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This CEO Is Cashing In On Female #Gamers (By Giving Them What They Want) #Kuuhubb $KUU.ca

Posted by AGORACOM-JC at 12:07 PM on Friday, August 31st, 2018

  • Mobile games are exploding
  • Women make up almost half of gamers
  • Although boys (and young men) still come to mind for most people when asked what a “gamer” looks like, the percent of women playing video games is now up to 45%

Gorman believes women are the future of gaming — and that gaming companies need to embrace this overlooked demographic in their game design to succeed in the next wave of development. Her solution is to bring gender diversity to an industry that is perversely unaware of it. Her company’s mission is to focus on creating games that are artificial intelligence-based and specifically designed to help players relax and de-stress. The company’s debut mobile app is called Confetti Casino, a Vegas-style slots game.

There are several new trends that could help Gorman achieve her goals:

Mobile games are exploding

Over the next 4 years, Gorman says that “all growth in gaming revenue will be on mobile platforms.” At this time, 64% of women and 38% of men already prefer using mobile over other gaming platforms. Gorman attributes this growth to the convenience and accessibility of mobile. Mobile games are more approachable and offer quick play sessions during lulls in the day. In this way, mobile games can become core parts of our lives, just as text messaging, online shopping, and social networking have. Traditional console and PC games require expensive equipment that facilitates longer, more intense play sessions. Often, the extended gaming time spent on those devices can be a problem for players, as when teens avoid dinner or homework to play them. However, a mobile game player only needs a smartphone and appropriate apps to participate. Plus, both mobile phones and the apps they run are becoming more powerful and  more graphically realistic, making them more appealing every year.

Gorman also points out that Millennials and Gen X-ers grew up playing games on their mobile devices. With the exponential rise of smartphones, it simply makes sense that a fun childhood hobby will continue into adulthood.

Women like using games to destress and to be social

When it comes to mobile games, what do women want? Fort Mason Games surveyed 3,000 women to find out. 93% said

Kate Gorman, CEO of Fort Mason GamesFort Mason Games

they play slots games on their phones and tablets to relieve stress. Fort Mason Games also found that women tend to be highly social when it comes to mobile gaming. Confetti Casino was designed with that in mind. It’s easy for players to bring new friends into the game, as well as forming new friendships with other players. The game encourages players to send and receive HeartGrams that pay in-game rewards. Gorman says this feature has resulted in highly positive App Store reviews and more engagement and fun for participants.

The games women love to play will gross billions in revenue

There are over 2.5 billion players in the socially-driven mobile gaming ecosystem. Social casino games alone are projected to gross $4.2 billion in revenue just this year. That’s money that will be left on the virtual table if gaming companies continue to ignore the female gaming community and its particular needs and interests. According to a Google study, 60% of female mobile game players surveyed feel that fewer than 1 in 3 games are made with women in mind.

Gorman advises gaming companies — especially ones with male-dominated leadership — to remember that female audiences are different. They may not necessarily value the same themes, artwork, and gaming mechanics as male audiences. It’s important to consider what female audiences would find relatable and enjoyable to play, but it’s equally important to ensure the gaming experience is respectful to women. In many games, female characters are portrayed in an overly-sexualized fashion that is meant to serve the male audience’s interests.

Gorman says she is aware of how demeaning this can be for women, so she created Confetti Casino Slots with a more sensitive and respectful approach. The in-game characters are fully clothed, and the tone of the game portrays a simple party-vibe as opposed to one of sexual conquest.

Forging the future of women in gaming

Gorman is one of very few women CEOs in mobile gaming. She’s on a mission to build a billion dollar mobile entertainment business — and she’s doing it by creating a gaming community for and by women. With several new games under development, look to Fort Mason Games to lead the way in the female future of mobile gaming, that is, an experience that’s mobile, socially-focused, and female-centric. For companies looking to take a bigger piece of the pie in the coming years, the female audience is a relatively untapped and underserved population.

@kate_l_harrison is a branding and marketing consultant specializing in nonprofits and sustainable businesses (katelharrison.com).

Kate L. Harrison is branding and marketing expert with a passion for helping nonprofits and eco-friendly businesses succeed. She has a Master’s in Environmental Management from the Yale School of Forestry & Environmental Studies and a JD in Environmental Law from Pace. K…

Source: https://www.forbes.com/sites/kateharrison/2018/08/28/this-ceo-is-cashing-in-on-female-gamers-by-giving-them-what-they-want/#416fb0c87825

CLIENT FEATURE: Kuuhubb $KUU.ca Mobile Video Gaming And Apps For Women; $US 6.6M Quarterly Revenues, 33M Downloads, 7M Monthly Active Users

Posted by AGORACOM-JC at 5:27 PM on Friday, August 17th, 2018

Why Kuuhubb?

  • $US 6.6 Million Quarterly Revenues
  • 200 Million Quarterly Sessions
  • 33 Million Downloads
  • 7 Million Monthly Active Users (MAU)
  • Partnerships: Kellogg’s and Samsung
  • Research Reports Target Significantly Higher Prices
  • Aggressive Global Growth Plans Now Underway
  • Japan Already Established. Japan Mobile Revenues
  • Have Surpassed The USA For 3 Consecutive Years
  • Global Social App Comparables Are Trading At $58/Monthly Active User (MAU) (Excluding Facebook)

FULL DISCLOSURE: Kuuhubb is an advertising client of AGORA Internet Relations Corp.

FEATURE: Kuuhubb $KUU.ca Mobile Video Gaming And Apps For Women; $US 6.6M Quarterly Revenues, 33M Downloads, 7M Monthly Active Users $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 12:25 PM on Wednesday, July 25th, 2018

Why Kuuhubb?

  • $US 6.6 Million Quarterly Revenues
  • 200 Million Quarterly Sessions
  • 33 Million Downloads
  • 7 Million Monthly Active Users (MAU)
  • Partnerships: Kellogg’s and Samsung
  • Research Reports Target Significantly Higher Prices
  • Aggressive Global Growth Plans Now Underway
  • Japan Already Established. Japan Mobile Revenues
  • Have Surpassed The USA For 3 Consecutive Years
  • Global Social App Comparables Are Trading At $58/Monthly Active User (MAU) (Excluding Facebook)

FULL DISCLOSURE: Kuuhubb is an advertising client of AGORA Internet Relations Corp.

Female Video Gamers Splashing the Cash Online $KUU.ca $GMBL #Esports #Egaming Egambling

Posted by AGORACOM-JC at 11:55 AM on Tuesday, June 19th, 2018
  • Number of female gamers active in the Chinese market grew 6 percent year-on-year to hit 264 million in 2017
  • Accounting for 45 percent of the total number in the country, according to a report by industry database Gamma Data Corp.

More and more female gamers in China are splashing their cash online, increasingly becoming a key driving force behind the world’s largest gaming market, according to a recent report.

The number of female gamers active in the Chinese market grew 6 percent year-on-year to hit 264 million in 2017, accounting for 45 percent of the total number in the country, according to a report by industry database Gamma Data Corp. The company predicted that number will grow steadily in the coming months, reaching 281 million this year.

The report said female gamers’ passion is set to create a market worth 56.84 billion yuan ($8.85 billion) by 2020, buoyed by mobile internet expansion, booming social media usage and major online game companies’ shift toward creating more games targeted at women.

The market is expected to reach to 49.93 billion yuan this year, compared with 43 billion yuan in 2017, the report said.

Kern Zhang, senior customer manager at mobile analytics firm App Annie in China, said the mobile internet boom has made it easier for producers to target female players’ needs and tastes.

“Unlike console-based games that usually require a long period of participation, mobile games are notably appealing to women as they are light, fun and particularly highlight their emotional demands,” Zhang said. “And the detailed game graphics activate players’ natural desire to share, especially their sharing of opinions on social networking sites.”

Gamma Data’s report said China’s mobile female gamers market was worth 26 billion yuan last year, contributing more than half of total sales revenue.

“It will still take some time to grow the market, and other similar mobile games can be expected to pop up in the near future,” Zhang said.

Seeing the new trend, a growing number of developers are already introducing games targeting women, and many have been reaping the benefits.

Love and the Producer, a mobile dating game developed by Paper Studio, based in Suzhou, Jiangsu province, has attracted a huge following among Chinese females in recent months. Given the role of female TV producers, the game allows users to date virtual boyfriends — four male protagonists with different professions and personalities.

Gamma Data reported that since its release last December to February this year, the game recorded more than 9.5 million downloads on Apple Inc’s iOS App Store and the Android app store in China.

Source: https://sputniknews.com/asia/201806071065172706-china-video-games-female-cash/

G2’s new COO Peter Mucha: “I do believe that mobile #Esports is a massive opportunity space for the Esports industry.” $KUU.ca $GMBL

Posted by AGORACOM-JC at 3:33 PM on Friday, June 8th, 2018
  • G2’s new COO Peter Mucha: “I do believe that mobile #Esports is a massive opportunity space for the Esports industry.”
Jacob WolfESPN Staff Writer

G2 Esports has hired former Adidas and Activision executive Peter Mucha as its new chief operating officer, the team announced on Thursday.

Mucha joins an executive team led by G2 CEO Carlos “ocelote” Rodríguez Santiago, a former professional League of Legends player who founded Gamers2 (lately rebranded to G2) in 2014. Mucha takes the job that was previously held by Jamie Bach, who has transitioned into a general manager role with G2.

Prior to taking the G2 role, Mucha worked in various different European-focused jobs for Adidas, Activision and most recently, Microsoft. At Activision, he served as the vice president of publishing for its European arm, with a specific focus on Red Octane and LucasArts (which is owned by ESPN’s parent company, Disney.) Mucha worked at adidas for a total of 11 years, starting as an account manager and working his way up to be a managing director of Adidas Austria and then Adidas’s arm in the Netherlands after that.

By July 1, G2 will have to submit its application for a franchise spot in the League of Legends Championship Series. It first entered that league in Sep. 2015 after qualifying via a promotion tournament and since, it has been a top performer in the league; G2 holds a total of four League Championship Series trophies. But to retain the slot in the league, it will need to go through a vigorous application process that is likely to include applications from fellow esports teams, traditional sports team owners and large and successful business entities.

ESPN spoke with Mucha about how he got involved with G2, some of the challenges in European esports and the opportunities ahead for the company.

ESPN: How did you get connected with G2? What led to you ending up working there and taking on an executive leadership role?

Mucha: I’ve spent over 15 years in various leadership roles in the entertainment industry, so I know the gaming space and esports well. G2 was looking for the overall executive leadership experience I bring to the table, especially across the gaming, sports and entertainment industries. When I met Carlos about six months ago, we both immediately knew that we’d make a good team – and I was fascinated by G2’s massive growth over the past few years and their ambitious future plans. My experience working with blue chip companies was definitely helpful in landing this role, but what I think pulled the trigger on the decision was my startup experience. I’ve worked with multiple fast-growing, agile companies as they navigate their first massive breakthroughs. That’s where I feel G2 is right now – and I’m beyond excited to be a part of this journey alongside them.

ESPN: Given your background in sports apparel, how do you think companies like Adidas, Nike, Under Armour could push into esports?

Mucha: I think for big companies like these, a move into a completely new industry like esports takes time. We have seen a ton of big non-endemic brands and names entering the space, but those decisions aren’t made lightly. For brands that aren’t native to the space, understanding and really connecting with the esports fan will be critical – diving deep into the minds of how they think, make decisions, attach to and stay loyal to brands, will be the most important factors. For their entry into the market to be successful, consumer brands need to completely tailor their approach to this very specific, and tough to reach, demographic.

ESPN: We’ve heard concerns about some of these companies using their main athletic brands in esports in terms of hurting their brand image of “performance apparel.” Do you think branching off and creating subsidiaries (i.e. Hurley, Converse, etc.) would be a better idea to focus on gamers and esports?

Mucha: That’s an interesting strategy that can definitely work, the same way it has worked for OMEN by HP, or the ASUS ROG brand. I don’t see Nike or Under Armour stepping away from their hugely popular brands to introduce something new for the sake of keeping the “physical performance brand” image to their non-esports fans anytime soon — but they would need to create campaigns that are specifically targeted at the esports audience in order to be successful. It will be very interesting to see brands develop new strategies to reach esports fans in the coming 12 or so months – including other non-apparel brands. Tailoring your approach specifically to esports is the way to go with our fans, and it’s something I hope every non-endemic and endemic brand in the space will do.

ESPN: How involved have you been in the European League of Legends Championship Series application for G2? What will separate G2 from the other teams applying?

Mucha: This is a massively important project for G2, and we’re excited to explore the opportunities of securing a permanent slot in the EU LCS ecosystem. I am particularly excited to be working with G2 Esports during this process, but as this is only my fourth day on the job with the team, I haven’t been involved much yet.

ESPN: How do you think European esports teams can become profitable? What steps will you take with G2 to increase revenues?

Mucha: I see incredible opportunities for the industry — and G2 in particular — to grow their revenues. The lowest hanging fruit and the biggest opportunity we have is fully utilizing the data we have about our fans. There is no other industry in the world right now that has so much access to data about its fans and their demographics, and is able to use it to create assets, products and services that can become a great value add for everyone in the industry, and an independent revenue stream for the makers.

ESPN: What other opportunities do you believe are worth pursuing outside of LCS? Overwatch League?

Mucha: I’m don’t like to make predictions — I’m way too pragmatic and down-to-earth for that, but I do believe that mobile esports is a massive opportunity space for the esports industry. Just seeing the growth of this particular vertical within esports in the past 24 months has been mindblowing, and I hope that it will continue to grow. Meanwhile though, there’s still plenty of things in motion that need our immediate attention: professional circuits for the most popular esports titles are thriving, and the EU LCS in particular is on about to take a major step towards long-term stability with the implementation of the partnership model.

Source: http://www.espn.com/esports/story/_/id/23723176/do-believe-mobile-esports-massive-opportunity-space-esports-industry

This 25-Year-Old Has #Nas And The #49ers Investing In High School #Esports $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:07 AM on Tuesday, June 5th, 2018
  • PlayVS, a startup developing software to formalize high school gaming competitions
  • By integrating with a select number of games,
    • PlayVS serves as an all-in-one online portal for students and administration
  • Growth has been fast since its founding last June
Matt Perez , Forbes Staff

Delane Parnell is the cofounder and CEO of PlayVS.

If there’s a constant in the flourishing world of esports, it’s that enthusiasm often outpaces the necessary infrastructure to match it. In particular, high school students and teachers who hope to participate in competitive gaming must self-organize without the structure of an official body.

Delane Parnell’s high school science teacher was someone who took it upon himself to organize a gaming club for students. He provided the equipment, he kept track of stats and even awarded trophies for the myriad of games they played. It was a way for students to come together and to participate in a hobby they all enjoyed. It was also a way for Parnell to stay out of trouble on the west side of Detroit where he grew up.

“I was super in love with that, and it was probably one of the highlights of my life,” says Parnell, now 25 years old. “I never made the connection until maybe last year that I was building that company.”

That company is PlayVS, a startup developing software to formalize high school gaming competitions. By integrating with a select number of games, PlayVS serves as an all-in-one online portal for students and administration. Matches are set and scheduled on the platform, player stats are tracked and collected, and wins and losses are auto-reported to prevent cheating.

Growth has been fast since its founding last June. By November, Parnell and his collaborators at the incubator Science struck up a partnership with the National Federation of State High School Associations (NFHS), which publishes the rules for most high school sports and performing arts activities across the United States. The organization was searching for around 18 months before finding the right fit in PlayVS. With the NFHS exclusively rolling out esports through its Web app, Parnell’s company can now reach 19,500 high schools and the many students who pine for an esports program that functions like an officially sanctioned sport.

“There are 8 million kids today that don’t participate in any sports, and there’s an opportunity for them to get engaged, develop an affinity for their school, to just be a part of something that’s bigger than themselves,” Parnell says.

The inaugural season starts this fall, with around 18 to 20 states set to participate, a starting base that encompasses about 5 million students. Two seasons make up a school year, with each regular season played across two months and leading into conference finals and a state championship. PlayVS is still mum on which games will be offered, though it’s working with publishers to sanction IPs within three genres: MOBAs, fighting games and sports games. Students will need to pay a $16 per month participation fee to register for the platform.

While PlayVS still needs to prove itself come this fall, it’s already earned some believers in high places. The startup this week announced it pulled in $15 million through a Series A funding round. Investors include the NFL’s San Francisco 49ers, NBA All-Star Baron Davis, LA Chargers Pro Bowler Russell Okung and rapper Nas. According to the company, it’s the third-largest Series A for a black founder.

Despite the young age of the company—and its founder and CEO—it was an eventful journey to this moment.

Listen to Delane Parnell discuss his startup PlayVS on our podcast, Overworld:

Parnell grew up in Detroit’s Jeffries Projects, a notoriously rough neighborhood. His father was murdered before he was born, and his older brother’s dad passed away from sickle cell soon after. Part of his childhood was spent living with a family friend, but when the city imploded the housing project, he moved back in with his single mother on the west side of Detroit. Hoping to keep him and his brother out of trouble, Parnell’s mother put them in school sports and got them summer jobs. While his brother worked at a meat-packing facility, he got a job at a cellphone store. The man in charge taught Parnell the ropes.

“Without him, I’m not sure I’d be here today,” Parnell says. “Taught me everything I know about business, about hard work, about empathy and leadership and management, and just took me under his wing.”

They were lessons Parnell quickly put to use. He went on to own three Metro PCS stores, then he helped start a car rental service that now has 16 locations in the Midwest and Southeast. Turning his eyes toward venture capital, he came to work with billionaire Dan Gilbert’s Rocket Fiber.

“I’ve always been a gamer, but I fell in love with esports throughout working with Dan,” Parnell says.

Despite some early goings in the industry, including selling the team Rush eSports to Team SoloMid, Parnell wasn’t able to find sustained success in esports. But through a long series of connections and fortunate coincidences, Parnell would find the key to eventually founding PlayVS. While at a friend’s SXSW party, Parnell was introduced to Science cofounder Peter Pham, who was the lone brave soul out on the dance floor.

“He mentioned he was really interested in building something in esports,” Pham says. “I had been obsessed with the space for a while and wanting to kind of find a team to help build something in that space.”

Considering esports will near billion-dollar revenues this year, and considering 72% of teens play videogames, the interest was warranted. It was just a matter of finding the right partner and deciding where attention should go, something that became obvious upon talking to Parnell.

“Esports sort of has this task—this mountain task—to become multigenerational,” Parnell says. “If a sport has a strong and a stable high school system, then that sport typically not only has staying power but it also lasts for multiple generations at the pro level.”

The industry lacks a system to readily usher in the next wave of athletes. It’s endemic at the collegiate level. Though universities are beginning to offer esports scholarships, they use unorthodox measures to recruit the kids. With a more formalized ladder, a clearer path exists.

The two continued speaking for a number of months, and Pham asked Parnell to make the move to Los Angeles. He was hesitant given the deep connections he’d made in the Detroit startup scene.

“I wanted to see that through, and I was pretty passionate about that and I still am,” Parnell says, “but I knew if I wanted to build a big company, and certainly a company in esports, location matters.”

Pham finally gave an ultimatum to move out to the West Coast. As soon as he got off the phone, Parnell decided to make the leap. He got out of his lease, took his car into the dealership, gave most of his belongings away, threw the rest in a U-Haul and headed across the country. Former pro player and now 100 Thieves team owner Matt “Nadeshot” Haag hooked him up with a place to stay, but everything happened so quick, Parnell never even saw his new apartment before shipping out.

“It was really a decision around, how bad do you want to do this,” Parnell says.

Since then, Parnell’s been under Pham’s wing as they build PlayVS. Already, they’ve pulled a national partnership and a $15 million funding round. Now it’s time to spend the summer prepping for its debut season this fall. But given how fast he moves, it’s no wonder Parnell’s already thinking of the future impact of PlayVS.

“I can’t wait to send hundreds of thousands of kids to college on esports scholarships in the future, keep kids off the street and out of gangs and, most importantly, help kids develop new friendships,” Parnell says. “I think there’s something to be said around the benefits of gaming and how gaming brings people together.”

Source: https://www.forbes.com/sites/mattperez/2018/06/04/this-25-year-old-has-nas-and-the-49ers-investing-in-high-school-esports/#48397a35777b

Kuuhubb $KUU.ca Reports Third Quarter Financial Results, Revenue increased to US$6,671,448 during the quarter #Mobile #Esports #Incolour

Posted by AGORACOM-JC at 8:09 PM on Wednesday, May 30th, 2018

Kuihub large

  • Revenue increased to US$6,671,448 during the three months ended March 31, 2018,
    • represents an increase of 5%

TORONTO, May 30, 2018 — Kuuhubb Inc. (“Kuuhubb” or the “Company”) (TSX-V:KUU) is pleased to announce its unaudited financial results for the three and nine month periods ended March 31, 2018.  The Company’s unaudited interim consolidated financial statements as at and for the three and nine months ended March 31, 2018 and related management’s discussion and analysis can be found on the Company’s SEDAR profile at www.sedar.com.  References to “US$” are to United States dollars.  The Company’s financial year end is June 30.

Highlights for the Quarter Ended March 31, 2018:

  • Revenue increased to US$6,671,448 during the three months ended March 31, 2018, which represents an increase of 5% from the US$6,344,947 of revenue earned during the previous quarter ended December 31, 2017.  This revenue was generated from sales of the Recolor app, the in-application sale of virtual goods from the My Hospital game and in-application ad revenue.
  • Net operating loss was US$3,450,060 for the three month period ended March 31, 2018, compared to the net operating loss of US$1,117,089 incurred during the previous quarter ended December 31, 2017.  The net loss during the quarter ended March 31, 2018 includes impairment of goodwill of US$2,456,075, share-based compensation expense of US$835,682, depreciation and amortization of US$203,128 and foreign exchange gain of US$117,985.  The non-GAAP adjusted EBITDA during the three month period ended March 31, 2018 was negative US$73,160, making this period’s adjusted EBITDA a near break-even quarter.
  • The development and launch of the Drone Wars mobile game has been delayed since its acquisition and Kemojo Kuuhubb Studios Inc. (the Company subsidiary holding the Drone Wars game) has ceased operations.  During the three month period ended March 31, 2018, the Company decided to redevelop the game into a multiplayer player versus player (“PvP”) game and plans to launch the game upon successful redevelopment.  Due to the delay and uncertainty of the ultimate outcome of the Drone Wars mobile game, the Company determined to write down US$2,456,075 of goodwill, being the preliminary estimate by management of the amount of goodwill related to the game.
  • The Company had shareholders’ equity of US$23,092,110 as at March 31, 2018, compared to shareholders’ equity of US$12,421,346 as at June 30, 2017.
  • In January 2018, the Company announced that it had signed an agreement with Receptiv, a leading mobile video advertising company, on collaborating to bring new brands to the Recolor digital coloring app.
  • In January 2018, the Company announced that it had signed a term sheet to acquire mobile esports platform developer Valiance UG (the acquisition is subject to the execution of the definitive documentation and receipt of TSX Venture Exchange acceptance).  The Germany-based, Valiance esports platform is designed to support both mobile esports competitors and content creators and provides them with opportunities to monetise their involvement playing their favourite esports titles.  In addition to the esports, Valiance has a development center in Zagreb (Croatia) with 20+ experienced and agile software developers.
  • In March 2018, the Company incorporated Recolor India Private Limited.  This new subsidiary will carry on the business activities of the Incolour App, the Indian version of the Company’s Recolor App, with a local dedicated team of 4 people.  Incolour is a stand-alone coloring community with global access which, through Kwan Entertainment’s contacts, is planned to utilize and work together with various Indian influencers and celebrities.  In comparison to Recolor, it has a new user interface, and culturally relevant content and design.  User experience is built around daily themes geared to stimulate daily engagement.  In May 2018 Google Play India (Android) was launched and is planned to be followed by iOS version.  The global roll-out of Android and iOS is expected to follow during summer 2018.
  • In April 2018, the Company announced that it will be commencing a creative cross-marketing collaboration with a global content leader Lionsgate.  Under the agreement, Kuuhubb will create and market suites of digital coloring tasks around Lionsgate properties through Kuuhubb’s Recolor App, a leader in bringing brands and media properties to the art app universe.  In addition, Lionsgate will support these campaigns by driving traffic through its marketing channels to Recolor.
  • In May 2018, the Company completed the acquisition of the full global rights and revenue to the My Hospital game.  The purchase price of €2.6 million is to be paid in monthly instalments between May 2019 and June 2021.  Additionally, after Kuuhubb has recouped the entire purchase price, Cherrypick Games (the vendor) is entitled to 25% net profit share.  Cherrypick Games will continue the current game development and update efforts until June 2021.

Jouni Keränen, CEO of the Company, stated: “Kuuhubb experienced rapid growth and expansion during calendar year 2017, growing from 5 people to 70 (including Valiance acquisition in pipeline) and from zero revenue to over US$2 million in monthly revenue.  During the first half of calendar year 2018, we are focusing on consolidating the past acquisitions and developing the current product portfolio.  We have 3 commercially launched products (Recolor, Incolour and MyHospital) with an additional 3 products under development and expected to be launched within calendar year 2018.  Recolor continues to be our flagship product and at the center of efforts with geographical expansion, brand partnerships and Android version together with new core product improvements as key success drivers.  Recolor product development was transferred to Zagreb during January to March 2018 to enable tripling the size of the development team and supporting a global suite of coloring products.  This transfer caused a short-term delay in implementation of our growth drivers but the investments are expected to produce results already in the second half of calendar year 2018.  I would like to thank all our employees and partners for outstanding work and our shareholders for patience during the first half of 2018 when we will create the foundation for future growth.”

About Kuuhubb
Kuuhubb is a company active in the digital space that focuses mainly on lifestyle and mobile video game applications.  Its strategy is to create sustainable shareholder value through acquisitions of proven, yet underappreciated, assets with robust long-term growth potential.  Headquartered in Helsinki, Finland, Kuuhubb has a global presence with a strong focus on developing U.S. brand collaborations and Asian partnerships.

Cautionary Note Concerning Forward-Looking Information
This press release contains forward-looking information.  All statements, other than statements of historical fact, that address activities, events or developments that the Company believes, expects or anticipates will or may occur in the future (including, without limitation, statements relating to future revenue, products and development and growth of the Company’s business) are forward-looking information.  This forward-looking information reflects the current expectations or beliefs of the Company based on information currently available to the Company.  Forward-looking information is subject to a number of risks and uncertainties that may cause the actual results of the Company to differ materially from those discussed in the forward-looking information, and even if such actual results are realized or substantially realized, there can be no assurance that they will have the expected consequences to, or effects on the Company.  Factors that could cause actual results or events to differ materially from current expectations include, among other things, risks related to the growth strategy of the Company, the possibility that results from the Company’s growth and development plans will not be consistent with the Company’s expectations, the early stage of the Company’s development, competition from companies in a number of industries, the ability of the Company to manage expansion and integrate acquisitions into its business, future business development of the Company and the other risks disclosed under the heading “Risk Factors” in the Company’s annual information form dated October 30, 2017 filed on SEDAR at www.sedar.com.  Forward-looking information speaks only as of the date on which it is provided and, except as may be required by applicable securities laws, the Company disclaims any intent or obligation to update any forward-looking information, whether as a result of new information, future events or results or otherwise.  Although the Company believes that the assumptions inherent in the forward-looking information are reasonable, forward-looking information is not a guarantee of future performance and accordingly undue reliance should not be put on such information due to the inherent uncertainty therein.

Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

For further information, please contact:

Kuuhubb Inc.
Jouni Keränen – CEO
[email protected]
Office: +358 40 590 0919

Bill Mitoulas
Investor Relations
[email protected]
Office:  +1 (416) 479-9547

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Consumer spending on #mobile apps: 5 takeaways for enterprises $KUU.ca $PEEK.ca

Posted by AGORACOM-JC at 2:03 PM on Wednesday, May 16th, 2018
  • US iPhone users spent 23 percent more on in-app purchases than they did in 2016
  • On average, active users spent $58 in 2017, up from $47 in 2016.
  • Also installed four more apps in 2017 than they did in 2016.

Smartphone users love their apps, and if consumer spending is any indication, that interest won’t fizzle out anytime soon. In fact, mobile app downloads and purchases continue growing year over year.

In 2017, US iPhone users spent 23 percent more on in-app purchases than they did in 2016, according to new data from app store intelligence firm Sensor Tower, as reported by TechCrunch. On average, active users spent $58 in 2017, up from $47 in 2016. They also installed four more apps in 2017 than they did in 2016.

The growing app economy

During the first quarter of 2018, the app economy grew even more, shattering the previous year’s records for both consumer spending and mobile app downloads. Global iOS and Google Play downloads reached 27.5 billion, the highest of any quarter, according to AppAnnie. Meanwhile, combined consumer spending grew 22 percent year over year to $18.4 billion. That’s just for paid apps and in-app purchases — it doesn’t even include revenue from third-party Android stores, m-commerce or in-app advertising.

The majority of this spending was on consumer-facing apps, such as games, streaming services and dating and lifestyle apps. But companies can learn much about enterprise application development from these trends.

What are the most popular categories of mobile app purchases? Which features and qualities make mobile apps worth buying? And how can enterprises replicate these experiences to develop creative apps that will attract users?

Consumer apps users pay for

According to Sensor Tower’s data on in-app purchasing, games accounted for 62 percent of App Store consumer spending in 2017. This makes sense, considering that gaming apps typically enable users to spend real-world money on a variety of virtual goods. The longer someone plays a game — and the more they want to win — the more money they spend.

However, games aren’t the only app-based entertainment that consumers are now purchasing en masse. In-app spending on video streaming services such as Netflix and Hulu grew 57 percent from 2016 to 2017, reaching $4.40 per iOS device, while music streaming apps brought in about $4.10 per device.

Music and entertainment apps gained popularity with Android users as well. According to AppAnnie’s data, this category experienced the largest market share growth on Google Play last year and in the first quarter of 2018.

Consumers also spent more for social connections. Lifestyle and dating apps grew 110 percent from 2016 to 2017, and spending in social media apps was up by 38 percent, according to the Sensor Tower research.

What consumer spending means for enterprise app development

Enterprise mobile apps have decidedly different purposes from most consumer apps, but they do share one common goal: to provide an engaging and rewarding experience that keeps users coming back. What can enterprises learn from popular consumer apps about delivering that experience?

1. Make it customizable. Consumers spend money on streaming apps so they can consume the music and videos they want when they want. Customization is also key for gaming apps. For example, this year’s breakthrough game, “Fortnite: Battle Royale,” is free to play, but users can pay to unlock personalization features such as character costumes and weapon skins. These features are so popular that the game made more money in February than did rival game “PlayerUnknown’s Battlegrounds,” which is a paid app.

2. Deliver personal rewards. If people are expected to use an enterprise app on their personal phones or during their personal time, they need a compelling reason to do so. With consumer apps, those reasons often come down to entertainment or emotional connections, which might not always make sense for enterprise apps. However, there are other types of personal rewards that enterprise apps can help to deliver — for example, productivity features that contribute to better work-life balance or collaboration features that boost social connections at work (a particularly important feature for roving or virtual workforces).

3. Incorporate social elements. Competition, communication and collaboration are at the heart of what makes most consumer apps so engaging — which is convenient, considering those things are also key for businesses. Enterprises might not be interested in launching games or new social networks, but there are other opportunities to make apps more social — for example, gamifying training or processes to spur friendly competition, or adding collaboration tools that make it easy for teams to share information on the fly.

4. Add original video content. According to AppAnnie, video streaming apps are gaining ground quickly, despite fierce competition in the industry. To differentiate themselves from competitors, Netflix, Hulu, Amazon Video and other streaming services are building buzz (and winning awards) with exclusive original content. Enterprises don’t have to make their own TV shows or movies (though they certainly can). Training videos, self-help IT videos, product tutorials and other original content can also make enterprise apps more engaging.

5. Prioritize the user experience. Enterprise app users are also consumer app users, which means they know the difference between a great app and a mediocre one. They’re accustomed to seamless, personalized and rewarding app experiences, and they’re willing to pay for them. For business, they might have less choice about which apps to use, but they’re still more likely to engage with apps that are actually engaging.

Enterprises can learn much from consumer app trends about building their own apps and ensuring that they provide an engaging user experience — and the willingness to absorb that information can and will make all the difference toward producing apps that become widely adopted.

Source: https://mobilebusinessinsights.com/2018/05/consumer-spending-on-mobile-apps-5-takeaways-for-enterprises/

Kuuhubb $KUU.ca Acquires Full Global Rights and Revenue to My Hospital Game $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 9:04 AM on Tuesday, May 8th, 2018

  • Signed the definitive agreement for, and completed the acquisition of, the full global rights and revenue to the My Hospital game
  • Kuuhubb has purchased the full global rights and revenue to the My Hospital game for 2.6 million Euros, to be paid in monthly instalments between May 2019 and June 2021

TORONTO, May 08, 2018 – Kuuhubb Inc. (“Kuuhubb” or the “Company”) (TSX-V:KUU) announces that, further to its February 28, 2018 press release, it has signed the definitive agreement for, and completed the acquisition of, the full global rights and revenue to the My Hospital game.

Kuuhubb has purchased the full global rights and revenue to the My Hospital game for 2.6 million Euros, to be paid in monthly instalments between May 2019 and June 2021.  Additionally, after Kuuhubb has recouped the entire purchase price, Cherrypick Games is entitled to 25% net profit share.  Cherrypick Games will continue the current game development and update efforts until June 2021.

“We are delighted with the long-term potential of My Hospital.  The acquisition of My Hospital from Cherrypick Games is expected to provide Kuuhubb with cash flow and profitability as well as create long-term value through our expanding product portfolio globally,” commented Jouni Keränen, CEO of Kuuhubb.

About Kuuhubb
Kuuhubb is a company active in the digital space that focuses mainly on lifestyle and mobile video game applications. Its strategy is to create sustainable shareholder value through acquisitions of proven, yet underappreciated, assets with robust long-term growth potential. Headquartered in Helsinki, Finland, the Company has a global presence with a strong focus on developing U.S. brand collaborations and Asian partnerships.

Cautionary Note Concerning Forward-Looking Information
This press release contains forward-looking information.  All statements, other than statements of historical fact, that address activities, events or developments that the Company believes, expects or anticipates will or may occur in the future (including, without limitation, statements relating to the potential of My Hospital, future cash flow and profitability, growth of the Company’s business and expected benefits from the My Hospital acquisition) are forward-looking information. This forward-looking information reflects the current expectations or beliefs of the Company based on information currently available to the Company. Forward-looking information is subject to a number of risks and uncertainties that may cause the actual results of the Company to differ materially from those discussed in the forward-looking information, and even if such actual results are realized or substantially realized, there can be no assurance that they will have the expected consequences to, or effects on the Company.  Factors that could cause actual results or events to differ materially from current expectations include, among other things, risks related to the growth strategy of the Company, the possibility that results from the My Hospital acquisition will not be consistent with the Company’s expectations, the early stage of the Company’s development, competition from companies in a number of industries, the ability of the Company to manage expansion, future business development of the Company and the other risks disclosed under the heading “Risk Factors” in the Company’s annual information form dated October 30, 2017 filed on SEDAR at www.sedar.com.  Forward-looking information speaks only as of the date on which it is provided and, except as may be required by applicable securities laws, the Company disclaims any intent or obligation to update any forward-looking information, whether as a result of new information, future events or results or otherwise.  Although the Company believes that the assumptions inherent in the forward-looking information are reasonable, forward-looking information is not a guarantee of future performance and accordingly undue reliance should not be put on such information due to the inherent uncertainty therein.

Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

For further information, please contact:

Kuuhubb Inc.
Jouni Keränen – CEO
[email protected]
Office: +358 40 590 0919

Bill Mitoulas
Investor Relations
[email protected]
Office: +1 (416) 479-9547

FEATURE: Kuuhubb $KUU.ca Mobile Video Gaming And Apps For Women; $US 6.6M Quarterly Revenues, 33M Downloads, 7M Monthly Active Users $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 3:21 PM on Friday, May 4th, 2018

Why Kuuhubb?

  • $US 6.6 Million Quarterly Revenues
  • 200 Million Quarterly Sessions
  • 33 Million Downloads
  • 7 Million Monthly Active Users (MAU)
  • Partnerships: Kellogg’s and Samsung
  • Research Reports Target Significantly Higher Prices (Please Refer To Echelon Wealth Partners and Cormark Securities)
  • Aggressive Global Growth Plans Now Underway
  • Japan Already Established. Japan Mobile Revenues
  • Have Surpassed The USA For 3 Consecutive Years
  • India, Korea and China Are Planned For 2018
  • Global Social App Comparables Are Trading At $58/Monthly Active User (MAU) (Excluding Facebook)