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96% of heavily engaged US #gamers play on #mobile $KUU.ca $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 4:06 PM on Tuesday, August 7th, 2018
  • Super Gamer segment represents 13% of the total US gaming market, is 2/3 male (64% male, 36% female)
  • skews fairly young (average age 25.7, relative to the total market average of 32)

There’s a lingering misconception in the industry that mobile gaming is for casual, uninvested non-gamers while PCs, consoles, and handhelds are where the “real” gamers spend their time.

In its Gamer Segmentation report, EEDAR surveyed 5,000 US gamers and, using k-means clustering analysis, classified them into 6 separate segments based on their gaming habits, interests and investment across the platforms they play on.

One of the segments identified during the analysis are the Super Gamers – heavily engaged players who game extensively on multiple platforms. The Super Gamer segment represents 13% of the total US gaming market, is 2/3 male (64% male, 36% female) and skews fairly young (average age 25.7, relative to the total market average of 32). For these voracious players, gaming is a major hobby – taking up an average of 26 total hours a week, which is about 23% of their total entertainment time.

Where many segments specialize in a particular platform (or platforms), the Super Gamer audience is likely to spread their gaming time around between platforms. 78% of these gamers play on three or more platforms (possible platforms including mobile, PC, console and handheld), and for most, mobile is one of them – 96% of Super Gamers play games on a smartphone or tablet.

Within this segment, EEDAR found that Super Gamers were as likely to play on mobile as they were on PC.

[Note: For purpose of this analysis, the Nintendo Switch was classified as a console.]

Despite the high playership (and spend) on mobile, it’s critical to note that Super Gamers are using mobile as a supplement to – and not replacement for – HD/PC gaming experiences. When asked to provide their reasons for engaging with mobile, Super Gamers’ responses emphasized its convenience and cited its low amount of required attention:

● Can play anywhere
● Device is convenient
● It’s cheap or free
● Easy to pick up / put down
● Allows for multitasking

All of this suggests that Super Gamers will turn to the platforms available to them to indulge the gaming urge that strikes at a given moment.

When out and about, or watching TV, they’re likely to turn to mobile games for entertainment. When at home, and when the opportunity for a focused play session arises, they’ll turn to PC or Console. In situations between these extremes, they are likely to indulge in handheld play.

Source: https://www.gamesindustry.biz/articles/2018-08-07-96-percent-of-heavily-engaged-us-gamers-play-on-mobile-eedar

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.

Mobile gaming: there’s a new entertainment player in town, Women $KUU.ca #Kuuhubb $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 10:17 AM on Friday, March 16th, 2018

  • Research by Google found that women make up 52% of total usage time, illustrating mobile gaming’s attraction to a broad, diverse audience.

A switch to the smaller screen

It’s no secret that games consoles dating as far back as the Sega Mega Drive and Nintendo SNES have enjoyed pride of place in living rooms around the world, providing a welcome dose of entertainment and a brief escape from reality.

But, thanks to incredible advances in mobile technology – just look at the iPhone X and Google Pixel 2 – gaming on the small screen in your pocket is giving the latest consoles a run for their money. And that means big opportunities for marketers.

Mobile makes its mark

Back in 2012, people spent just over an hour a day using a mobile device online.

In the five years since, this has risen to over three hours, according to WARC. In 2017, mobile advertising spend overtook desktop for the first time, and it now stands to become a staple advertising platform – afforded the level of thought and attention currently demanded by more traditional channels like TV and cinema.

women make up 52% of total usage time

Once, mobile gaming may have been tarred with the archetypal young, male gamer brush – but this profile is long since out of date. Research by Google, for example, found that women make up 52% of total usage time, illustrating mobile gaming’s attraction to a broad, diverse audience.

That makes it a powerful branding tool, and brands are taking note. According to a report by Sensor Tower, mobile spending – driven by games – was up globally across the board in 2017.

Gaming’s huge potential for brands

The opportunity for brands lies in tapping into this huge, entertainment-seeking audience through relevant content in the context of the game being played. We are working with companies like Disney and Universal to realise the potential of mobile gaming.

But marketers need to remember, when it comes to mobile, how precious and personal our devices are to us.

Disruptive banner ads or invasive pop-ups appearing on personal devices can easily irritate consumers – especially when screens are small enough to cause accidental clicks. We need to ensure that we are only serving content that adds to the experience.

Creating branded mini-games and sponsored in-game events, carefully tailored to players’ interests, will see players develop positive affiliations with branded advertising. It’s a simple method, but one we know works.

Mobile’s growth shows no sign of slowing, and brands need to act on the unique role mobile gaming can play in the entertainment mix.

Source: https://www.marketingtechnews.net/news/2018/mar/12/mobile-gaming-theres-new-entertainment-player-town/

Kuuhubb $KUU.ca Signs Term Sheet to Acquire Full Global Rights and Revenue to My Hospital Game #Apps #Mobile

Posted by AGORACOM-JC at 10:27 AM on Wednesday, February 28th, 2018

Kuihub large

  • Signed a non-binding term sheet to acquire the full global rights and revenue to the My Hospital game
  • Purchase price of 2.6 million Euros would be paid in monthly installments between May 2019 and June 2021.  
  • Additionally, after Kuuhubb has recouped the entire purchase price, Cherrypick Games would be entitled to 25% net profit share

TORONTO, Feb. 28, 2018 – Kuuhubb Inc. (“Kuuhubb” or the “Company”) (TSX-V:KUU) announces that it has signed a non-binding term sheet to acquire the full global rights and revenue to the My Hospital game.

“We are very satisfied with the growth of My Hospital during the past months.  To maximize the overall profitability for Kuuhubb, we are in discussions to expand our cooperation with Cherrypick Games on My Hospital.  The proposed deal structure 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.

Based on the terms of the non-binding term sheet, the current distribution agreement, which ends June 2019, would be changed to a purchase agreement for My Hospital full global rights.  The purchase price of 2.6 million Euros would be paid in monthly installments between May 2019 and June 2021.  Additionally, after Kuuhubb has recouped the entire purchase price, Cherrypick Games would be entitled to 25% net profit share.  Cherrypick Games would continue the current game development and update efforts until June 2021.

The proposed My Hospital acquisition is subject to the execution of the definitive documentation in respect of such acquisition and receipt of any required TSX Venture Exchange acceptance.

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 completion of the proposed My Hospital acquisition, the development and growth plans for My Hospital, future cash flow and profitability, growth of the Company’s business and expected benefits from the proposed 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, failure to execute the definitive documentation in respect of, or complete, the proposed My Hospital acquisition, risks related to the growth strategy of the Company, the possibility that results from the proposed 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