Cardmembers who sync their Xbox LIVE accounts with their Amex accounts will receive a $10 credit or a £10 credit for U.K. users on their Amex accounts.
Cardholders will also be able to load coupon-less offers via Xbox LIVE from various merchants, including AMC Theatres, PacSun, Carphone Warehouse and Dixons Travel, to their Amex cards using Amex’s “card sync technology.” Once a cardmember uses their Amex card on qualifying purchases, the savings are reflected as a credit on their Amex statement.
Gamers can also unlock offers by accomplishing certain missions and through certain in-game achievements.
Halo 4, the most expensive game in Microsoft history, has been hailed as the “biggest entertainment launch of 2012 in any medium,” according to Quartz.
The Halo franchise has earned Microsoft $3 billion in profits. The release of Halo 3 in 2007 was the most profitable day for any entertainment product in history, including film.
“’Halo 4 marks a rebirth and a new beginning for one of the most beloved and iconic franchises in the modern history of entertainment,” Phil Spencer, the corporate vice president of Microsoft Studios, said. “Over the past decade, the ‘Halo’ franchise has become a bona fide pop culture phenomenon, and ‘Halo 4’ promises to take the franchise to a new level and set the stage for the next decade of ‘Halo.’”
Robert Hammer, the CEO of RK Hammer Associates, said that while Amex will not see a share of Microsoft’s profit on the game franchise, the card company could see a number of other benefits through the partnership, including a reduction in the attrition rate and the ability to retain more customers.
“Attrition is a big deal,” Hammer said, Quartz reports. “If you issue a new card and it doesn’t remain active, it’s an expense for the card company and not an income producer. The cardholder attrition rate is 20 [percent] to 60 [percent] annually. If the company offers more benefits to holding the card, some customers are going to think twice before canceling the card.”
Amex may be able to attract more gamers as customers. Gamers use account funds to purchase in-game accessories and add-ons.
“The video game market is a growing piece of credit card commerce, so that alignment between cards and gaming is already built in,” Hammer said, according to Quartz.