Thursday Aug 28 2008
All times are London time

Search Quotes in the FT.com site
FT Logo

June 26, 2008

Habbo hits a hundred million teen avatars

HabboThe most financially successful virtual worlds are not 3D and sophisticated, but flat and appealing to younger audiences.

Think Neopets, Webkinz, Club Penguin and Runescape, not Second Life.

Habbo, whose graphics are reminiscent of the Code Monkeys cartoon and 8-bit 80s video games, announced today that its 100-millionth avatar had been created.

That does not translate as 100m active members - the service had 10.3m unique visitors in May, according to comScore - but it is still an impressive indication of the growth of the service since its launch in Finland eight years ago.

Financial comparisons are difficult. Electronic Arts announced in April that it had sold 100m units of the The Sims, the video-game precursor to online virtual worlds. Blizzard Entertainment said in January it had passed 10m paying monthly subscribers for its World of Warcraft online game.

The companies do not break out the hard cash they make from these properties and neither does Sulake, the privately held Finnish company that owns Habbo and dropped the “Hotel” from Habbo Hotel in 2006.

However, it did reveal today it was “on track to reach our projected revenue goal of $85m, which indicates a healthy profit for the company” in 2008.

Teemu Huuhtanen, executive vice president of marketing, ad sales and business development, told me he thought Habbo was the largest independent virtual world, following Disney’s acquisition of Club Penguin for $700m last year, with its more than 20m users.

Monthly visitors are up 51 per cent on a year ago in Habbo’s 32 communities worldwide.

” I think the biggest reason for the growth is the redesign we did in October/November focusing on easy access and play, making sure that anyone without previous knowledge of virtual worlds could come to the web site and create their own character and start exploring,” he said.

Habbo has also partnered with movie studios and brands to help make the site more relevant to its teen target audience.

Around 85 per cent of revenues come from users paying for virtual items in the world, but advertising and sponsorship is expected to take a bigger share this year as the medium matures.

The maturity of its users does create a churn problem for Habbo. While Second Life may lose users because of the level of difficulty they face, Habbo members simply grow up and move on to more adult virtual worlds.

“Every year we need to reach the users in each market that turn 13, so it’s like a constant flow of new customers for us,” said Mr Huuhtanen.

5 Responses to “Habbo hits a hundred million teen avatars”

Comments

  1. […] Financial Times (UK) - Habbo hits a hundred million teen avatars. “The most financially successful virtual worlds are not 3D and sophisticated, but flat and […]

    Posted by: The Watch - virtual worlds in the news : The Metaverse Journal - Australia’s Virtual World News Service | June 28th, 2008 at 4:06 pm | Report this comment
  2. […] Habbo hits a hundred million teen avatars, the old adage “less is more” comes to mind […]

    Posted by: Packets of Consciousness ยป Habbo hits a hundred million teen avatars | July 2nd, 2008 at 4:13 am | Report this comment
  3. […] Habbo, whose graphics are reminiscent of the Code Monkeys cartoon and 8-bit 80s video games, announced today that its 100-millionth avatar had been created. That does not translate as 100m active members - the service had 10.3m unique visitors in May, according to comScore - but it is still an impressive indication of the growth of the service since its launch in Finland eight years ago. click here for article […]

    Posted by: Habbo hits a hundred million teen avatars | Second Life Blogger | July 11th, 2008 at 11:24 am | Report this comment
  4. WOW like im in love iwv habbo i think its the best lol i go on it everyday

    Posted by: Helen | July 21st, 2008 at 3:06 pm | Report this comment
  5. well, thats all very nice, but: Second Life doesn’t lose users. It has twice the number of active residents now compared to August 2007. Land has tripled. And the amount of art and culture being created within Second Life is jaw dropping. Habbo Hotel and Club Penguin might be bigger in terms of users, but they are still just chat programs for kids - while Second Life is unique in terms of freedom to create everything, program anything you like, in a 3D world thats being streamed live to your computer. And with OpenSim Second Life is turning into an opensourced standard for the rising metaverse.

    Posted by: Hanno Juhili | August 2nd, 2008 at 2:30 pm | Report this comment

Post a comment

Comment Policy




As a final step before posting the comment, please type the two words you see in the image beloweight numbers in the audio clip; this test is to prevent automated robots from posting comments.


More FT Blogs and Forums

  • Clive Crook's blog The FT's chief Washington commentator blogs about intersection of politics and economics

  • Economists' Forum Leading economists and the FT's chief economics commentator, Martin Wolf, debate the big issues

  • Gadget GuruThe FT's personal technology expert Paul Taylor answers your gadgetry questions

  • Margaret McCartney's blogA forum by GP and FT opinion columnist on healthcare issues

  • Gideon Rachman's blog The FT's chief foreign affairs commentator on world issues and his travels

  • The Undercover Economist Tim Harford's blog on economics in everyday life

  • Willem Buiter's Maverecon The LSE professor blogs on 'economics, politics, ethics, religion, culture, free and open source software (FOSS), and whatever'

  • John Gapper's blog FT chief business commentator talks about business, finance, media and technology

  • Management Blog A forum for the latest thinking about the issues that preoccupy managers around the world'

  • FT Alphaville Instant market news and commentary for finance professionals

  • Brussels Blog By our Brussels writers

  • Westminster Blog By our UK Parliament writers

  • Dear Lucy Columnist Lucy Kellaway and readers solve your workplace woes