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VIDEO – Kidoz Inc. $KIDZ $KDOZF Co-CEOs Talk Stunning Q1 Growth, Unstoppable Business Model, & More

Posted by AGORACOM at 9:41 AM on Friday, June 4th, 2021

Kidoz owns the biggest mobile advertising platform for kids and families. How big? There are almost 4,000 apps around the world using Kidoz, reaching over 300 MILLION kids. The company works with top brands, including Disney, McDonald’s, Hasbro, and Lego, and is a trusted partner of Apple and Google. 

We sat down with Kidoz Inc. $KIDZ $KDOZF Co-CEOs Jason Williams & Eldad Ben Tora to discuss their explosive, unstoppable business model, their stunning Q1 growth, and more.

  • Total Revenue of $1,55M up 58% 
  • AdTech revenue of $1,5M up 68%
  • 2021 Gross Profit of $685,041 up 54% 
  • 2021 EBITDA of up 111%

Check out the full interview down below.

Kuuhubb $KUU.ca Announces the Successful Soft Launch of #Recolor By Numbers on #iOS $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 10:00 AM on Wednesday, April 3rd, 2019
  • Announced that it has successfully soft-launched its new mobile game Recolor By Numbers
  • Recolor By Numbers is the most recent addition to Kuuhubb’s growing portfolio of female-focused gaming apps and aims to replicate the global success of its flagship app Recolor, with over fifty million downloads to date.  

TORONTO, April 03, 2019 — Kuuhubb Inc. (“Kuuhubb” or the “Company”) (TSXV: KUU), a mobile game development and publishing company targeting the female audience with bespoke mobile experiences, is pleased to announce that it has successfully soft-launched its new mobile game Recolor By Numbers.

Recolor By Numbers is the most recent addition to Kuuhubb’s growing portfolio of female-focused gaming apps and aims to replicate the global success of its flagship app Recolor, with over fifty million downloads to date.  

The color-by-numbers segment has traditionally focused on the children’s demographic, featuring simple, retro-style pixel designs.  In contrast, Kuuhubb’s Recolor By Numbers will appeal to an older audience, offering a significantly different experience. An extensive collection of rich and intricate designs and images, 2D and 3D objects will be available to paint in rich color palettes and numerous textures, all of which will be available in a subscription or ad-supported model. 

“Coloring apps have continued to be wildly popular for several years. We foresee that Recolor By Numbers will be a significant part of the newest number coloring craze. Our team can easily replicate the best hit features from our flagship title Recolor, enabling us to rapidly accelerate the update and development cycles,” stated Kristoffer Rosberg, General Manager, Apps & Games at Kuuhubb.

The soft launch sees Recolor By Numbers currently available on the App Store for iOS devices in Canada, the Netherlands, Finland and Croatia. Kuuhubb anticipates the global launch of Recolor By Numbers by the third quarter of 2019. 

Click to Visit Link:https://itunes.apple.com/fi/app/recolor-by-numbers/id1411398756?mt=8

Jouni Keränen, the CEO of Kuuhubb commented, “Our team continues to create fun and immersive apps focused on the female lifestyle gaming segment. Recolor By Numbers incorporates many of the innovative designs and beautiful artwork that our flagship brand Recolor is recognized for, while adding easy to use color-by-number features for a relaxing and creative gaming experience.”

The Recolor By Numbers team, located in the company headquarters in Helsinki, Finland, brings extensive experience developed in pioneering the work with Recolor. The team is comprised of industry veterans originating from Digital Chocolate, Armada and Rovio.

About Kuuhubb
Kuuhubb is a company active in the digital space that focuses mainly on lifestyle and mobile game applications for the female audience. 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 the potential success of the Recolor By Numbers game, future revenue and products and the 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, the possibility that results from the Recolor By Numbers  game will not be consistent with the Company’s expectations, 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 November 8, 2018 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 contact:

Jouni Keränen
CEO – Kuuhubb Inc.
Email: [email protected]

Bill Mitoulas
Investor Relations – Kuuhubb Inc.
Tel: +1 (416) 479-9547
Email: [email protected]

A photo accompanying this announcement is available at http://www.globenewswire.com/NewsRoom/AttachmentNg/532cffac-ebfc-45d8-b982-51b51d60d296

CLIENT FEATURE: Kuuhubb $KUU.ca Mobile Video Gaming And Apps For Women; $US 4.9M Quarterly Revenues, +50M Downloads, 14M Quarterly Users $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 4:05 PM on Tuesday, December 18th, 2018
KUU: TSX-V

Why Kuuhubb?

  • All time app downloads of +50M
  • Quarterly* sessions of +200M
  • Quarterly* active users of +14M
  • Quarterly gross* revenue of $4.9M
  • Partnerships: Kellogg’s and Samsung
  • 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 Forthcoming
  • Global Social App Comparables Are Trading At $58/Monthly Active User (MAU) (Excluding Facebook)

The Company’s Differentiator? Kuuhubb Delivers Mobile Gaming & Lifestyle Apps Geared Towards Female Audiences. KUU Is Now Focusing On Asian Markets, The World’s Largest & Fastest Growing Mobile Games Market

Portfolio

Kuuhubb growth is undeniable, with rapid growth in revenues quarter over quarter.  The company’s flagship app (Recolor) has experienced strong growth in downloads, sessions and monthly active users, indicating a winning product

Hub On AGORACOM /Corporate Profile

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

Peeks Social $PEEK.ca Announces Changes to Its Payments Procedures and Policies and the Appointment of Khalil Rajan as Interim CFO $IDK.ca $BCOV $AVID

Posted by AGORACOM-JC at 9:09 AM on Monday, November 12th, 2018

Peeks dark logo

  • Announced the appointment of Khalil Rajan as interim CFO
  • Khalil brings 4 years of public Company finance and accounting experience, including 3 years of professional financial services at KPMG Toronto.
  • Khalil holds a Bachelor of Commerce from the DeGroote School of Business at McMaster University, as well as a CPA, CA with the Chartered Professional Accountants of Ontario.”

TORONTO, Nov. 12, 2018 — Peeks Social Ltd. (TSXV: PEEK; OTCQB: PKSLF) (“Peeks Social” or the “Company”) announced that changes to its payment processing services, payment policies and broadcaster payout processes.

Peeks Social provides an ecommerce enabled livestreaming service that allows broadcasters on the Peeks platform, to earn commissions by receiving donations from viewers and by charging viewers for access to content.  In order to provide broadcasters with a competitive quality of service; the Company has historically accommodated weekly settlement of funds to broadcasters; as opposed to the three-week settlement period stated in the Company’s Terms of Service. Initially, credit card processing was the primary means by which the Company processed consumer payments. Credit card processors typically settle funds to the Company within 2 days; well within the one-week settlement window for broadcasters.  Throughout the evolution of the Peeks service, the primary payment processing service has shifted to in-app payment processing services provided by Apple and Google. The settlement period to the Company, for funds processed via in-app payments, ranges from 45 days to 60 days.  The longer funds settlement periods associated with in-app payments, in concert with a competitive requirement to settle broadcaster funds quickly, have collectively resulted in both, real and perceived payment delays to broadcasters.  In addition, a continuously growing userbase and a continuously increasing volume of payments processed has resulted in an increased number of users who have experienced both real and perceived payment delays.

Peeks Social Ltd. has performed an internal review of its financial processes and policies pertaining to payments and a review of its suite of consumer payment processing options.  As a result of the review the Company has identified all the factors causing broadcasters to experience real and perceived delays in receiving payments from the Company.  To resolve the delayed payment issue; management has implemented significant changes to its payments policies, including but not limited to, extending settlement periods out beyond the settlement period of the payment processing service used by the consumer to make purchases or send tips on the Peeks platform. In addition, the Company has made changes to its corporate communications to broadcasters. Broadcasters will now be made overtly aware of settlement periods for funds owing to them by the Company.  Moreover, the Company is implementing several new payment options that allow for significantly shorter settlement periods than in-app payment processing.

The new payment services allow for settlement periods ranging from the same day to 4 days, as compared to 45 days to 60 days for in-app payments.  The new payment options include: online debit, email money transfer, and online chequing (ACH/EFT). The Company’s objective is to migrate the majority of its payment processing away from in-app payments and onto its new payment processing services over the next few months.  The Company’s new payment processing services will be integrated into the Peeks Wallet found at www.peeks.social.  The Company will be promoting its new suite of payment services via all consumer contact points, such as; the Peeks Social website that can be found at www.peeks.social, email notification, in app notifications, broadcaster announcements and in-service promotions.  Users will be incented with discounts for the purchase of coin packages using any of the new payment options found on www.peeks.social.

The Company is also pleased to announce the appointment of Khalil Rajan as interim CFO. Khalil brings 4 years of public Company finance and accounting experience, including 3 years of professional financial services at KPMG Toronto. Khalil holds a Bachelor of Commerce from the DeGroote School of Business at McMaster University, as well as a CPA, CA with the Chartered Professional Accountants of Ontario.”

The Company will also like to announce the departure of Alex McDonald the Chief Financial Officer of Peeks Social Ltd. Mr. McDonald served as CFO for Keek Inc. from 2014 to 2016 and subsequently he served as the CFO of Peeks Social from 2016 to the present.  We would like to thank Alex for his many contributions to the Company and wish him well in his future endeavours.

For further information, please contact:

Peeks Social Ltd.
Mark Itwaru
Chairman & Chief Executive Officer
416-639-5339
[email protected]

David Vinokurov
Director Investor Relations
416-716-9281
[email protected]

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

CLIENT FEATURE: Peeks Social Users Increase 114% Following Launch of Web Platform $IDK.ca $BCOV $AVID

Posted by AGORACOM-JC at 12:30 PM on Friday, October 19th, 2018

  • Platform’s Monthly Active Users has increased by 114% since the launch of the web platform (www.peeks.social)
  • Also available on iOS and Android
  • MAUs grew to 314,168 for August 2018, as compared to 245,875 for July 2018, and 146,496 for June 2018.
  • Growth in MAUs was substantially all sourced from the web platform

Hub On AGORACOM

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

CLIENT FEATURE: Kuuhubb $KUU.ca Mobile Video Gaming And Apps For Women; $US 5.5M Quarterly Revenues, 33M Downloads, 7M Monthly Active Users $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 11:13 AM on Tuesday, September 11th, 2018

Why Kuuhubb?

  • $US 5.5 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.

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

Kuuhubb $KUU.ca Announces Appointment of New Board Member, Euro 2,000,000 Convertible Debenture Financing and $5.5M In Quarterly Revenues $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 8:25 AM on Wednesday, August 29th, 2018

Kuihub large

Financial Highlights for the Three Month Period Ended June 30, 2018:

  • Revenue (unaudited): US$5.5 million during the three months ended June 30, 2018. This revenue was generated primarily from sales of the Recolor app, the in-application sale of virtual goods from the My Hospital game and in-application ad revenue. Recolor experienced a one-time technical issue in a distributor’s platform which negatively impacted revenue and profitability during the quarter ended June 30, 2018.

TORONTO, Aug. 29, 2018  — Kuuhubb Inc. (“Kuuhubb” or the “Company”) (TSX-V: KUU), a technology company focused on acquiring, developing and distributing mobile game applications, provides corporate update:

Changes to Board of Directors: 
Kuuhubb is pleased to announce the appointment of Mr. Carl-Gustaf von Troil to its Board of Directors. Mr. von Troil is a seasoned investor with extensive executive experience in a multitude of industries, including banking, manufacturing and real estate. He currently sits on the Board of Directors of United Bankers, a publicly listed wealth management company based in Helsinki, Finland.

“We are pleased to welcome Mr. von Troil to our board of directors,” said Jouni Keranen, Kuuhubb’s CEO. “His significant banking and investing experience as well as finance, strategy and leadership skills will be invaluable as we grow our global business initiatives.”

Mr. von Troil will replace Mr. Maurice Colson who is stepping down as a director of the Company upon closing of the announced financing (see below). The Board thanks Mr. Colson for his contributions during his tenure with the Company and we wish him the best in his future endeavours.

€2,000,000 Convertible Debenture Financing: 
Kuuhubb also announces a proposed private placement financing for gross proceeds of EUR2,000,000 through the issuance by the Company of an unsecured convertible debenture (the “Debenture”) in the principal amount of EUR2,000,000. “We have a good relationship with the proposed investor and expect to close this financing within the next two weeks,” said Christian Kolster, Kuuhubb’s Executive Vice President. Kuuhubb plans to use the proceeds from the financing (the “Proposed Financing”) for new product launches, business development and general corporate purposes.

The Debenture will (a) have an interest rate of 5.5% per annum (with the interest payable every six months), (b) mature on the date which is three years from closing date of the Proposed Financing, and (c) be convertible at the option of the holder into common shares of Kuuhubb at a conversion price of Cdn$1.10 per share.

As well, Kuuhubb would have the option to convert the Debenture into common shares of the Company after the two year anniversary of the issuance of the Debenture if the market price of such shares exceeds Cdn$1.10 per share. Kuuhubb would also have the option to redeem the Debenture after the two year anniversary of the issuance of the Debenture.

Closing of the Proposed Financing is subject to the execution of the definitive documentation and receipt of all necessary approvals, including TSX Venture Exchange approval. The final terms of the Debenture may be varied from the foregoing as may be approved by the TSX Venture Exchange. The Debenture will be subject to a four month hold period following issuance and will not be listed for trading on any exchange.

Update on recent financial performance and corporate activities:
The Company plans to publish its consolidated financial statements and related management’s discussion and analysis for the financial year ended June 30, 2018 on or before October 29, 2018. The Company’s financial year end is June 30.

Financial Highlights for the Three Month Period Ended June 30, 2018:

  • Revenue (unaudited): US$5.5 million during the three months ended June 30, 2018. This revenue was generated primarily from sales of the Recolor app, the in-application sale of virtual goods from the My Hospital game and in-application ad revenue. Recolor experienced a one-time technical issue in a distributor’s platform which negatively impacted revenue and profitability during the quarter ended June 30, 2018.
  • In May 2018, the Company soft launched Incolour, its first India-specific mobile app. Incolour is a standalone colouring app that utilizes the best functionalities of Recolor’s app in an entirely new interface, providing its community access to daily themed features designed to promote user engagement and a family-friendly platform ideally suited to both global and local brand partnership campaigns. The Company’s Incolour marketing strategy is centred around creating partnerships with significant social media influencers and Bollywood stars.

About Kuuhubb
Kuuhubb is a company active in the digital space that focuses mainly on lifestyle and mobile game applications for the female audience. 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 the completion of the Proposed Financing, future revenue and 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, failure to execute the definitive documentation in respect of, or complete, the Proposed Financing, the need to satisfy regulatory and legal requirements and other conditions precedent with respect to the Proposed Financing (including the need to obtain TSX Venture Exchange approval of the Proposed Financing), the possibility that the completion of the Proposed Financing may be delayed or that the terms of the Proposed Financing may change, 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

(more…)

Kuuhubb $KUU.ca Reports Quarterly Revenue Of $USD 6.6 Million Led By In-App Purchases and Global Brand Partnerships$TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 8:20 AM on Tuesday, April 10th, 2018

Kuihub large

Financial Highlights for the Three Month Period Ended March 31, 2018:

  • Revenue: Increased to US$6.6 million during the three months ended March 31, 2018, an increase from the previous quarter ended December 31, 2017 (which was US$6.35 million).

TORONTO, April 10, 2018 – Kuuhubb Inc. (“Kuuhubb” or the “Company”) (TSX-V:KUU), a technology company focused on acquiring, developing and distributing mobile game applications, is pleased to provide an update on recent financial performance.  References below to “US$” are to United States dollars.  The Company’s consolidated financial statements (and related management’s discussion and analysis) for the quarter ended March 31, 2018 are planned to be published on or before May 30, 2018. The Company’s financial year end is June 30.

Financial Highlights for the Three Month Period Ended March 31, 2018:

  • Revenue: Increased to US$6.6 million during the three months ended March 31, 2018, an increase from the previous quarter ended December 31, 2017 (which was US$6.35 million).  This revenue was generated from existing and new user sales of the Recolor app, the in-application purchases of virtual goods from the My Hospital game, along with in-application advertising revenue.
  • Advertising Revenue Contribution:  The three months ending March 31, 2018 was the first full quarter where the Company’s newly introduced advertising monetization model was fully implemented and showing immediate revenue contribution.
  • Brand and IP Owner Partnerships: Continue to play an essential role in Kuuhubb’s growth strategy.  Highly customized campaigns with Kellogg’s and Lionsgate have proven to be very successful with high user engagement.  For the three months ended March 31, 2018, the Company signed additional contracts with new globally recognized brands and IP owners, and expects to see a significant increase in revenue from this stream in the coming quarters.
  • Nearing Cash Flow Break-Even: During the quarter ended March 31, 2018 the Company operated at or near cash flow break-even.  In addition, Kuuhubb also repaid, as scheduled, a significant amount of debt (equivalent to about US$650,000) during the period ending March 31, 2018 strengthening the Company’s balance sheet.
  • Improved Financial Position: The Company is pleased to announce it has improved its financial position in order implement and accelerate its Asian project and product road map.  The Company secured during the quarter ended March 31, 2018 US$1.6 million in additional funds, which included a pre-payment from advertising platform partners and bank loan.  With this additional cash, the Company has the necessary funds to adequately execute on its numerous global growth initiatives.

Jouni Keränen, CEO of Kuuhubb, stated: “I am proud of the Kuuhubb team for delivering another solid quarter achieving both quarter-on-quarter revenue growth and month-on-month cash flow break-even.  With the additional, non-dilutive cash injection, the Company is well positioned to execute the growth drivers of Japan, India and Android launches, as well as expanding the product portfolio.”

About Kuuhubb
Kuuhubb is a company active in the digital space that focuses mainly on lifestyle and mobile 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 and increased revenue 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 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

Respect the Moca: #Mobile Casual #Gamers Are 200 Million Strong but Largely Ignored $KUU.ca

Posted by AGORACOM-JC at 12:12 PM on Friday, March 2nd, 2018

Game apps have grown 50% in 3 years. Are marketers noticing?

  • 203 million Americans will play mobile games regularly in 2018
  • Industry data proves that people of every age, demographic and household income play mobile games
  • While 60 percent of women in another study said they play mobile games daily, 72 percent of women do not consider themselves gamers, even though 59 percent of them play at least 10 times per week.

Perception is reality when it comes to marketing, and perception is challenging to alter once it is formed. For example, even though 203 million Americans will play mobile games regularly in 2018, most Americans do not identify themselves as gamers. Industry data proves that people of every age, demographic and household income play mobile games. Interestingly, over 20 percent of gamers in a recent study were older than 55. While 60 percent of women in another study said they play mobile games daily, 72 percent of women do not consider themselves gamers, even though 59 percent of them play at least 10 times per week.

Let’s face it, the popular concept of a gamer (read: a teenager blowing up zombies in his parents’ basement) is antiquated. Many advertisers have at least partially held back exploring mobile games as an advertising medium because the gamer image turns them off. However, in 2018, the majority of mobile games played are actually casual games: puzzles, word games, quiz games, brain teasers, etc. In other words, brand-safe and family-friendly. Mobile games are so successful that they now eclipse Hollywood’s global box office revenue at $50 billion versus $40 billion.

Additionally, monster hits such as Pokémon Go, Words With Friends, HQ and others have begun to change perceptions. The industry is also remarketing itself to brands, coining the term “moca”—a combination of “mobile” and “casual”—to better represent a person who casually plays mobile games. The term originated from Jun Group as a way to rebrand mobile games for the new generation.

Mobile games are so successful that they now eclipse Hollywood’s global box office revenue at $50 billion versus $40 billion.

Pulling back the curtain on mobile games reveals an environment ideal for brand advertising. For example, the popular coloring book app Recolor surfaced with millions of daily active players who spend 10 minutes a session on average and generate over 68 million app sessions per month. Over 60 percent of Recolor players earn a household income of over $75,000, according to Facebook Analytics.

The success of casual game apps explains why they were predicted to be a more than 50 percent increase (to $655 million) in brand ad spend on mobile games over the past three years. Ninety-three percent of that spend went to video ads, and as brands continue to pull their video spend from unsavory sites and sites with uncontrollable content, they are beginning to see games as a safe and immersive way to reach their customers.

Despite this recent uptick, spend in the category still pales in comparison to the billions of dollars spent on social networks. Leading industry organizations like the Mobile Marketing Association are working to change that. A recent white paper on mobile games illustrates the opportunities in-game ads present for brands. The reality is that 25 percent of all apps downloaded from iTunes and Google Play are games, making games by far the number one app category. Mobile games typically represent 20-40 percent of the most popular apps in iTunes and the Google Play store. Mobile games are so popular that people spend on average three times more time with them than they do chat apps, as reported by comScore.

Also of interest to advertisers is the fact that people report feeling more engaged, relaxed, focused and happy with mobile games as compared to with social media. And people who are in an upbeat and positive mood are 40 percent more receptive to digital ads. Conversely, the mood of a social media goer may be less savory. Studies have revealed feelings of depression and anxiety, especially among millennial audiences—likely not the most receptive of moods for brand messaging.

So, while adopting a new term like moca to describe people who casually play mobile games is not a silver bullet for everything that ails digital advertising, it does go a long way to help change advertisers’ perception of the space. It helps to refocus the conversation on an exciting source of brand-safe and high-performing ad inventory. Moca gaming reflects a growing pastime for hundreds of millions of Americans from all walks of life. Expect to see more people identify themselves as mocas in 2018—and look for advertisers to scale their spending accordingly.

Source: http://www.adweek.com/brand-marketing/respect-the-moca-mobile-casual-gamers-are-200-million-strong-but-largely-ignored/