Posts Tagged ‘Habbo’

Habbo Hotel publisher Sulake cuts staff, tests facebook app

Monday, December 21st, 2009

Sulake, the Finland based publisher of virtual world Habbo Hotel has recently let 28 staff members go. Originally discussed back in October, the company planned to reduce staff by 20%, or around 40 jobs. Obviously, plans were altered, as the final number ended up being 12 persons short of this original projection. Sulake communication specialist Jahani Lassila commented that the current restructuring and cuts have, “dramatically improved profitability.”

However, according to articstartup.com, some Sulake staff members have chosen to leave by their own accord (perhaps the missing 12?), and that the internal atmosphere at Sulake is somewhat less than joyous.

However, on the other side of the coin, Sulake has announced that they’re actively working on adapting their popular teen title Habbo Hotel to a facebook ready application. Signaling their true commitment to the project, Sulake has also recently integrated a Facebook login options with all global Habbo Hotel sites. In doing so, Sulake has effectively removed the hurdle of joining the virtual world, as the registration process is greatly streamlined.

Habbo

The United Kingdom Facebook crowd has first dibs on the Habbo Hotel integration. Sulake is currently testing the project on Facebook UK, but not limited usage to UK users alone. To have a go at Habbo Hotel on Facebook, head on over and see how close it is to the stand alone version. Personally, if I didn’t know that this platform was on Facebook, I’d believe I was playing a ‘regular’ version of Habbo.

While Sulake has yet to release any information about when they’ll release the project to the global Facebook community, but not limited who and who can not use the app, chances are that they’re already in the middle of a soft launch.

 

Sulake contracts, True Game expands

Thursday, October 8th, 2009

SulakeSulake, the Finnish parent company behind the successful virtual world Habbo Hotel is expected to lay off 40 staff members (20 percent of their global workforce). The news arrived yesterday via effected employee’s tweets, as well as articstartup.com, with layoffs to be focused in Helsinki.

Sulake employs approximately 300 people across 13 countries, and claims in the neighborhood of 12 million monthly unique visits to it’s tween-friendly virtual world Habbo Hotel. While Habbo Hotel features a number virtual celebrities’ represented in the world, in 2008 Sulake reported that they’d garnered around €50 million ($73 million) in revenues, but only turned a profit of around €1 million ($1.5 million).

In addition to Habbo Hotel, Sulake also runs the Finnish social networking platform IRC-Galleria, and recently launched another virtual world, Bobba, this time centered around a smartphone platform, with eventual plans to port the virtual world to a PC platform. Bobba is aimed at attracting an older demographic than then tween focused Habbo Hotel.

And on the other side of the coin….

Irvine, California based True Games, which recently announced the opening of a new development studio in Austin, Texas, seems to be on the growth warpath. Announced yesterday, True Games has now established an External Development Division and is now seeking to publish new content on it’s TrueTech gaming platform. Not limited to one genre, True Games seems to be seeking a full catalogue of offerings, including but not limited to RPG, RTS, racing, FPS, sports, action, simulation, and the list goes on. This content may be original or licensed online games that would be operated under the microtransaction model.

“We currently have several top quality products in development, but in addition to our own content, we also want to take advantage of our extremely capable TrueTech platform’s capabilities by operating additional online games. There are developers out there creating amazing online content, however, they don’t have the means to bring it to market on their own. That is exactly the kind of partner we are looking for,” said Jeff Lujan founder and CEO of True Games.

As for Sulake, it’s an interesting twist. While Habbo is one of the most popular destinations for their target market, taking in $73 million in revenues and only producing $1.5 million in profit is certainly cause to raise an eyebrow. With that said, the buzz surrounding Habbo has been nothing but positive for as long as memory serves, and a 20 percent staff reduction seems a bit out of the ordinary. A harbinger of darker days ahead for the Finnish firm? Hopefully not. And again, heading in a completely opposite direction, True Games seems to be poised to pounce on the microtransaction market. Their first release, Epic Warrior seems to be doing well in an already competitive market, a highly anticipated release just around the corner (Mytheon), a new studio in Austin, and now an external development team? True Games…one to watch.

 

KZero clocks 579m registered virtual world accounts

Thursday, July 23rd, 2009

Virtual Worlds consultants and analysts KZero recently pumped out two mid-summer virtual world statistics that should get you to sit up and pay attention. They’ve provided not only a breakdown of where people are headed, but what age groups are predominant in these virtual worlds.

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Admittedly, the first set up stats is slightly complex at first glance, but upon further inspection, these charts are nothing short of eye opening.

This chart visualizes ages breakdowns and the associated virtual worlds that these ages are taking part in, along with each individual world’s launch data and timeline.

If pretty circular chats with fancy blue and red dots don’t really do it for you, KZero has gone the extra mile and broken things down even more. According to their research, the Q2 2009 virtual worlds sector inhabitant count now stands at 579 million. This number represents a 38.6 percent increase over Q1, where inhabitant totals stood at 417 million.

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Taking data-points of the average age of users within each world, and then allocating this data to all accounts, KZero affirms that predominant age in these worlds is 14. The majority of these VW inhabitants come from big players including Weeworld, Habbo, and Stardoll.

Having a different look at the same data, the graph below represents cumulative registered accounts by age.

q2-2009-reg-accs-chart3

There’s obviously a plethora of activity in the 5-14 age group, a moderate increase from 15-20, but after that, a relatively flat curve. For the purposes of this study, Second Life was excluded.

As KZero points out, the majority of activity, and associated monetization scramble, is happening in the 10-15 year old age group. Totaling 334 million registered accounts, over 57 percent of the entire segment, this age segment represents the largest potential for growth. Holding 19 percent of the entire segment is the 5-10 year old age group. Clearly, youth oriented virtual worlds such as CampFu are smack dab right in the middle of the majority of virtual worlds citizens’ radar.

 

Habbo says: MySpace and YouTube are more popular that Facebook

Friday, June 5th, 2009

According to a recent survey released by Habbo, MySpace and YouTube are more popular amongst the 11 – 19 year old age group than facebook.  The study was conducted in April 2009, and surveyed 112,000 teens from over 30 countries.  Conspicuously, only 4%, or 4,500 teens were from the US.

According to the Global Habbo Youth Survey brand update 2009, facebook now holds the number 3 spot, up from number 5 last year with US teens.  However, globally, YouTube and facebook take the number 1 and 2 spots, respectively, with MySpace coming in at number 4.

Sulake, Finland based parent company of Habbo, which claims close to 12 million unique users globally, with comScore data tallying Habbo at 3 million monthly users in the US, also surveyed teens on their attitudes towards brands.  Sulake deliberately excluded Habbo from the response list in order to keep the dataset impartial.

The results are not surprising, with 50 percent of American teens being more brand conscious than any other global group surveyed.  American teens felt it’s important to express their individuality, and expect their brands to help them out.  Conversely, only 38 percent of global respondents shared the same attitudes towards brands as their American counterparts.

While Habbo makes the vast majority of it’s revenues from the sale of virtual goods via microtransactions, some $74 million in 2008 according to Sulake, the virtual world has stepped up their real world marketing tie ins.  In January, the company signed a deal with Fox and Freemantle Media to provide a virtual version of American Idol, complete with in-world avatars of AI contestants.

So here’s the thing.  MySpace’s parent company is Fox Media.  As mentioned above, conspicuously, only 4 percent of those surveyed were American teens.  Granted, while this data is all encompassing, and not solely from the dataset surveyed, a quick compete.com search clearly has facebook blowing both YouTube and MySpace out of the water.  Sulake surveyed 112,000 teens from 30 countries.  We’re not given specific country by country breakdown numbers, but I would hope that one of the largest consuming countries in the world, not to mention home of all three mentioned, would get a slightly larger slice of the pie than others. And even if American teens were under represented in the numbers, what’s the survey pool?  Do all 4,500 of these teens have YouTube, MySpace, and facebook accounts?  Again, just looking at the overall compete.com data, something seems a bit skewed here.  I’m not saying the Sulake and Habbo data is dead wrong, but given the rise of facebook, and the gradual decline of MySpace, something just seems out of place here.

 

Six Degrees Games on track to become Virtual World powerhouse

Monday, September 15th, 2008

Six Degrees Games Inc. is gearing up for the launch of their sports based virtual world for kids called ActionAllStars.com.  In addition to winning virtual trophies in baseball, basketball, and action sports, users can create fully customizable avatars and char with buddies.

In an impressive run, Six Degrees has been able to sure up licensing deals with traditionally hard-to-get plays such as the National Basketball Association, Major League Baseball, and ESPN.  Last March big gun David Ortiz, most noted for his success with the multibillion-dollar Madden franchise came aboard.  If this wasn’t enough to get your interest, how about a $7 million venture financing deal?

According to Virtual Worlds, in the first two quarters alone, $345 million clams have been invested in the virtual world market.  They also report that as of August 2008, there were 163 youth-oriented virtual worlds live or in development.

While the dominant players in the youth oriented virtual worlds include Gaia, Habbo, and Walt Disney’s Club Penguin, Six Degrees is confident they can stand not on the shoulders of giants, but firmly along side.
“The market is becoming crowded,” said Minard Hamilton, chief executive of Six Degrees Games. “My sense is that it’s becoming more important to differentiate yourself.”

Hamilton is no stranger to a continually crowded marketplace, having spent five years in the position of executive vice president with Jamdat mobile, a company that sold games for mobile phones.  In this highly competitive field, Hamilton justified top billing fees by securing licensing deals with major league sports brands.  Clearly Hamilton and company were doing something right; EA stepped in in 2006 and purchased Jamdat for $684 million in cash.

“And there were a lot of similarities between mobile and online,” Hamilton said.

Together with Jamdat’s Senior Vice President of Sales, Ben Jones, Hamilton co-founded Six Degrees Games in 2007.  The duo took one look at the virtual worlds space and decided the playing field was ripe for development.

Reaching back into the Rolodex, Hamilton and team capitalized on their connections with sports brands, and began securing licenses from the NBA and MLB to use logos and jerseys in the virtual world.  Sex Degrees Games and the NFL are currently ironing out a deal as well.  Wanting to cover all the bases, Six Degrees Games isn’t limiting itself to ‘mainstream’ sports, but has also secured deals with ESPN to include real time sports news and scores along with X Games video.

“Sports sites have a built-in audience of passionate fans,” said Paul Verna, an analyst with EMarketer who estimated that revenue from ads and paid content on sports sites would hit nearly $3 billion in 2012 from $1.5 billion in 2007. “These fans have an insatiable thirst for facts, figures, statistics and trivia. And they like to share their knowledge and opinion with others.”

While Hamilton and Jones have decided on a subscription based model for inclusion into their virtual world, given the immense potential of virtual item sales, development and evolution of the Six Degrees Games virtual world is certainly one to watch.

ActionAllStars.com is currently in closed beta, but you can get an quick view of what the virtual world will look like at: beta.actionallstars.com.

via L.A. Times

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Analyzing to find the Sweet Spot in the free-to-play market

Saturday, September 6th, 2008

Osma over at fishpool.com has recently written an outstanding article on finding the ‘sweet spot’ in the free-to-play, pay-for-stuff market.  Writing with expertise gained for his 5 years of experience with Habbo, Osma brings to light some interesting details regarding exactly what players will pay for in the free to play market.

I don’t want to steal any of his thunder, but would rather post some selected highlights.  To read the entire story go and visit fishpool.com.

And now for those juicy highlights:

Providing a basis for the article and why he’s chosen to publish this knowledge:

I’m sharing this with the world because while it’s been an interesting ride to build an online social game with an end-user business model, breaking pretty much every conventional rule in the process (”games have to have objectives”, “there is no profit in micropayments“, and so on), it’s still better for our business if people understand why it works. If this allows a competitor to fix a problem in their product and get off the ground, so be it – there’s plenty of growth to go around here, and failures don’t help anyone.

Looking at two assumptions behind the flexible pricing model:

…the number of customers grows as the cost of goods drops, and second, that the maximum consumption is unrelated to the minimum. There is no average customer who would spend more than half of others, and less than half of the rest.

Applying these principles to the free-to-play, microtransaction marketplace:

Cheap purchase price attracts more customers out of the existing free users, and transactional item-based sales allows repeat purchases of theoretically unlimited amount. Those who are willing to buy more will do so, up to some practical maximum of consumable goods and discretionary spending.

Using the sales of chocolate bars as an example, Osma argues the point effectively:

…how many chocolate bars of standard quality would you expect to sell for $1? How about for $2? More or less than half? How about for $10 for the exact same package? I’d wager chocolate bars sell at least 10x better at the price of $1 than at the price of $10 each, and the increase of customer base more than covers the lower per-unit revenue.

Factoring in packaging and marketing costs to the chocolate bar producer, Osma is quick to point out the obvious differences in a physical, consumable bar of chocolate, and digital entertainment:

…of course there is a minimum profitable price for a bar of chocolate that does not become near-$0 even at very high volumes, unlike purely digital products, so increasing chocolate-sales revenue by dropping prices does not necessarily increase profits, and I’m completely ignoring the effects of packaging and marketing on the perceived value of items. For digital sales, where packaging is more flexible and material costs are effectively non-existent, we still have to consider not-unsubstantial fixed development costs, a certain amount of costs associated to servers and bandwidth, some transaction-related pricing friction, and so forth, but certainly the minimum value (and price) of one unit of digital sales can be driven much lower than a bar of chocolate.

Again, to view the article in full, including some VERY interesting pricing graphs, please go visit fishpool.org.

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