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Revenue

Why gamification is a revenue line, not entertainment

Guide·16 August 2026·8 min read·The Sfeira team

In most clubs, games are seen as entertainment: pleasant, time-consuming, with no measurable effect. That is a filing error. Built properly, a game does three things at once — it takes money, it fills seats, and it gives your commercial lead one more slot to sell.

What already runs, with no development

Four mechanics are in production and can be switched on as soon as the account opens: two that take money, two that bring people back. Each can carry a prize, a sponsor, and reports its figures to the back office.

Golden TicketLive

A winning ticket hidden in the ticketing flow. The supporter buys an entry while booking their seat and finds out whether they have won. The easiest to sell, the easiest to sponsor.

Prize drawLive

Paid entry, drawn at closing. The prize and the partner are configured by the club; winners are only published once you approve.

QuizLive

Themed quizzes with a leaderboard and podium, carrying a prize and presented by a partner. The club's editorial fixture between two dates.

PredictorLive

Match predictions. Free, weekly: the pre-match ritual that brings supporters back into the app without selling them anything.

Alongside this there is a 'Games' area on the supporter side, where people can take part even without a ticket — essential so that your season ticket holders, who no longer buy single seats, can take part. Every entry is archived

The real subject is not the game, it is the foundation

We did not build four games: we built a foundation, and plugged four games into it. That is what changes the cost and the lead time — adding a mechanic is no longer a project, it is a setting. Any new mechanic automatically inherits these six capabilities.

SetupOne game = one record: linked fixture, price, prize, partner, opening window. Created and edited by the club.
MonetisationPaid or free, sold alongside the ticket or bought on its own from the Games area.
Sponsorship'Presented by', logo, prize supplied by the partner. Every date you open multiplies the sellable slots.
Selecting winnersLeaderboard or draw, your choice; a player wins only one prize, ties are separated.
CommunicationNothing is published automatically: the club announces the winners when it decides to.
SteeringEvery entry tracked by game, by date and by channel. The figures are readable with no reprocessing.

The order of magnitude, with your own figures

This is not a promise, it is arithmetic you control. Set your attendance, your number of dates and the price you consider acceptable. The participation rate remains the assumption to debate — put in the figure you actually believe.

10 200 €
games revenue over the season
5 100
entries
34
sponsor slots

attendance × dates × rate × games × price — a projection from your assumptions, not an observed result. Sponsor slots are the 'presented by' placements you can sell across the season, before even counting the prizes supplied by the partner.

Where to start

Not with twenty games. The four mechanics in production switch on immediately — that is already ample to fill a season and measure what it produces for you. After that, we scope two more with you: the ones that answer your problem of the season, whether that is missing revenue, a half-empty venue or a supporter who disappears between two

That is where the difference lies between a club with an app and a club with a community.

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