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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

Personas Shareholders Approve Amalgamation With Peeks Social $PEEK.ca $BCOV $AVID

Posted by AGORACOM-JC at 9:32 AM on Wednesday, May 2nd, 2018

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  • Announced that the shareholders of Personas.com Corporation approved the amalgamation transaction between Peeks Social and Personas at a special meeting of Personas’ shareholders held on May 1, 2018

TORONTO, May 02, 2018 — Peeks Social Ltd. (TSXV:PEEK) (OTCQB:PKSLF) (“Peeks Social” or the “Company”) today announced that the shareholders of Personas.com Corporation (“Personas”) approved the amalgamation transaction between Peeks Social and Personas (the “Transaction”) at a special meeting of Personas’ shareholders held on May 1, 2018. Details of the Transaction can be found in the Company’s Information Circular dated March 19, 2018, as posted under the Company’s profile on SEDAR.

Peeks Social shareholders previously approved the Transaction on April 18, 2018 (see press release dated April 19, 2018). The Company intends to close the Transaction on May 2, 2018. The closing of the Transaction will result in the acquisition of the technology assets of the Peeks Social livestreaming product and in the Company receiving 100% of the gross revenue generated by these assets.

For further information, please contact:

Peeks Social Ltd.
Mark Itwaru David Vinokurov
Chairman & Chief Executive Officer Director Investor Relations
416-815-7000 416-716-9281
[email protected] [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.

FEATURE: Peeks Social $PEEK.ca Live Streaming App Allowing Users to Interact in Real-time, $2.9M in 9 Month Revenues, 5.8M Quarterly User Sessions $BCOV $AVID

Posted by AGORACOM-JC at 2:10 PM on Friday, April 27th, 2018

WHAT IS PEEKS?

Peeks is a new live streaming app where people can interact and transact in real time by sending cash tips as appreciation for content and or selling goods and services to their live viewers.

HIGHLIGHTS

  • $2,980,842 of gross revenue for the nine months ended September 30, 2017
  • Q3 2018 user sessions on the Peeks Social platform grew to 5.8 million, Up from 4.6 million in Q2 2018
  • Peeks Social app set additional monthly deposit records in each month from September 2017 to January 2018

Kuuhubb $KUU.ca Announces Creative Cross-Marketing Collaboration With Lionsgate $LGF.A $LGF.B

Posted by AGORACOM-JC at 2:16 PM on Friday, April 13th, 2018

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  • Commencing a creative cross-marketing collaboration with a global content leader Lionsgate
  • Company will create and market suites of digital coloring tasks around Lionsgate properties through Kuuhubb’s Recolor digital coloring app
  • Lionsgate will support these campaigns by driving traffic through its marketing channels to Recolor
  • Past collaborations generated over three million unique coloring tasks and over 300 million impressions in total

TORONTO, April 13, 2018 – Kuuhubb Inc. (“Kuuhubb” or the “Company”) (TSX-V:KUU), a technology company focused on acquiring, developing and distributing lifestyle and mobile applications, today announced that it will be commencing a creative cross-marketing collaboration with a global content leader Lionsgate (NYSE:LGF.A) (NYSE:LGF.B).

Under the agreement, Kuuhubb will create and market suites of digital coloring tasks around Lionsgate properties through Kuuhubb’s Recolor digital coloring 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, whose users generate more than 200 million coloring works per quarter.

Recolor will feature a broad range of unique brand campaigns tying into the releases of Lionsgate movies and TV shows this year, such as the groundbreaking and critically acclaimed hit series Orange is the New Black and the eagerly anticipated feature films The Spy Who Dumped Me and A Simple Favor. There will also be campaign releases for Lionsgate’s existing library of content, including Mad Men and Dirty Dancing.

Lionsgate and Kuuhubb recently partnered on successful brand campaigns on the Recolor app for three Lionsgate IP: My Little Pony: The Movie, the critically acclaimed blockbuster film Wonder, and the recently launched series Step Up: High Water, each with in-app branded coloring images and video units showing trailers for the properties. These collaborations generated over three million unique coloring tasks and over 300 million impressions in total.

“Finding novel ways to engage consumers in the entertainment industry on mobile devices, particularly in the art app space, is an important challenge,” said Peter Levin, Lionsgate’s President of Interactive Ventures, Games, and Digital Strategy. “The entertainment app category has shown stunning growth, and we’re excited to partner again with Kuuhubb to creatively capitalize even further on its potential.”

Kuuhubb COO Pasi Piipponen noted that, “Digital coloring engages app users on a totally different level than traditional banner or video campaigns – we are reaching 10 minutes of average coloring time per branded coloring task on Recolor. Based on previous successes with Lionsgate, it´s easy to conclude that Recolor users are keen to engage with targeted brand campaigns that bring added value to the user experience.”

Lionsgate’s interactive games business has recently partnered on a deal to promote the Starz Original Series Ash vs Evil Dead with The Overwatch League™ team Los Angeles Valiant, run by professional esports organization Immortals, in which Lionsgate is an investor; collaborated on the blockbuster mobile game Power Rangers: Legacy Wars, which recently crossed 30 million installs on its first anniversary and was part of Amazon’s GameOn announcement at the Game Developers Conference; released “The Saw Chapter” DLC for the asymmetrical multiplayer horror game Dead by Daylight; and created a feature for The Divergent Series in the role-playing app What’s Your Story?™

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.

About Lionsgate
The first major new studio in decades, Lionsgate is a global content platform whose films, television series, digital products and linear and over-the-top platforms reach next-generation audiences around the world. In addition to its filmed entertainment leadership, Lionsgate content drives a growing presence in interactive and location-based entertainment, gaming, virtual reality and other new entertainment technologies. Lionsgate’s content initiatives are backed by a 16,000-title film and television library and delivered through a global licensing infrastructure. The Lionsgate brand is synonymous with original, daring and ground-breaking content created with special emphasis on the evolving patterns and diverse composition of the company’s worldwide consumer base.

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 development and growth of the Company’s business and expected benefits from the collaboration with Lionsgate announced in this press release) 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 collaboration with Lionsgate announced in this press release will not be consistent with the Company’s expectations, risks related to the growth strategy of the Company, 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

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

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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

#Gaming stock KuuHubb $KUU.ca has 413% upside, Echelon Wealth Partners says $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 10:30 AM on Saturday, April 7th, 2018

 

  • KuuHubb Inc. (TSXV:KUU) is a small cap Top Pick for Ralph Garcea, analyst with Echelon Wealth Partners
  • On Wednesday, Garcea reiterated his “Speculative Buy” and target of C$4.00 for KUU

April 5, 2018 By Jayson MacLean

With an eye towards expansion into Asian markets and an experienced management team able to get the job done, mobile game and lifestyle company KuuHubb Inc. (TSXV:KUU) is a small cap Top Pick for Ralph Garcea, analyst with Echelon Wealth Partners. On Wednesday, Garcea reiterated his “Speculative Buy” and target of C$4.00 for KUU.

Last month, Helsinki, Finland-based KuuHubb reported its FQ2/18 financials, which showed a revenue increase of 123 per cent over the previous quarter, much of those gains coming from its leading digital colouring book app, Recolor, says Garcea, who thinks that KUU will be EBITDA positive by FY2019.

“We believe momentum continued for KUU into FQ3/18 (Mar) and expect results to be up q/q, driven by growth in Recolor and MyHospital,” says the analyst in a research note to clients. “In addition, the acquisition of the blockchain-enabled mobile e-sports platform (Valiance UG) is designed to support both mobile e-sports competitors and content creators and provides them with opportunities to monetize their involvement playing e-sports titles.

Garcea says that shareholder value should come from key acquisitions of proven, under-appreciated assets, projected that the company’s capable management team should be launching its mobile games in India and Japan this quarter.

“KuuHubb’s co-founder and CEO, Jouni Keränen, has over 18 years of international business and management experience, with particular experience and in-depth knowledge of the online games industry and market in China and elsewhere in Asia, which are a particular area of focus for KuuHubb in its business plans,” the analyst says.

“We believe there is plenty of upside in our estimates as KUU expands across demographics and into adjacent lifestyle categories (like interior design, fashion and jewelry, home and garden, etc.),” says the analyst. “We note that the Global Social App comparables are trading on average (excl. Facebook) at a multiple of US$40/monthly active users (MAU). Applying this multiple to KUU’s 7.0 million MAUs would value the Company at US$280 million (or C$6.50-7.50/shr).”

The analyst’s $4.00 target price represents a 413 per cent projected return on investment as of publication date.

Source: https://www.cantechletter.com/2018/04/gaming-stock-kuuhubb-has-413-upside-echelon-wealth-partners-says/

Peeks Social $PEEK.ca Upgrades User Interface and Launches Desktop #Streaming $BCOV $AVID

Posted by AGORACOM-JC at 8:22 AM on Friday, March 23rd, 2018

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  • Announced the launch of its desktop streaming service
  • The DSS allows broadcasters to stream content from their desktop into the Peeks Social mobile application
  • Service opens up the Peeks Social platform to a much wider audience that consumes professionally streamed content:
    • Online education
    • e-gaming
    • professional multi-camera live broadcasts are now all enabled in Peeks Social

TORONTO, March 23, 2018 — Peeks Social Ltd. (TSX-V:PEEK) (OTCQB:PKSLF) (“Peeks Social” or “the Company”) is pleased to announce the launch of its desktop streaming service (the “DSS”). The DSS allows broadcasters to stream content from their desktop into the Peeks Social mobile application.

This service opens up the Peeks Social platform to a much wider audience that consumes professionally streamed content. Online education, e-gaming, and professional multi-camera live broadcasts are now all enabled in Peeks Social.

The DSS is part of the Company’s ongoing user interface upgrades designed to provide a more engaging user experience on the platform relative to other live-streaming social services. Peeks Social’s capabilities for users to stream, earn, and spend instantly utilizing the Peeks Social Visa™ Debit Card differentiate the Company’s service from competing live-streaming platforms.

“The continued evolution of the Peeks Social platform is very exciting. The services Peeks Social delivers to its streamers and viewers is truly like nothing out there. This is evidenced by our increasing global rankings in in-app purchases both in the Android and iOS stores. Peeks Social has reached the top 10 for in-app purchases in the social category for Android in 26 countries and for iOS in 13 countries. Furthermore we continue to rise in rankings on both platforms across the globe,” states Mark Itwaru, Chairman and CEO.

The Peeks Social app can be downloaded in either the Google or Apple app stores, or by visiting www.peeks.social.

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.

For further information, please contact:

Peeks Social Ltd.
Mark Itwaru
Chairman & Chief Executive Officer
416-815-7000
[email protected]

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

FEATURE: Kuuhubb $KUU.ca Mobile Video Gaming And Apps For Women; $US 6.2M Quarterly Revenues, 33M Downloads, 7M Monthly Active Users $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 5:52 PM on Monday, March 19th, 2018

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Why Kuuhubb?

  • $US 6.2 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)
  • KUU Is Trading At $8/MAU


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

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Kuuhubb Featured On BNN

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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/