Habbo has always encouraged users to express their own creativity. Credits allow users to buy innovative and exciting clothing, furni and accessories to personalize their virtual experience
Los Angeles, CA (PRWEB) December 10, 2008
Habbo (http://www.habbo.com), the world's largest virtual world for teenagers, announced today a dual economy in its online community. From now on, Habbo users will be rewarded for spending time on the site with 'pixels', a currency that allows them to purchase discounted virtual goods or rent a diverse range of special effects for their avatars and virtual rooms.
The 'pixel' economy complements the existing credit system. Previously, Habbos could exchange real money for credits in order to buy items, such as virtual furniture (furni), clothes and accessories. Now, pixels and credits can be used together to purchase special items.
Users can also rent a number of special effects to enhance their virtual rooms and avatars for a limited time. New effects include hover-boards that let Habbos glide around the virtual world, a 'frozen' avatar that turns a Habbo into a moving block of ice, or bubble machines that blow bubbles into virtual rooms. The pixel economy and effects will be constantly developed based on user feedback.
The easiest way to earn pixels in Habbo is by logging in regularly - the longer you stay online the more you secure. Habbos also receive pixels by completing 'Achievements' (in-world tasks) and by joining Habbo Club (a subscription-based members club).
"Habbo has always encouraged users to express their own creativity. Credits allow users to buy innovative and exciting clothing, furni and accessories to personalize their virtual experience," said Teemu Huuhtanen, executive vice president, Marketing and Business Development, Sulake Corporation and president, North America, Sulake Inc. "Now pixels let Habbos rent new accessories and effects, to create a constantly changing and engaging virtual environment. I really look forward to seeing how this experience is adopted by the users."
There are currently Habbo communities in 32 countries on six continents. To date, more than 117 million Habbo characters have been created globally and 10 million unique users worldwide visit Habbo each month (source: Google Analytics).
Habbo is a richly colorful, multi-dimensional virtual community and game environment for teens. Users join by creating a fully customized online character called a Habbo. From there, they can explore many public hang-outs, play a variety of games, connect with friends,
decorate their own rooms, and have fun through creativity and self expression. Currently there are Habbo communities in 32 countries on six continents. To date, over 117 million Habbo characters have been created and 10 million unique users worldwide visit Habbo each month (source: Google Analytics).
Sulake is an online entertainment company focused on virtual worlds and social networking. Sulake's main product is Habbo, one of the world's fastest growing virtual worlds and online communities for teenagers. There are localized Habbo communities in 32 countries on six continents. To date over 117 million Habbo characters have been created and 10 million unique users worldwide visit Habbo each month (source: Google Analytics).
Habbo brand is being extended to include mobile games and content as well as real-life products. Sulake was established in 2000 and it has almost doubled its annual revenues each year. The main shareholders in Sulake include Taivas Group, Elisa Group, 3i Group plc, and Balderton Capital followed by Movida Group (in Japan), the company's founders Sampo Karjalainen and Aapo Kyrölä, Sulake's CEO Timo Soininen and other personnel.
Sulake has offices in 15 countries. Headquarters is situated in Helsinki, Finland. Currently the company has 300 employees worldwide.
For more information, please contact:
Susan C. Mills
Edelman Public Relations, for Habbo