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This article has multiple issues. Please help improve it or discuss these issues on the talk page. It is written like an advertisement and needs to be rewritten from a neutral point of view. Tagged since November 2009. Very few or no other articles link to it. Please help introduce links to this page from other articles related to it. Tagged since April 2010. It may have been edited by a person who has a conflict of interest with the subject matter. Tagged since November 2009. Surfpin Founded 2002 Founder Sheetal Nehra Headquarters London, UK (Worldwide HQ) San Francisco, California, USA (US HQ) Area served Worldwide Key people Sheetal Nehra (CEO) John Adebayo (CFO) Nicholas Grubb (VP Prod. Dev.) Industry Telecommunications Mobile communications Payments Products Electronic payments Mobile Payments (Pay By Mobile) Landline Payments (Pay By Home Phone) Employees 30 Website www.surfpin.com Surfpin is a company facilitating payments for virtual goods and services via telephone.[1] Established in 2002, Surfpin was a pioneer in accepting payments via mobile phones and home phones. It grew in the gaming sector through partnerships with successful massively multiplayer online role-playing games (MMORPGs) and their providers such as Miniclip, NCSoft, Club Penguin from Disney, RuneScape and FunOrb by Jagex as well as gPotato from Gala-Net. Surfpin also provides in-game payment services, an example being the Superstar Racing game at Miniclip. They also work in the social networking space with companies like Xat.com, a chat portal with 7 million users. With the rising popularity of MMORPGs, virtual worlds and social gaming, alternative phone-based payment methods are fast gaining traction. Sales of virtual goods and services reached one billion US dollars in 2009 [2][3]. Surfpin is currently available in 46 countries.[1] References ^ a b "Surfpin - Enabling you to pay online ...". Surfpin. Archived from the original on 2009-11-15. http://www.webcitation.org/5lJZDxO4g.  ^ "Virtual goods sales to hit $1 billion in 2009 as social games pay off big". GamesBeat. 14 October 2009. http://games.venturebeat.com/2009/10/14/virtual-goods-sales-to-hit-1-billion-in-2009-as-social-games-pay-off-big/.  ^ "Who Buys Virtual Goods? It's Not Who You Think". Viximo. 22 July 2009. http://blog.viximo.com/corporate/2009/07/22/who-buys-virtual-goods-its-not-who-you-think/.