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Mobile Game Study Reveals Interesting Demographics – 63% of #Mobile #Gamers are #Female #Kuuhubb $KUU.ca

Posted by AGORACOM-JC at 11:54 AM on Thursday, April 19th, 2018
  • According to Mediakix, female gamers make up 63-percent of the total,
    • 60-percent playing every day.
  • That’s as compared to 37-percent and 47-percent for males, respectively.
  • Only 31-percent of men spend real money in games compared to a number that appears higher for women with that number being at 36-percent
March 30, 2018 – Written By Daniel Golightly

A new report released by Mediakix has some statistics to show with regard to the demographics of mobile gaming, as well as trends in spending and expected industry growth. There’s actually quite a lot of information revealed by the study but the company has provided a helpful infographic to break down some of the key figures. It should come as no surprise that the market is expected to hit a value of around $115 billion this year or that its expected to increase by $72 billion by 2020. Mobile gaming is already a $50 billion industry and its only March.

The demographics of who those gamers are is very interesting, especially when compared to some other studies that were recently completed. For example, another infographic from earlier this month – conducted by AppOptix for U.S. users- showed only a slight gap between how much time men and women spend on their mobile devices. That gap was only at around 6-percent, with men using their devices more. If those figures hold true, then it turns out women may be playing far more mobile games in that time than men. According to Mediakix, female gamers make up 63-percent of the total, with 60-percent playing every day. That’s as compared to 37-percent and 47-percent for males, respectively. Meanwhile, only 31-percent of men spend real money in games compared to a number that appears higher for women with that number being at 36-percent.

That may or may not need to be taken with a grain of salt, though, bearing in mind that Mediakix study was on the global scale. Figures for age demographics in mobile gaming do appear to be a bit different between sources. Mediakix, for example, says that of the 2.1 billion mobile gamers worldwide, the largest age group for gaming on smartphones at 38-percent is those aged 45-years or more. In the U.S., according to AppOptix, the 45 and older group plays the least. That same study showed that those aged 26 to 36 fell in with only slightly more play time per week, while this new study shows users between 25 and 34 as making up 19-percent of gamers. Some cohesiveness is there to be found, on the other hand, in the fact that both studies show that users under 26 make up the big chunk of mobile gamers. The new numbers place that group at around 22-percent, while the earlier reports showed that group to be the largest. Of course, those aren’t the only figures revealed by the study and the comparisons aren’t necessarily directly correlated. But the figures are well worth examning nonetheless. Anybody interested in learning more can check out the included infographic or head over to the source link below.

 Source: https://www.androidheadlines.com/2018/03/mobile-game-study-reveals-interesting-demographics.html

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

Kuihub large

  • 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

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

#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

Kuihub large

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

 Corporate Video

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12 Month Stock Chart

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/

Going #Mobile: A Global Strategy for New #Tech Niche $KUU.ca

Posted by AGORACOM-JC at 12:20 PM on Monday, March 5th, 2018
  • 30+ million total downloads
  • 7+ million monthly active users (MAU’s)
  • U.S $6.3 million quarterly revenue as of most recent quarter
  • 117% Q/Q revenue growth as of the most recent quarter

Jeff Nielson, Stockhouse

The technology space has never been more exciting for investors. From biotech to blockchain, investing in the tech sector is like being the proverbial “kid in a candy store”.

Many of these applications involve pioneering new technology. However, there are also a lot of companies taking technology that has already reached the marketplace, and then customizing these platforms in order to reach new markets and demographics. This is the strategy of Kuuhubb Inc. (TSX: V.KUU, OTCQB: BCDMF, Forum).

The space in which KUU is operating could be generally termed digital entertainment. But that label won’t convey a lot to readers. More specifically, the Company is targeting online gaming, “lifestyle” sites, and esports.

Few readers will not already be familiar with online gaming. Esports is a more recent evolution: taking this digital, online gaming and (literally) elevating it to a level on par with professional sports. Indeed, esports may become a medal event for the Paris Olympics (2024).

But what are lifestyle sites?

Perhaps a more illuminating term for investors would be hobby sites.  Young or old, rich or poor, male or female; everyone has hobbies. In past generations, these hobbies tended to be physical activities of some kind, set in “the real world”. People engaged in cooking or gardening or even knitting, as a low-tech means to relax, unwind, or simply play.

In the 21st century, however, real-world hobbies have given way to virtual hobbies. Digital technology can now create simulations or virtual representations of almost anything. Kuuhubb’s mission is to take our love of hobbies and recreation, channel this demand into high-traffic lifestyle/recreation sites, and then optimize the revenue streams from these operations.

This somewhat daunting task has been streamlined through a series of internal strategic decisions. In simple terms, it is a strategy all about untapped markets. Specifically, the Company is focusing on:

  1. The least-developed segment of the gaming/lifestyles space.
  2. A large, under-served demographic.
  3. Additional, huge markets with (as yet) minimal penetration.

With respect to the online gaming and lifestyles market, what is the least-developed segment? That question can be answered with one word: mobile.

KUU wasn’t interested in getting in line behind a long list of companies that are already developing and commercializing online games for (primarily) a desktop user base. The Company saw that far less energy had been devoted toward templates created expressly for mobile users.

In the Western world, mobile internet traffic passed desktop traffic about 18 months ago. In Asia, this trend emerged even sooner – roughly two years ago. The largest percentage of internet users are not (yet) receiving an appropriate level of attention from software developers and their website platforms.

This was the first competitive advantage that Kuuhubb sought to gain as it built its mobile online gaming/lifestyles business. Then, within this now-dominant mobile market, the Company is targeting an under-served demographic: women.

image: http://www.stockhouse.com/getattachment/767cbb4f-bb36-4b4f-984e-a8c1cdb579a1/KuuHubb_overview-(2).jpg?width=450&height=124


(click to enlarge image)

Female users actually comprise a slightly larger share of the overall mobile user base than males. Along with this, women have a somewhat greater propensity to try out new/different mobile apps. Yet the vast majority of the gaming industry has had a distinct male focus, perhaps reflecting the fact that the majority of game developers are also males. Whatever the reason, females are an under-served mobile demographic, and Kuuhubb intends to capitalize on this opportunity.

Lastly, the Company has chosen to target huge but relatively vacant markets for expansion: Asian markets (starting with India). Then within these Asian markets, the focus is also on a female demographic.

KUU has an acquisitions-based business model and the Company has already acquired several key assets. These operations provide Kuuhubb with a strong foundation from which to increase revenues and build up market share.

  • 30+ million total downloads
  • 7+ million monthly active users (MAU’s)
  • U.S $6.3 million quarterly revenue as of most recent quarter
  • 117% Q/Q revenue growth as of the most recent quarter

Existing online operations are presently almost entirely based on an iOS user base, with over 90% of revenues derived from iOS. However, overall, more than 80% of all smartphones use an Android platform. By simply making its existing apps Android-friendly, this can/should drive 5 – 10 times as much traffic to its sites, just by boosting user demographics to the industry standard.

The current online centerpiece for Kuuhubb is Recolor. This is a “colouring” app aimed at women, where female users colour-in artistic illustrations. Essentially, it is a virtual colouring book for women.

A colouring site, for adults? Some investors may view this as a rather trivial activity. However, many readers would say the same thing about adults who spend much of their leisure time tending to flowers. Yet in the U.S. alone, “home gardening” is a $275 billion per year industry.

Likewise, the numbers for Recolor speak for themselves. While this is still a relatively new internet lifestyle activity, this one app is already registering 6 million MAU’s. For readers still skeptical about the appeal of such an activity, there are actually a dozen “colouring” websites, aimed at primarily an adult (female) user base.

This leads to an issue that may be a concern for some investors: barriers to entry. Generally speaking, game development and hobby sites are seen as having low barriers to entry. Producing a new game/activity doesn’t require a large capital investment, meaning that (potential) competitors can easily enter the space.

Kuuhubb’s management recognized this concern and has worked to address it – by creating barriers to entry. The Company’s strategy here is multi-faceted. It starts with premium quality.

Anyone can design a game/activity site. However, produce a template of superior quality and you immediately create a barrier to entry: users will gravitate toward the product with the best quality. In selecting Recolor as its initial acquisition, the Company was intent on acquiring the best adult colouring site. With higher-quality illustrations and a larger selection of images, Recolor provides a superior user experience versus its competitors.

However, this is only the starting point in looking to lock-up market share. The next element to this strategy are communities. As with any other hobbyists, the users of these game/lifestyle sites like to interact with each other. Recolor already has a highly evolved community for its user base.

To further enhance the Company’s existing user base, KUU is currently executing several high-profile marketing campaigns. Its partners include household names like Kelloggs, Samsung, and Lionsgate Films.

Lastly there is branding. Companies that are able to establish marquee branding (i.e. celebrities, professional sports, etc.) with their products/sites will distinguish themselves from peers in a manner that will be difficult to duplicate. Kuuhubb is already very active on this front as well.

Currently, these lifestyle sites are primarily Western-oriented: created in the West for Western audiences. The Company’s existing revenue base is almost entirely generated in the West. Given that KUU has already devised a better strategy for market penetration in this space and can dramatically increase its North American market simply through adding Android users, why seek to target Asia for its future growth?

image: http://www.stockhouse.com/getattachment/692613b7-a1b8-4e66-8f25-6ee4d1b5263d/KuuHubb_revenues-(1).jpg

Again, it’s all in the numbers.

On the demand side, India in particular looms as a prime target. With cable internet access still not widely available, India’s internet user base is (by far) a mobile user base. At the same time, as an under-served internet market, user acquisition costs (for paid users) are much lower in India.

The Company’s research indicates current user acquisition costs in India between US$0.07 and $0.12. This compares with several dollars per user to add paid users in the West. Even China can’t compare with India.

image: http://www.stockhouse.com/getattachment/77c6f67d-db5e-45ea-a349-6039b2e74614/KuuHubb_IndianGaming.jpg?width=450&height=266


(click to enlarge)

User acquisition costs in China have recently soared to above US$1. From management’s perspective, India today looks like the Chinese marketplace of 6 – 8 years ago. Once again, KUU’s strategy is to target a relatively vacant market, rather than try to elbow its way into a more crowded space.

India may be a vacant market, but does this mean that investors should automatically expect Kuuhubb to be successful in penetrating this giant market? Here the Company is relying upon the experience and knowledge base of their global team led by CEO Jouni Keränen and Chief Investment Officer, Christian Kolster. Keränen was a resident of India for several years.

India is the single most exciting mobile market growth story in the planet right now. Thanks to the introduction of affordable unlimited 4G data plans and the subsequent growth in the last 15 months, there is no doubt in my mind that India will become one of the top global mobile markets within the next 3 years. Utilising my extensive network of connections from the time I lived in India in early 2000’s, Kuuhubb is executing a unique market entry strategy that will provide rapid growth with limited investment and hopefully enable Kuuhubb to become one of the leading players in the Indian mobile market.

KUU is particularly eager to roll out Recolor in India with a premier branding agreement already in place. It has a partnership with Kwan Media, India’s leading talent agency. In a conference call with Stockhouse Editorial, Kuuhubb’s management team were rather tight-lipped about a marquee branding deal that the Company expects to execute imminently.

What they were willing to reveal was that the branding agreement currently being negotiated centers around:

  1. An “A” list (female) Indian celebrity
  2. She is regarded as a fashion icon by Indian women
  3. She already has her own fashion line

Investors don’t require a lot of imagination to see how such branding could be worked into a colouring site for adult Indian women.

What’s left? Advertising. This is the key factor that KUU expects will transform their successful recreational products into a successful investment for shareholders.

The reality of these gaming/lifestyle sites is that the bulk of user revenues actually come from a small sliver of users. This means that even sites with massive MAU’s may have difficulty generating much free cash flow. On the other hand, the users of these sites typically engage in frequent sessions and/or extended sessions. This creates the instant potential for significant exposure to onsite advertising.

Revenue streams from advertising can be generated in various ways. CEO Jouni Keränen outlined one strategy to Stockhouse that KUU has already identified as being (potentially) extremely lucrative.

The Company loads game-based videos onto their gaming platform, with prominently inserted advertising. Users are offered a game-based, non-monetary “reward” if they view the clip to conclusion. The reward costs Kuuhubb nothing. Their captive audience for advertisers represents a consistent revenue stream.

The Company has already acquired two more online sites to compliment this specific strategy, Neybers (virtual interior design) and My Hospital (build/develop your own virtual hospital). These sites also target primarily a female user base. [details in Appendix below]

More recently, Kuuhubb has added new dimensions to this business model. On January 31, 2018; KUU announced a double-pronged acquisition: Valiance UG, a Germany-based developer of mobile esports that is already working to incorporate blockchain technology into its gaming platform. Further, Valiance’s young, dynamic, and female Co-Founder will be an important asset in designing products/sites with greater appeal to women.

Investors who are interested in KUU’s plans for the esports space should tune-in to an upcoming Stockhouse feature that will center around this new division of operations (hint: think “Community + Blockchain”). Blockchain is technology that is a natural fit for the Company’s current operations which emphasize creating communities.

One feature that most of these game/lifestyle sites share in common is that they already have their own “internal token systems”. Essentially, this is (non-monetary) internal “money”, that users employ to purchase premium features or add-ons. Blockchain is just as functional with respect to internal accounting/payment systems as it is with external payment systems (like cryptocurrencies).

Internet hobbies for adults? This may sound like a simple concept. However, as illustrated by Kuuhubb Inc., transforming these popular products into a money-making opportunity for investors requires a sophisticated strategy and disciplined execution.

Appendix: other Kuuhubb lifestyle/gaming platforms

image: http://www.stockhouse.com/getattachment/fda6eecb-ed63-4421-a280-fe2387fb8f4c/KuuHubb_MyHospital.jpg?width=200&height=107

image: http://www.stockhouse.com/getattachment/e963abc7-f026-4fde-a229-0a7995cf85a2/KuuHubb_Neybers-(1).jpg?width=200&height=107


(click to enlarge images)

Read more at http://www.stockhouse.com/news/newswire/2018/03/05/going-mobile-a-global-strategy-for-new-tech-niche#1U5amTsE8btFS8OZ.99

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