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PurePlay Grows With CyberArts

PurePlay launched in 2005 and users rushed in to play. But their first-generation software was inadequate to the task and frustrated players with lockouts and crashes. CEO Jason Kellerman observes: "We originally launched our free poker room in July of '05; by November we decided that we were going to need new software."

PurePlay's next stage of development required a more robust and scaleable technology than was available from existing software suppliers. "When the poker industry took off several years ago, many developers popped up with quickly- built software, but only a handful solved the tough issues of scalability. Many poker rooms experience frequent crashes. Our review of nearly 40 alternatives showed that CyberArts' technology is very, very unique. There aren't that many people on the planet that actually know how to create enterprise-quality gaming software, and CyberArts' Chris Derossi happens to be one of them. The difference between what CyberArts has done and what 95% of the other folks have done is quite dramatic. There are only 3 or 4 poker rooms on the planet that can handle our scalability requirements and many of them are not commercially offered."

CyberArts' Foundation platform allowed PurePlay to grow without interruptions while adding new features. According to CTO Kevin Flood, "If you look at the support logs and customer feedback, the difference is quite dramatic. The number of calls and emails that we get regarding what I would call major issues of disconnects, and people not being able to get into the room, has declined at least fifty percent."

Customer retention is key to success for any online business and Kellerman adds, "Our churn numbers have gone down dramatically, and that's because the software works very reliably, and we can respond to customer feedback and quickly make player-requested changes."

PurePlay's confidence is evident in the range of new features that they are considering, including new tournament types, enhanced chat and other exciting community building features.. Kellerman explains, "In the past, we were afraid to make too many feature changes. Over the course of two years we made fewer changes on the prior platform than we've made in two months since switching to CyberArts. Previously we were afraid to touch the code, and we also didn't have as responsive a team as we do in the CyberArts engineers. I can't speak enough for that. When one picks a software developer, there are some minimum requirements: (1) the software has to work, (2) it has to be scaleable and (3) it has to be flexible. But at the end of the day you're investing in a team of developers, and these guys are very good, very knowledgeable, and when they make changes, they work."

PurePlay also employs advertising to monetize its customer base. Jason Kellerman notes, "We require a platform that is flexible, and allows for a lot of HTML within the room, so we can show different messaging to different types of users. On most rake sites a user is a user; whereas on our site there are different levels of subscription and different classes of users to whom we want to show different messaging."

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