STAN

Social gaming community app for creators, gamers and fans.

Available information varies by company and source.

Profile record updated:

Company facts

Official name
Getstan Technologies Pte Ltd
Entity type
COMPANY
Founded
2022
Headquarters
160 Robinson Road, Singapore
Company size
50–200
Market role
B2C Consumer App / Platform
Official website
getstan.app

What STAN does

STAN operates a consumer social platform built around gaming communities and creator engagement. It creates value by aggregating gaming-focused users, enabling creators to host voice rooms and communities, facilitating tournaments and social interaction, and layering monetisation tools on top of this engagement. Revenue is generated from transaction fees on in-app spending and from brand-funded monetisation tied to creator communities and audience attention.

Category differentiation

STAN is a consumer social gaming and creator community platform, not a DSP, ad network or enterprise SaaS tool. It is closer to a gaming-focused social app than to a general-purpose chat platform or pure esports organiser.

Strategic context

AI-supported assessment from the existing company research; distinguish interpretation from sourced facts.

STAN is a Singapore-incorporated social mobile and web platform centred on gaming communities, creators and fans, with a particular focus on India. Its product combines live audio interaction, creator-led communities, tournaments, chat and virtual rewards into a consumer app environment where users engage around games and creators build audiences. The company makes money through a hybrid model that includes in-app purchases, microtransaction take-rates, brand partnerships, sponsorships and advertising integrations. Its direct users are gamers, creators and fans, while commercial demand also comes from brands seeking access to those communities and from creators monetising their audiences through the platform.

Company news briefing

Briefing updated:

Stan, the Australian streaming subsidiary of Nine Entertainment, continues to prioritise its market position through a strategic focus on original programmes, live sports, and licensed Hollywood content. Headquartered in Sydney, the service maintains its established model as a local subscription platform while offering international accessibility for its catalogue. This consistent content-led approach reinforces Stan's role as a primary domestic competitor within the global streaming landscape.

Business model & monetisation

STAN uses a hybrid freemium monetisation model. Core revenue comes from percentage take-rates on microtransactions, including gifting, virtual rewards and tournament-related in-app spending. Additional monetisation comes from brand deals, sponsorships and advertising integrations within creator-led communities, creating both user-paid and brand-funded revenue streams.

In-app gifting and virtual rewards
Percentage take-rate on microtransactions
Tournament-related in-app spending
Percentage take-rate / in-app purchases
Brand deals and sponsorships
Brand-funded partnerships
Advertising integrations
Ad-supported brand monetisation

Products & capabilities

No products with linked sources are available in this view.

Products & market categories

Recent recorded signals

Dates refer to the source publication. Older entries are historical context, not evidence of a new event.

  • STAN's StanShop Sees 15x Monthly Buyer Growth, 70% Repeat Purchases

    pocketgamer.biz

    Gaming Commerce · Recorded impact score: 2/5

    STAN, an Indian mobile-first social games network, announced a 15x growth in monthly buyers on its StanShop gaming commerce platform over the past six months. Repeat customers now account for 70% of purchases, driven by Gen Z users and those from tier-two cities. StanShop sells digital products like gaming gift cards, credits, and top-ups. Users from tier-two and tier-three cities make up about 67% of STAN's user base and generate nearly 72% of monetised engagement, with 17-18% higher ARPU than tier-one users. STAN has over 50 million users across gaming, creators, and communities. CEO Parth Chadha highlighted that commerce can grow naturally from community, citing the strong repeat purchase rate as early evidence. The company previously raised $8.5 million to support AI-driven growth and games communities.

    • STAN recorded 15x growth in monthly buyers on StanShop over six months.
    • Repeat customers account for 70% of StanShop purchases.

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Questions about STAN

What is STAN?

STAN is a social gaming platform and mobile app where gamers, creators and fans interact through communities, live audio and tournaments.

Who uses STAN?

Its main users are gamers, creators, influencers and young digital consumers in India, with brands also participating through sponsorships and collaborations.

How does STAN make money?

It earns through in-app purchases and microtransaction take-rates, plus brand deals, sponsorships and advertising integrations.

Sources & coverage

This profile uses public, official and technically observable information. Missing information does not prove that a product or relationship does not exist. The list below does not imply that every profile statement has been verified.

15 publicly documented primary sources and citations linked across the market graph.

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