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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/

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

A Finnish coloring app helps 4 million Americans ‘fight stress and anxiety’ – and it’s a smash hit #Kuuhubb $KUU.ca

Posted by AGORACOM-JC at 5:06 PM on Monday, February 26th, 2018

  • Finnish app Recolor is seizing a 3D coloring app craze in the US.
  • Popular among young women, Recolor frequently ranks among the top 100 grossing apps in the US.
  • “People are tired of gaming, they want interaction,“ says a Recolor investor, noting a lessening interest in games.
  • Recolor’s growth paints a picture of shifting app demographics, use and monetization in the Entertainment category. 

Smartphones aren’t generally seen as relaxation devices.

But if you ask Tero Kuittinen, an investor in viral coloring app called Recolor, that’s changing: It’s indeed the pursuit of relaxation that has gotten millions of Americans hooked on the app and its myriad motifs ranging from Venice Carnivals to My Little Pony.

“Coloring app appeal is in stress relief – they are used to alleviate anxiety,” says Kuittinen, whose New York-based investment firm, Kuuhubb, recently bought Recolor’s parent app studio, Sumoing.

Recolor has tapped into a veritable explosion in the digital coloring space. Since its launch in 2015, the Finnish app has gained more than four million users in the US and is now making north of $1 million per month from a clique of paying users – mostly college-educated women aged 18 to 44.

Recolor’s founder Ilkka Teppo has said he wants to create the ‘Spotify of colouring books’ with millions of illustrations. Recolor (collage)

‘The most diverse place in App Land’

Nordic gaming hits like Candy Crush and Minecraft may still top app charts, but in the past two years, the rise of apps that enable users to paint, sing, decorate has been total.

Coloring in particular: According to Sumoing founder Ilkka Teppo – whose team found their first global hit in Recolor after picking up on how attached their wives were to coloring books – the niche is fast supplementing games in the US.          “[Coloring] is entertainment, but with a more creative touch. It’s not about competition, but creativity and relaxation,” Teppo told GoodNewsFromFinland earlier.

Gaming app sessions declined 16 percent last year versus a 43 percent surge in the ‘Music, Media and Entertainment’ category, according to Yahoo-owned database Flurry. Flurry

Between January 2015 and March 2016, coloring app downloads in the US went from nearly zero to 10,5 million, LA Times, citing Nielsen research, reported. The growth has kept pace: according to AppAnnie, during many days last December, the US iPad Top 5 charts featured three coloring apps.

“I think people are growing tired of passive gaming; they want interaction and use their phones to create things,“ says Kuittinen, whose Recolor and its main rival Colorfy have captured most growth.

Read More: ‘Color by numbers’ apps are dominating the App Store right now

And it’s a fast-developing market with new trends and features popping up constantly: “Community building, color-by-numbers, and now, 3D coloring booming since the end of January,” Kuittinen, an app industry veteran, says. “This space is like the Galápagos Islands. The most dynamic and diverse place in App Land.”

Coloring is just one part of Kuuhubb’s bigger strategy of investing in a fast-growing category of lifestyle apps for women; it also recently acquired interior design app Neybers.

Shortly after launching an Instagram-inspired redesign of the app in early February, Recolor went from 130th to 17th place on the US iPad Appstore, surging past YouTube and Spotify. Recolor

Finland’s next big app sensation?

Recolor, which estimates it will have 1 billion tasks completed in its app 2018, has not only managed to make women addicted to its myriad coloring tasks – it’s also pulling in major advertisers. In contrast to “the outmoded” and “static” state of the gaming app industry, Kuittinen says, the creative app revolution opens up new ad opportunities.

For example, Lionsgate’s recent ‘My Little Pony: The Movie’ ad campaign in Recolor involved sponsored movie trailers, banner ads and sponsored ad tasks. This way “people will spend a good ten minutes inside the brands’ visual universe,” Kuittinen says. Recolor’s next big growth market, India, will by contrast depend almost entirely on influencers.

With its well-educated female core demographic, Recolor has attracted brand partners like Disney, Cosmopolitan and Lionsgate. Cosmopolitan / Recolor

Besides its growing ad business, Recolor’s other trump card in the “global war” playing out among hundreds competing apps, is advanced technology: “Our 3D pictures recreate the transparency of glass, the gloss of metal; lights and shades,” Kuittinen says.

After Supercell’s hit ‘Clash of Clans’, could Finland’s next big app sensation be a digital coloring book?

Recolor, facts

Launched: August, 2015

Developed by: Sumoing Oy (founded by Ilkka Teppo)

Monthly Active User base: 5 million, of which 80% in the US

User demographics: 85% women, 15% men

Monthly Revenue: +$1 million, mostly subscriptions

Revenue (2016):  $4-5 million

Coloring tasks completed: 200 million per quarter

Source: http://nordic.businessinsider.com/a-finnish-app-with-5-million-users-is-killing-it-in-the-us–and-it-signals-a-wave-beyond-games–