in-history?ref=news.super.one" rel="noopener">attack</a> in 2018 which cost it 523 million NEM coins valued at about $534 million.</p><p>Similarly, the Italian exchange <a href="https://coinmarketcap.com/alexandria/article/bitgrail-hack-one-of-the-largest-crypto-hacks-in-history?ref=news.super.one" rel="noopener">BitGrail</a> was hacked in early February 2020, with team members suggesting that $195 million in the token nano was stolen.</p><p>While cryptocurrencies like bitcoin are incredibly exciting, crimes like these show that there are security holes that need filling in. However, the numbers talk. In 2018, the Crypto gaming platform recorded an amazing $137 billion in revenue which showed 13% growth from 2017. It&#x2019;s expected that more firms in the gaming industry will invest more in using cryptocurrencies.</p><p>But while there is a lot of talk of &#x201C;consortiums&#x201D; and &#x201C;test phases&#x201D;, <a href="http://www.super.one/?ref=news.super.one" rel="noopener">SuperOne</a> is at the cutting edge of this new wave of games&#x200A;&#x2014;&#x200A;and things you can do in them. This is what makes SuperOne so compelling for a lot of people, we&#x2019;re at the threshold of a new gaming frontier.</p><p>Welcome to the future today!</p>]]></content:encoded></item><item><title><![CDATA[Some things we have achieved thanks to our Business Community]]></title><description><![CDATA[Some things we have achieved thanks to our Business Community.]]></description><link>https://news.super.one/what-have-we-accomplished-so-far/</link><guid isPermaLink="false">62b431a05551f0b991c5ffca</guid><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Thu, 23 Jun 2022 09:38:43 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/06/0Oi_FMWw.jpeg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/06/0Oi_FMWw.jpeg" alt="Some things we have achieved thanks to our Business Community"><p><strong>A little look backward</strong></p><p>NFTs and blockchain-based games have both contributed to the development of new terms and phrases in our vocabulary. For individuals who are interested in &#x201C;playing to earn,&#x201D; where real-world value can be extracted via in-game activities, SuperOne has the potential to further extend the gaming umbrella, much as mobile games have done.</p><p>Several years ago, we embarked on our first venture into the trivia games industry by creating an early version of the game that has since been refined and improved. Retention rates in the early test version of our game exceeded 80%. We were overjoyed by the enthusiastic response and the promising future of this brand-new kind of game. Because of this, we designed a business community model and the SuperOne brand came to life.</p><p>We established the world&#x2019;s first business community model on the Ethereum blockchain as a result of our enthusiasm for modern blockchain technology. We were able to effectively transition our business community to utilize the XRP ledger in the summer of 2020 after encountering the shortcomings relating to transaction capacity, speed, and prices. As a result of this change, our more than 30,000 paying business community members have executed over 60 million transactions on the XRP ledger to date.</p><p>A new and even better version of the game is scheduled for release in 2022, thanks to the assistance of Fantasy Interactive (www.fantasy.co). With companies like Facebook, Tesla, and Netflix, they have built digital experiences for billions of consumers, and together we embarked on a genuinely wonderful adventure in producing the next thrilling edition of our game. New and better game concepts were developed from a user and conceptual perspective.</p><p>So far, we have issued more than 90,000 Cards in the Football, Basketball, and American Football Collections. More than 60,000 Cards have been purchased by our business community members. In addition to the successful launch of the Cards, we created a gamified go-to-market idea for players to really engage and show their love for Club Games. Recruiting new members in Club Games earns players rare Non-Fungible Token Club Cards, making this a genuine &#x201C;Play to Earn&#x201D; experience.</p><p>Manchester United, Liverpool, FC Barcelona, and Real Madrid, along with selected Asian teams, will be the first teams to compete in the Club Games&#x2019; initial iteration. Billions of people throughout the globe follow these teams, and they account for more than half of all football supporters in the world. As part of a major game roll-out, the Club Games are now being tested and tuned, and are expected to be introduced in early autumn of 2022.</p><p>We are grateful for all of our business partners and we thank you all for making this possible&#x200A;&#x2014;&#x200A;Together we are creating SuperOne&#x200A;&#x2014;&#x200A;The Future Today</p>]]></content:encoded></item><item><title><![CDATA[In Pursuit of the Trivial]]></title><description><![CDATA[SuperOne is a platform that will change the social sports and entertainment scene by bringing all fandoms together under one social roof.]]></description><link>https://news.super.one/in-pursuit-of-the-trivial/</link><guid isPermaLink="false">62b41f925551f0b991c5ffbc</guid><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Thu, 23 Jun 2022 08:40:40 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/06/buDL0EgA.jpeg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/06/buDL0EgA.jpeg" alt="In Pursuit of the Trivial"><p>One of the most intriguing things about trivia is the fact that it&#x2019;s taken from the Latin word &#x201C;trivium,&#x201D; which means &#x201C;crossroads.&#x201D; Trivia became popular among students in the latter half of the twentieth century when they debated questions and answers pertaining to their course material and beyond.</p><p>When Chris Haney and Abey Scott brought &#x201C;Trivia Pursuit&#x201D; to the globe a few years later in 1979, it quickly became one of the most popular board games ever. The winner of this well-known game is determined by how well he or she answers a series of general knowledge questions devised by the game&#x2019;s designers.</p><p>In 1984, the game alone made nearly $800 million in sales. The game has sold over 100 million copies globally and has been played by an estimated 1 billion people since its release.</p><p>Quiz programs like Dotto, The $64,000 Question, and Twenty One were very popular in the 1950s, making this a pivotal decade in the history of trivia. There was no quiz show on network television until 1982 when Merv Griffin came up with the concept to resurrect &#x201C;Jeopardy!&#x201D; After the success of &#x201C;Jeopardy!&#x201D; in the 1980s, other series like Who Wants to be a Millionaire began to appear in the 1990s. The international versions of the game show have been broadcasted in over 160 countries since its premiere.</p><p><a href="https://news.super.one/the-love-of-trivia-a-timeline-from-1970s-tv-game-shows-to-today/" rel="noopener">Trivia games have gone from being a board game, a TV game show to an online phenomenon thanks to the rise of the Internet</a>. There were trivia games on computers much like that. When it comes to online trivia quizzes, Funtrivia was the first to make it seem like one. Founded by Terry Ford, the site has become the most popular in the United States for trivia games.</p><p>As trivia has influenced our cultural consciousness throughout the years, we believe the history of trivia has yet to be fully re-written with the introduction of how the world&#x2019;s biggest fandoms can consume trivia and how it can satisfy the fans&#x2019; trivia cravings.</p><p><strong>Fandoms as Social Universes</strong></p><p>In today&#x2019;s society, fandoms are becoming an increasingly common social and cultural phenomenon. These last three decades have seen the rise of fandoms, which have grown in size and influence over the general population. Fans play an important part in developing a consumption-related fandom, where cultural meanings and economic values are socially negotiated and traded.</p><p><a href="https://super.one/?ref=news.super.one" rel="noopener">SuperOne</a> defines consumer fanaticism as the degree one is invested in the like or interest in a specific celebrity, football flub, trend, artwork, film, etc. Not just inside the fandom, but also outside of it, SuperOne wanted to offer players sources of meaning for the formation of their identities. This is where we contribute to the fans&#x2019; feeling of social belonging and status by connecting them with other people who share their interests. Because when it comes to their own identities, fans are entwined with the joys of popular culture.</p><p>A fan is someone who has a strong, positive emotional conviction about someone or something renowned, frequently expressed via the acknowledgment of style or originality. As well as being curious about and interested in fannish practices, he/she has a strong desire to do so.</p><p>Fandom is defined in a variety of ways, but they all express the same phenomenon: fan loyalty to a fan culture or fandom. Consumer tribes, brand communities, and subcultures of consumption are all terms used to describe fandoms in the consumer research we have conducted. It is clear from our studies that fandom is a social and cultural universe of meanings and practices that aids players in developing their sociality; religiosity, production activities, and alternative ideologies.</p><p><strong>Driving the Future of Fandoms</strong></p><p>Many sports and entertainment fans use Facebook, Twitter, Instagram, Discord, and Reddit to discuss their fanaticism, but these platforms do not have a consistent structure for bringing them together as a community. As it is, there aren&#x2019;t any national sports verticals that have a single digital meeting point for fans to connect. Social media sites may be home to the most fanatical interests, but they aren&#x2019;t devoted only to fans.</p><p>Digital social media for sports and entertainment enthusiasts has a fragmented market. In the digital era, it seems odd that one of the most loyal and passionate groups does not have a dedicated home where they can communicate and connect.</p><p>A closer look at these fandom industries is warranted to better understand the motives, as well as the possibilities, that exist in this particular sector.</p><p>Sports and entertainment fans want to be able to relate to one another and talk about their shared interests, regardless of how they feel about their favorite celebrity. Social and psychological well-being is enhanced when one feels passionate about a prominent local club and other supporters are present. People who &#x201C;just get them&#x201D; or who are up for pleasant and well-informed competitive talking want to be a part of a community. They want a location where they can chat and compete with others who &#x201C;just get them.&#x201D;</p><p>In the past, social media has changed the way sports and entertainment fans consume information about their favorite interests. Over the decades, sports and entertainment fanaticism became a universal phenomenon and a global religion that is found all over the world. Because of their passionate support, fans are a valuable marketing target. It&#x2019;s a gold mine for SuperOne. Only in the United States, more than a hundred million die-hard sports and entertainment fans, and this number is only going up. Millennials are in fact sports and entertainment enthusiasts, but they&#x2019;re always looking for new ways to keep up with their favorite teams and players to express their fanship.</p><p><a href="https://news.super.one/superone-a-fandom-metaverse/" rel="noopener">SuperOne is a platform that will change the social sports and entertainment scene by bringing all fandoms together under one social roof.</a> As we link traditional sports and entertainment enthusiasts with each other, create provocative content around gamified experiences, and let users connect and earn incentives for connecting with like-minded fans, we&#x2019;re transforming the trivia scene and revolutionizing how fans engage with what they love. A unique game moving in a totally new direction.</p><p>This also provides marketers a wealth of opportunities to create sponsor communications that may help boost sales. Marketers and brands are increasingly relying on social media to establish direct relationships with consumers and to provide engaging live in-game experiences that increase customer loyalty and raise brand exposure. To read more about that, please read the business chapter for an in-depth exploration of how the intersection between sports, entertainment, and social media is representing a substantial commercial potential.</p>]]></content:encoded></item><item><title><![CDATA[Toys, NFT, and SuperOne]]></title><description><![CDATA[Barbie and He-Man in the Metaverse, soon? SuperOne has already started.]]></description><link>https://news.super.one/toys-nft-and-superone/</link><guid isPermaLink="false">62a9a9405551f0b991c5ffa0</guid><category><![CDATA[Blockchain]]></category><category><![CDATA[SuperOne]]></category><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Wed, 15 Jun 2022 09:43:45 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/06/095.jpg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/06/095.jpg" alt="Toys, NFT, and SuperOne"><p>We might start to see Barbies, Hot Wheels, Masters of the Universe, and many other toys on the Metaverse. The international toy company Mattel is getting into the Metaverse and NFTs and starting with Web 3.0 to develop NFTs with Cryptoys to feature the brand on the platform. Cryptoys are known for their interactive animal NFTs and can be totally accessorized. According to Cryptoys, their NFTs are a &#x201C;New Breed&#x201D; that is fully interactive and can be personalized on the blockchain. It would be like dressing up Barbie or revamping your Hot Wheel car. Exactly &#x201C;what&#x201D; they actually planned was not announced at the time of writing. But Mattel intends to utilize these NFTs to be playable in various games, applications, and other experiences inside the Metaverse. This is not the first time that the toymaker has released NFTs. In January 2022, they auctioned three one-of-one NFTs (2 Barbies and 1 Ken NFTs), which fetched close to $42,000 for the set.<br>Now they plan to incorporate NFT as avatars and not to be auctioned off for thousands of dollars. They will be more like &#x201C;toys&#x201D; that can be played with in the Metaverse. Whether children are going to be interested in these NFTs or if the parents are willing to buy them remains to be seen, but we should see new development soon.</p><p>This is an exciting concept that Mattel has proposed to use the NFT as an avatar in the Metaverse. <a href="https://super.one/?ref=news.super.one" rel="noopener ugc nofollow">SuperOne</a> has released over 180,000 NFTs ( at the time of writing ) to be used in the game platform. We predict millions of users that will belong to hundreds of thousands of different groups and clubs when the game is released. There will be a diverse array of people coming from all over the world. And having them all on one platform would be like creating a virtual <a href="https://medium.com/@superonenews/metaverse-and-nfts-and-superone-1b59d3a8801d?ref=news.super.one" rel="noopener">city</a> on one app. And there, we think people will need to stand out and be themselves. So to personalize your NFT avatar to make it really a 100% one-of-a-kind while you travel together, play together, and win together in the SuperOne city. And that, we think, is a truly intriguing concept. <br>For the time being, the SuperOne NFTs will be available for staking and collecting. In the future, we may have the possibility for trade and other things such as what Mattel is planning. Whether it be nostalgic toys on the Metaverse or personalized NFT, what we have planned for the future of the app will be exciting, and the possibilities for the NFTs are endless for you and SuperOne.</p>]]></content:encoded></item><item><title><![CDATA[Metaverse and NFTs and SuperOne]]></title><description><![CDATA[Japan had begun to move more toward Web 3.0 and blockchain tech.]]></description><link>https://news.super.one/metaverse-and-nfts-and-superone/</link><guid isPermaLink="false">62a098065551f0b991c5ff87</guid><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Wed, 08 Jun 2022 12:39:26 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/06/069.jpg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/06/069.jpg" alt="Metaverse and NFTs and SuperOne"><p>Japanese Prime Minister Fumio Kishida has stated that Web3.0-related growth &#x2014; including metaverse and non-fungible token (NFT) and other related developments will be part of the nation&#x2019;s growth strategy going forward. With Japan&#x2019;s reform of the crypto tax laws and new laws that may allow the seizure of stolen crypto, you could say that Japan is moving toward embracing blockchain tech and Web 3.0.<br>In a press release, the Liberal Democratic Party announced that they would be integrating blockchain technology and NFTs in their up-and-coming project. One of the buzzwords from this press release was &#x201C;Kishida Token,&#x201D; named after Prime Minister Fumio Kishida. Although it is not 100% set, Liberal Democratic Party plans to use the blockchain technology for invitations to official meetings or as commemorative badges. As well as set it as an &#x201C;official seal&#x201D; for the party members when they are in the metaverse meeting voters or having town meetings with political members and candidates. <br>The party also unveiled their plans for their metaverse. Where party members would have their avatars meet everyday voters. Both can interact in the metaverse, send personal messages and listen to speeches. As they would in the real world.<br>At the unveiling, the system was limited to 500 people, but it is said that it can handle up to 100,000 people simultaneously. With the lingering memory of the pandemic and the fear of a large gathering of people, the Liberal Democratic Party plans to utilize blockchain tech to overcome this.<br>With this and the &#x201C;Kishida Token&#x201D; and the metaverse, the party will try to revitalize voter turnout, especially in the younger generation.</p><p>What Japan is planning, <a href="https://super.one/?ref=news.super.one" rel="noopener ugc nofollow">SuperOne</a> already started a couple of years ago. We have released 150,000 <a href="https://medium.com/@superonenews/ripple-and-the-global-climate-80725321adac?ref=news.super.one" rel="noopener">NFTs</a>, which will be integrated into the game and the community. And now, we are building up our <a href="https://medium.com/@superonenews/superone-a-fandom-metaverse-5c62bb6f151c?ref=news.super.one" rel="noopener">Fandom Metaverse</a>, where fans can interact, connect, and compete with each other. The vision is to have a Fan Metaverse where all the different fan communities can see and visit each other and to gather as many fans as possible to construct a virtual city. <br>Like in any city, there will be structures with hundreds of levels for the fan communities and areas to come together. So there will be places where you can travel together and play together. Whether you prefer to play alone or with your friends, or even against the entire world, you will come across the constant discovery of the trivia world where no two experiences will be identical in an ever-changing and growing environment. Not only will there be new and exciting experiences to be had, but the more you play and contribute to the SuperOne Fandom Metaverse, the more opportunities that will be opening up to you and your own community. On top of that, the NFTs will be part of the entire experience. There are different types of NFTs with various <a href="https://s3.eu-west-2.amazonaws.com/super.one/superone_lightpaper_11022022.pdf?ref=news.super.one" rel="noopener ugc nofollow">benefits</a>. Not only do they look nice, but they will also reward the holder when they are used in a game by another player. There are plans for trades and other functions for these NFTs, so please stay tuned. We will have more information in the near future.</p><p>As Japan moves toward what SuperOne has done for the past couple of years, we believe this is the right move made by the Liberal Democratic Party. <br>Many companies worldwide have started to adopt blockchain tech and <a href="https://medium.com/@superonenews/the-music-streaming-service-spotify-is-testing-an-option-to-incorporate-the-artists-nft-onto-their-89ac86e5cfa6?ref=news.super.one" rel="noopener">NFTs</a>, and it was just a matter of time before governments did the same. <br>As Kishida stated earlier in May, &#x201C;&#x2026; the promotion of Web3.0 such as blockchain, NFT, and the metaverse. We will realize a society where new services can easily be created.&#x201D; <br>SuperOne knows precisely what he is talking about.</p>]]></content:encoded></item><item><title><![CDATA[Buying Burritos with Crypto?]]></title><description><![CDATA[Chipotle Mexican Grill, Inc., often known simply as Chipotle, is an American fast casual restaurant with close to 3000 restaurants in the United States.Now, Chipotle joins a list of restaurants that currently are accepting cryptocurrency.]]></description><link>https://news.super.one/buying-burritos-with-crypto/</link><guid isPermaLink="false">629a02225551f0b991c5ff7a</guid><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Fri, 03 Jun 2022 12:46:36 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/06/074.jpg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/06/074.jpg" alt="Buying Burritos with Crypto?"><p>Buying burritos with crypto? Now, <em>this</em> is what we call adoption.</p><p>Chipotle Mexican Grill, Inc., often known simply as Chipotle, is an American fast casual restaurant with close to 3000 restaurants in the United States.<br>Now, Chipotle joins a list of restaurants that currently are accepting cryptocurrency. Starting with Subway was one of the first restaurants which took Bitcoin back in 2013. Chipotle will accept crypto payments through Flexa, a digital payments platform. Flexa supports around 98 currencies, including BTC, LTC, and more. Customers can use the app to pay for their food in any of the nearly 3000 Chipotle restaurants in the United States. <br>(Sorry, no word on any international restaurants yet ) To pay with Flexa, customers will need to download the SPEDN app, which stores digital assets. Customers can then use the app and tap it in-store to make a payment. So you can buy your tacos or burritos with any of the cryptocurrencies that Flexa supports. Restaurants are slowly catching onto cryptocurrency as digital coins become more and more mainstream. Giving restaurant goers a variety of payment options and more secure transactions enabled by the blockchain.</p><p>We can see that cryptocurrency is gaining mainstream traction, and <a href="https://super.one/?ref=news.super.one" rel="noopener ugc nofollow">SuperOne</a> is ready for it all. We have implemented crypto into our app from the very beginning, which makes everything easy and, best of all, fast. SuperOne has integrated crypto with an in-depth quiz that is sure to be a hit with any fan of sports, entertainment, and education. Answering the quiz will be fast-paced and straightforward; you need only to flick left or right. <br>Also, SuperOne plans to have different play styles like single-player gameplay or challenge others in your knowledge in any of our numerous genres. The single-player will give you options to level yourself that will allow the player to open up different aspects of the game. Then there is the multi-player, where you can challenge your friends to a one-on-one battle or an all-out brawl to see who will be the last man standing. All very exciting with planned prizes and giveaways. SuperOne also gives the user the option of staking NFTs. There are more than 150,000 NFTs of players and artists that can be used, and there will be more on the way. Not only will SuperOne have NFTs of players and artists, we plan to have also for advertisements. The NFT holder will be able to stake the card.<br>You can find more info here on our <a href="https://s3.eu-west-2.amazonaws.com/super.one/superone_lightpaper_11022022.pdf?ref=news.super.one" rel="noopener ugc nofollow">light paper</a>.</p><p>As cryptocurrency becomes more common in our day-to-day lives, whether buying your favorite food or playing a white knuckle quiz game, there are still many hurdles. But we can rest assured that more companies like Chipotle will start on the road toward adopting cryptocurrency.</p>]]></content:encoded></item><item><title><![CDATA[Ripple and the Global Climate]]></title><description><![CDATA[NFTs are not just digital art, they can also help the environment. It just depends on how they are made.]]></description><link>https://news.super.one/ripple-and-the-global-climate/</link><guid isPermaLink="false">6295d4335551f0b991c5ff6d</guid><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Tue, 31 May 2022 08:43:23 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/05/SuperOne-Images.007.jpeg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/05/SuperOne-Images.007.jpeg" alt="Ripple and the Global Climate"><p>With news of the mindboggling levels of energy consumption of crypto blockchains, in particular, the question of the impact on the environment has never been more critical. On 19 May 2022, Ripple announced the commitment of $100million towards modernizing carbon markets globally. <br>As announced 2 years prior, they are striving towards net zero by 2030 or sooner, being the first company in the blockchain industry to do so. This funding will continue to support the development to enable carbon credit tokenization as NFT on the XRP ledger. So how will Ripple try to achieve their agreed global climate goals to limit the world&#x2019;s temperature rise to 1.5 degrees Celsius? <br>Ripple has given several points on how they plan to do this:</p><ul><li>Investing in carbon-removal companies and use blockchain and crypto to accelerate supply and open up value for buyers and suppliers.</li><li>Supporting tools and functionality for carbon credit NFTs on the XRPL</li><li>Continuing partnering with the world&#x2019;s leading climate and conservation organizations to develop new methodologies for carbon removal</li></ul><p>We here at <a href="https://super.one/?ref=news.super.one" rel="noopener ugc nofollow">SuperOne</a> found interesting was the use of the NFTs in all this. How is Ripple going to utilize NFTs to achieve this global goal?<br>Monica Long, the General Manager of RippleX at Ripple, says :</p><blockquote><em>&#x201C;Tokenizing carbon credits can play a vital role in scaling carbon markets and meeting growing demand while ensuring the credibility, integrity, and transparency of existing markets. Several carbon removal projects and fintechs are already building on the XRPL to bring new climate solutions to market. By bringing blockchain to global climate initiatives, the industry can more quickly verify and certify NFT carbon credits, eliminate the potential for fraud, and even guarantee the offset is actually removing carbon for the long term,&#x201D;</em></blockquote><p>So what is this &#x201C;carbon credit&#x201D;? A carbon credit is a permit that allows the owner to emit a certain about of greenhouse gases or carbon dioxide. This means that they can release these gases as long as they have enough credits. The credits can also be traded with other companies if they are unused. Ripple proposes to make these carbon credits into NFT form. They stated that it would eliminate the potential for fraud and make verifying much faster and more transparent. It would also make tracking the carbon emission much more straightforward and fix any areas continuously emitting the gases.</p><p>Here we come across a bit of a dilemma. The transactions required to mint and trade NFTs on the blockchain can use a substantial amount of energy. <br>This means that even though that NFTs are being used to track and work towards reducing carbon dioxide emissions, at the same time are causing the same problem that we are trying to reduce.<br>But Ripple believes that NFTs do not need to be so energy-intensive, the energy usage depends on the underlying blockchain. The<a href="https://xrpl.org/?ref=news.super.one" rel="noopener ugc nofollow"> XRP Ledger</a> is carbon-neutral and uses very little energy, which is good for both the environment and everyone living in it. <a href="https://bit.ly/3sN4s9p?ref=news.super.one" rel="noopener ugc nofollow">SuperOne</a> has produced over 150,000 NFTs ( at the time of writing ) and plans to produce more. And when the technology is ready, SuperOne will have them all on the carbon-neutral and low energy using XRP Ledger. The plan is to make 1 million+ NFT and to mint them outside the XRP Ledger would not be financially and environmentally smart. With the numbers that SuperOne is planning to mint, it would just make sense to us the XRP Ledger. Doing this would be better for the environment and all SuperOne users. The SuperOne <a href="https://bit.ly/3sN4s9p?ref=news.super.one" rel="noopener ugc nofollow">NFTs</a> are not just cards, but they also function as an essential part of the SuperOne app. The NFTs can be used for staking, and users will be able to reap the rewards depending on the NFT the user holds. This will be possible once the SuperOne game is launched. When the XRP Ledger technology is ready, and all of the NFTs are minted there, this would open the door for buying, selling, and trading outside the platform. Just endless possibilities, and on top of that, SuperOne is helping to reduce carbon emissions just by using the XRP Ledger.<br>Like Brad Garlinghouse said, &#x201C;NFTs aren&#x2019;t just about digital art.&#x201D;<br>SuperOne thinks the same.</p>]]></content:encoded></item><item><title><![CDATA[NFTs on Spotify]]></title><description><![CDATA[There is a new NFT profile on some artists on Spotify.]]></description><link>https://news.super.one/nfts-on-spotify/</link><guid isPermaLink="false">628b3bab5551f0b991c5ff60</guid><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Mon, 23 May 2022 07:52:42 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/05/097.jpg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/05/097.jpg" alt="NFTs on Spotify"><p>The music streaming service Spotify is testing an option to incorporate the artists&#x2019; NFT onto their profiles. According to Spotify, this option is available to a limited number of users in the USA only. Users will see the NFT previews on the artist profiles below their song lists. Users can zoom in and see any movement ( if there are any) on Spotify. The only thing is that the NFTs do not have any sounds. It is not possible to buy the NFTs directly on Spotify, but you can jump to Opensea to purchase the items there.<br>The popular DJ Steve Aoki and the British band, The Wombats are a part of these tests. It is not known if more artists will be taking part in these tests or if Spotify will even continue with NFT on their platform. But if you do a quick search, you will find many, like Madonna&#x2019;s NFT, which was released in the middle of May 2022. Or the Kings of Leon&#x2019;s first ever NFT album and much more. In an interview with Steve Aoki, he stated that <br>&#x201C;<em>in the 10 years I&#x2019;ve been making music&#x2026; six albums, and you [combine] all those advances, what I did in one drop last year in NFTs, I made more money</em>.&#x201D;</p><p>So SuperOne believes that Spotify will continue with tests and promotions of the NFT on their platform, and most likely, there will be artists NFT on Spotify. It&#x2019;s just so much better for the artists. Here at SuperOne, we have already started the integration of the NFTs into our app and have minted (at the time of writing) approximately over 150,000 and are in the works to make even more. Our present goal is to mint 1 million NFTs. That goal is still a little ways away, but definitely possible.<br>Not only do the SuperOne NTFs have a &#x201C;pretty face,&#x201D; but they also have a &#x201C;great personality.&#x201D; Our NFTs can be used in our app to be staked on specific questions and actions of other players. And in the future to be bought, sold, and traded. There are five different ranks of the NFTs, and the different ranks give the NFT holder a different percentage of staking during all of the games. You can get these NFTs by purchasing packages. The higher the package, the more you can get. The more you have, the more benefits you get.</p><p>It is definitely nice to have NFT that you can brag to your friends or show off on your Twitter profile. But don&#x2019;t you think it is better to do that and to have the NFT work for you? At SuperOne, we think so.</p>]]></content:encoded></item><item><title><![CDATA[Typo Moves $36M to the Wrong Wallet]]></title><description><![CDATA[Just one simple action might cause great consequences. Just be sure before you take any action.]]></description><link>https://news.super.one/typo-moves-36m-to-the-wrong-wallet/</link><guid isPermaLink="false">6284ddeb5551f0b991c5ff4b</guid><category><![CDATA[Crypto]]></category><category><![CDATA[SuperOne]]></category><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Wed, 18 May 2022 11:58:19 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/05/SuperOne-Images.020.jpeg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/05/SuperOne-Images.020.jpeg" alt="Typo Moves $36M to the Wrong&#xA0;Wallet"><p>Copy-paste is an easy function, but it doesn&#x2019;t mean that you are doing it 100% correctly. It&#x2019;s always good to check and maybe even recheck to ensure that you have done it right. Especially if you are trying to move $36million worth of tokens from one wallet to another, you better triple check. This is what happened at the beginning of May 2022.</p><p>This all came into light when a community vote was supposed to seize millions of dollars worth of JUNO tokens from a prominent investor or a whale accused of gaming a community airdrop. The seized tokens were to be sent to an address controlled by the JUNO community, but instead, it was sent to an incorrect address that nobody had access to. <br>Approximately 3 million tokens, valued at 35million dollars (at the time of writing), were lost, and the reason behind this was a copy-paste error.</p><p>Here at <a href="https://super.one/?ref=news.super.one" rel="noopener">SuperOne</a>, we are always cautious about any data we have. To ensure that we have the correct information, we urge all users to verify both an email address and telephone number after registering with <a href="https://super.one/?ref=news.super.one" rel="noopener">SuperOne</a>. We have initiated a One Time Password system to keep all accounts even safer, and to do this; we will need to send to either the email or telephone. Verifying both also helps us fix any problems that might arise with your account. So it is in the best interest of all users to verify both of your accounts.<br>We also recommend that all users keep the app up to date. For example, at the end of May 2022, all SuperOne credit will be void and will need to be changed into tokens. And users will need to have the most recent version of the app on their mobile device to do so. It is a good rule of thumb to keep all apps and programs <br>( not only SuperOne ) to the most recent version.</p><p>In this JUNO incident, there were over 120 validators who overlooked the wrong address pasted by the programmer. If only one of the validators had noticed the mistake, all could have been avoided. To make sure that everything it is shouldn&#x2019;t take that much time and should be routinely done. <br>You never know at the end of the day, it might save you 3 million tokens.</p>]]></content:encoded></item><item><title><![CDATA[Gamification of Education]]></title><description><![CDATA[Gamifing education is an approach to education based on a video game design.]]></description><link>https://news.super.one/gamification-of-education/</link><guid isPermaLink="false">627cb78d5551f0b991c5ff3f</guid><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Thu, 12 May 2022 07:35:14 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/05/SuperOne-Images.014.jpeg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/05/SuperOne-Images.014.jpeg" alt="Gamification of Education"><p>To keep children ( and some adults ) engaged in learning can be a struggle. It can be even more of a struggle when you have to sit them down day after day and teach them. But education has come a long way since the classroom, teachers, and books. It has become extremely popular to &#x201C;Gamify&#x201D; education to make it enjoyable. Like playing a game.<br>Gamification is an approach to education based on a video game design. And it is to help children approach learning like they would a game. Games are about solving problems; regardless of what kind of game you play, there will always be that link to problem-solving. It has been shown that gamification helps people focus and retain more information than conventional teaching methods. And with the development of mobile phones and tablets, many children have the opportunity to play and learn anywhere.</p><p>In 2003 Famtamstick, a company based in Japan developed an app that would do just that, be able to play and learn anywhere. Starting with their Ninja multiplication app, followed by their addition and subtraction app, they now have over 4 million downloads and have become the #1 children&#x2019;s app in 107 countries. They continued developing other ional apps, which are also extremely popular.</p><p>It all started around the time when the iPad first came out. Interested in the new tech, one of the developers bought one and had his children use it. They were only about 4 or 5 years old, but he noticed how the children interacted with the iPad. They were not taught how to use the device but could navigate within it without any problems. They could draw and use many of the functions; it was all easy and straightforward. The children were not held back by conventional writing tools and paper. They could press and see the results, which became instant gratification. After seeing this, Famtamstick started on a gamified educational app. They believe that children are all eager to learn; all they need is the starting point, the gateway into learning. And Fantamstick aims to produce apps and become that &#x201C;gateway&#x201D;. Gamification has a significant impact on developing themes for entertainment and education, and it moves towards utilizing games as an educational backdrop.</p><p><a href="https://super.one/?ref=news.super.one" rel="noopener ugc nofollow">SuperOne</a> has also taken on this gamification of education approach. We are not only gamifying education, but we are also gamifying fandom. Even a relatively straightforward app, such as a true or false quiz, can compel one to strive for their goals and trigger real emotions such as intrigue and accomplishment. It can also challenge one&#x2019;s knowledge of a genre, such as a specific sport or international artwork, for example. <a href="https://superone.gitbook.io/superone-whitepaper-version-0.1/the-brand/a-gamified-world?ref=news.super.one" rel="noopener ugc nofollow">Gamification is on a rapidly rising trajectory in terms of its applicability in an educational applications</a>, and there will be more in the near future. And <a href="https://super.one/?ref=news.super.one" rel="noopener ugc nofollow">SuperOne</a> has already incorporated it into our app. We have started with sports and entertainment quizzes and plan on expanding to other genres in the future.</p><p>So next time you want to test your knowledge on something or like to learn something new, why not try the SuperOne gamified approach?<br>And quiz yourself on an array of different topics.<br>There may be an opportunity to expand your knowledge or even find something new. It could be precisely what you were looking for.</p>]]></content:encoded></item><item><title><![CDATA[The New Payment Method by Gucci]]></title><description><![CDATA[Gucci has announced that they will be accepting crypto in selected stores and more in the summer on 2022.]]></description><link>https://news.super.one/the-new-payment-method-by-gucci/</link><guid isPermaLink="false">6267dacd5551f0b991c5feff</guid><category><![CDATA[Bitcoin]]></category><category><![CDATA[Gucci]]></category><category><![CDATA[XRP]]></category><category><![CDATA[Triviagame]]></category><dc:creator><![CDATA[SuperOne]]></dc:creator><pubDate>Mon, 09 May 2022 07:39:00 GMT</pubDate><media:content url="https://news.super.one/content/images/2022/05/098.jpg" medium="image"/><content:encoded><![CDATA[<img src="https://news.super.one/content/images/2022/05/098.jpg" alt="The New Payment Method by&#xA0;Gucci"><p>Gucci has started its journey into crypto. They have announced that they will accept 10 cryptocurrencies and some stablecoins that can be used for purchases in some of their stores in the US. And by the end of May, they plan to expand the numbers to all of their stores in North America by the Summer. The currencies Gucci will accept include Bitcoin, Ethereum, and even Dogecoin. It is unknown if they will be accepting Ripple (XRP), but with the coins they have stated they will take, it is presumed that they probably will.</p><p>More and more brands have been testing blockchain technologies, mainly NFT collections, but in-store crypto payment is still uncharted territory. There have been, in the past, attempts made by companies such as Tesla, which were unfortunately canceled. But with, this move by Gucci may mark a start of a new era of crypto payments.</p><p>So what does this mean for SuperOne? We have already incorporated cryptocurrencies and NFT in our app, so this is nothing new for us. The aspect that we can take out of this move by Gucci is that more people will now be aware and will be using crypto in their daily lives in the near future. SuperOne has a quiz game for sports fans, movie fans, and music fans. Quiz games have been around for a very long time, so there is nothing new there either. But by adding this &#x201C;old&#x201D; quiz game and this &#x201C;new&#x201D; crypto together, you will get something very revolutionary. Human beings are naturally drawn to challenging themselves, especially to things they think they are good at, like their knowledge in sports. <a href="https://super.one/?ref=news.super.one">SuperOne</a> has more than 11,000 questions <strong>just</strong> on sports ( at the time of writing ) ready for those fans. And there are more questions in the works. When the game is launched, these fans will be there to challenge themselves to our questions.<br>SuperOne also has other game modes where the user can challenge other players or even a group of players to see who can be the cr&#xE8;me de la cr&#xE8;me of them all. Now add the &#x201C;new&#x201D; concept of crypto in the mix, and the entire app will just get better. Then there is a chance for those fans not only to show off their knowledge but have the opportunity to be rewarded for that knowledge. There is a chance to own your own NTFs to trade and/or show off to others on the platform. There is an option there for them in <a href="https://super.one/?ref=news.super.one">SuperOne</a>.</p><p>So the announcement by Gucci could be considered a positive move by the brand and for the crypto community. The more the general public is exposed to Cryptocurrencies and stablecoins, the more opportunities they have to start with them. There is always the option to purely play the quiz on SuperOne, enjoy it with others, and disregard all of the crypto and the NFTs in the SuperOne quiz. Like there is always that option to buy Gucci only with cash.</p>]]></content:encoded></item></channel></rss>