by Intelliverse X

Pricing

One page, every QR use case, USD. The machine-readable source of truth is GET /api/v1/pricing (public, no auth) — amounts there are integer cents with a version and effectiveDate. Values marked live are read from the same constants the billing code applies; values marked recommended are the published convergence targets for flows still landing (owners may adjust).

1. Screen ad slots (QR self-serve & direct-sold)

Model: per machine, per month, per loop slot (8×15 s loop), flight 1–6 months. Price = base rate × format × slots × machines × months × volume discount.

Base rate Price Status
Local business $99 /machine/mo per slot (guidance $75–150) live
Stocked-brand co-op $175 /machine/mo per slot (guidance $100–250) live
Multiplier Value Status
Standard slot (1 of 8) live
Double slot (2 of 8) live
Image creative live
Video creative 1.5× recommended

Volume discounts by reach (recommended): single zip 0% · zip cluster (2–5 machines) 5% · city (6–15) 10% · multi-zip (16–50) 15% · nationwide (51+) 25%.

Operator revenue share on direct-sold ads: 60% operator / 40% platform (recommended, v1.1.0). Video held at 1.5× by sign-off adjudication: comparable networks show 2–4× static-to-video gaps, but 1.5× keeps the video local slot at $148.50 — under the ~$150/mo Yelp-low-tier anchor the self-serve pitch leans on.

Revenue projections at these rates must assume ≤ 50% slot occupancy in year one (sign-off v1.1.0) — the rate card never presumes a sold-out loop. Implied CPM = monthly slot price ÷ (impressionsPerPlay × loop plays/mo ÷ 1000); impressionsPerPlay is a venue-traffic estimate until dwell sensors land, so CPM claims derived from it are planning figures, not verified delivery.

2. Programmatic / mediation (read-only yield config)

Unsold slots go to auction. Floors and expected clearing CPMs per venue type:

Venue (OpenOOH) Floor CPM Expected CPM Status
Convenience store (202) $2.00 $4–8 recommended
Mall concourse (20501) $3.00 $5–10 recommended
Airport gates (10105) $4.00 $6–12 recommended

Live global floor: KIOSKX_MEDIATION_FLOOR_ECPM (default $1.50 since v1.1.0 — a $0 fallback was exploitable by bid shading on screens missing a venue override; per-screen overrides in the mediation engine). Direct-sold programmatic guidance: $7–22 net CPM.

Floor review cadence: quarterly, re-benchmarked against published Place Exchange / Vistar / Trillboards clearing data (pDOOH CPMs moved −14% in a single half-year, H2 2024 → H1 2025).

3. Game worlds (one-time pay)

Free 30-second sample first, then:

SKU Price Status
Worlds Pass — all 5 worlds (topic personalization included) $4.99 one-time live (Stripe Payment Link) — recommended default
Single world unlock $1.99 one-time recommended
Replay (after the free 24 h replay) $0.99 recommended (was $2.99; a replay can never price above a fresh unlock)
Worlds subscription (all worlds, unlimited topics) $9.99/mo recommended

Reward cost target: ≤ 30% of ticket. Web Stripe checkout (~2.9% + $0.30) nets ≈ $1.63 on the $1.99 ticket — projections use net, not gross. Sign-off v1.1.0: the $1.99 single-world SKU must become live/purchasable (only the $4.99 pass has a Stripe link today), and the scan → checkout → purchase funnel must be instrumented so the 1–5% conversion expectation is testable within 60 days.

4. Quest drops (free product — funding-side pricing)

The shopper pays nothing; the funding source pays. Sponsor rate card (per verified completion, stepped by product retail value; band $1.50–$6.75, superseding spec §4's $1.50–$4.00 per sign-off v1.1.0 — the old upper-band fees left the operator funding sponsor campaigns at a loss):

Product retail value Sponsor pays / completion Status
up to $2.00 $1.50 recommended
$2.01–4.00 $2.50 recommended
$4.01–7.00 $4.75 recommended (was $3.25)
$7.01–10.00 $6.75 recommended (was $4.00)

Eligibility (v1.1.1): the card applies only to products at or under $10.00 retail (the top band's ceiling). Higher-value products require a custom sponsorship agreement — never an off-card per-completion rate.

Verification premium (v1.1.1): Band 4's $6.75 sits above the $1–5 per-delivered-sample cost of a demo agency deliberately — the fee is charged only on a machine-verified physical dispense (one-time KX- code, single ledger, no double spend), receipt-grade proof a sampling agency cannot provide. Sponsors paying above the substitute ceiling are buying the verification; unverified engagement is never billed.

Platform margin on sponsor-funded completions: 20% (operator keeps 80%, which now covers wholesale product cost ≈ 50% of retail at every band top: $3.80 ≥ $3.50 and $5.40 ≥ $5.00) — recommended. Operator-funded promos: default hard cap $50/machine/mo (recommended; issuance stops at the cap); live redemption cap $20 max product price (KIOSKX_PLAY_MAX_PRICE). Platform-funded promos use the same cap mechanics and report as house.

Enforcement gap (v1.1.0): the $50/machine/mo cap is declared but the machine promo config has no budget/spend field yet — the catalog carries capEnforcementImplemented: false, and sponsor-funded quests must not launch until the hard-stop exists in code.

4b. Prize mechanics — Spin-a-Wheel / Scratch & Win / IntelliDraws (v1.2.0)

QuestX's prize mechanics at the kiosk: scan-to-play pages (/spin, /scratch, /draws?machine=…) rendering the live QuestX prize pools (public config endpoints on quest-x.ai); outcomes resolve server-side in Kiosk-X over those odds (QuestX's play API requires a consumer JWT, so an anonymous shopper can't get an account-authoritative result — labeled demo-behind-interface, the /play precedent). Product wins mint the existing one-time machine-bound KX- credit → $0 promo order (revenue excluded, retail value recorded).

Play Price Status
Spin-a-Wheel — one spin $0.99 recommended
Scratch & Win — one card $1.49 recommended
IntelliDraws — one raffle entry $1.99 recommended

Both funding paths exist per mechanic:

Win economics (margin math, wholesale ≈ 50% of retail; live QuestX odds at v1.2.0 — grand slice p=0.02, second p=0.05; mapping clamped in code so expected product cost ≤ 35% of gross per play, whatever upstream configs do):

Mechanic Gross Net (Stripe) E[prize cost] Margin
Spin $0.99 ≈ $0.66 ≈ $0.09 ≈ $0.57/spin
Scratch $1.49 ≈ $1.15 ≈ $0.09 ≈ $1.06/card
Draws $1.99/entry ≈ $1.63 $5.00 prize (wholesale) per machine-draw pot covers prize at ≥ 4 paid entries; shortfall is a promo-budget subsidy ≤ $5

Prize tiers: grand = free product ≤ $3.50 retail; small = ≤ $2.00 (the two highest QuestX outcomes map to product credits, everything else stays QuestX points); weekly draw = free product ≤ $10 retail, one winner per machine-draw, drawn server-side at the QuestX drawDate (scheduled draws only — QuestX runs no instant-win draw variant).

Operator controls: PUT /api/v1/machines/{machineNo}/prize-mechanics (per-mechanic flags, prize caps, budget), printable QR per mechanic, report at GET /api/v1/prizes/report (scans → entries → plays → wins funnel, gross revenue, prize cost, budget consumption), and house creatives in the getAd attract loop for each enabled mechanic.

5. Multiplayer game

6. Operator SaaS (subscriptions)

Plan Price Status
Monthly, per device $9.99/device/mo, 14-day trial, 30-day period live (GET /api/v1/subscriptions/pricing)

Fleet volume tiers (recommended convergence target, v1.1.0 — billing still charges the flat live plan until tiered billing lands):

Fleet size Per device / month
1–24 devices $9.99
25–99 $8.49
100–249 $6.99
250+ $5.49

Margin-stack rule: the SaaS fee must stay ≤ ~25% of the incremental monthly profit the platform's revenue shares (60% of ads, 80% of quest fees, 70% of pay-to-play) generate per device, and the operator must keep ≥ 50% of total machine-generated profit across all models combined.

Product / sticker / 3D-object QRs wrap Stripe payment links — the price is whatever the link was minted with (pass-through; attribution via client_reference_id).

8. Utility QRs (deliberately unpriced)

Registration, QR-auth login, app-install smartlinks, video end-cards, merchandise, referral, social-share, the qr-studio registry, demo and docs QRs are utility_indirect: no direct price by design. Each declares its indirect path in the catalog (e.g. registration → per-device SaaS billing, login → order conversion, referral → capped signup-reward budgets), so no QR surface is unclassified.


All 18 QR surfaces from the monetization spec — plus the three prize-mechanic scan-to-play QRs added in v1.2.0 (21 total) — map to a section above; the catalog's qrSurfaces array carries the mapping, and the test suite fails if a surface or monetization class ever goes missing.

Branded rendering. Every QR Kiosk-X serves is brand-customized to the product it opens (app/qr.py): QuestX branding on quest / free-product / prize-mechanic codes, ContentX branding on ad-creation codes (including the getAd house poster), Intelliverse X branding on Game World / multiplayer codes, and the KX house mark on operator utility codes — rounded modules in the brand's primary color, the brand's app icon on a white center plate, and ECC-H so every code stays scannable (machine-decode pinned in tests/test_branded_qr.py).