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Tech and History Merging?


For thousands of years, the process of making

steel was virtually unchanged. It was very hard 

and time-consuming.

But in 1905, Andrew Carnegie added a new technology

that made the steel-making process faster and easier...

And almost overnight, he made 1000 new millionaires,

who were previously little more than normal steel laborers

before the technology was introduced.

Here's the important history lesson:
When new technologies are introduced (that make

processes faster and easier) it ALWAYS produces

new wealth for the people.

We are currently living in an era where the technology has

made the process of purchasing easier and faster than ever before.

In the past, we would have to carry checks, or lug around

cash and coins, or even pull out our credit card and sign a receipt.

But today, through mobile commerce, even those old forms

of paying are becoming more and more obsolete.

Let me explain:
Let’s say you have an iPhone and download a free app game

like “Clash of Clans.” The purpose of the game is to create a clan,

build a village for the clan, and train your warriors to protect your 

village from invaders.

But here’s where it gets interesting: although you can play for free

and slowly earn virtual “gems” to help you fund clans projects. 

You can also make an “IN APP” purchase to speed up the pace 

of gem-getting.  

For instance, with the touch of a finger, you can purchase a

“pile of Gems” ($4.99), a “bag of Gems” ($9.99), a “sack of Gems” ($19.99),

a “box of Gems” ($49.99), or…if you are feeling really ambitious to get

some extra swords and sling-shots to fight off the barbarian invaders, 

you can touch your iphone screen and purchase a “chest of Gems” for only $99.99.  

The company “Supercell” (based in Finland), who makes “Clash of Clans” earns just a tad over $1,000,000 per day through these “In-APP” purchases worldwide. Yes, that’s one million per day from people nonchalantly tapping their phone.  

Apple gets a 30% of the cut (or about $300,000) daily just from Supercell. And Supercell brings home around $700,000 per day.

Not too shabby.  

Remember this: when the ability to purchase is made easier through technology, more wealth is created FASTER than ever.  

Remember this too: when people play “Clash of Clans”, they are encouraged to just press a button and invite all their Facebook friends to play with them. (BTW- if I get another Farmville invite I’m going to freak out!)  

Anyway, some of the invited friends actually begin to play. And believe it or not, LOTS of those people end up purchasing LOTS of gems….which brings Supercell a healthy $1,000,000 a day.  

Now…once again we have a curious scenario:  
The users, the fans, and the players of “Clash of Clans” are the real evangelists and unsuspecting advertisers for Supercell. They invite their friends in droves. Their friends buy virtual “sacks of gems” like they are going out of style.  

The math breaks down to something like this:  
“Clash of Clans” Company = $1,000,000 per day  
“Apple” = $300,000 per day (at 30%)  
“Players who SHARE the game” = $0

Did you know the most bankable commodity in the world is not diamonds or oil, it’s your friends in your phone and in your social graph. Tech companies are currently harvesting that wealth in droves…and the people are shut out.

Does anyone else see an odd relationship with the way things currently are?
Imagine if the Ripple introduces a game like "Clash of Clans" (which would bring the ripple about $1,000,000 per day, or 365 Million in a year...from...a...game).

This doesn't even hint at the possibilities our platform provides.

We believe that just like Andrew Carnegie's new technology created over 1000 millionaires...we believe the ripple-tracking technology that RECOGNIZES and
 rewards you for your social graph...may go down in history as one of the most
innovative ideas of the century.

Let us be very clear: building your ripple right now may be one of the most important things you can possibly do in your entire life.

We will explain more later.

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