Habbo, a global, teen-aimed virtual world where you can meet and make friends, has signed a deal with Paramount Pictures Digital Entertainment to create virtual merchandise based on three of its recent movies. Now Habbo users will be able to buy accessories for their avatars, virtual furniture and other movie paraphernalia based on the upcoming “Spiderwick Chronicles,” “Beowulf” (this one’s for Angelina Jolie’s fans) and “Mean Girls” (for Lindsay Lohan’s). The partnership, which is limited to the U.S. and Canada, leaves open the opportunity to add more films as time goes on.
Habbo has already created virtual environments for brands such as Burger King and Target, and has featured guest appearances by various music artists, including Pink. As Teemu Huuhtanen, EVP, Habbo business and President, North America, said, the virtual world’s users demand that their community reflect today’s real world pop culture entertainment landscape. Which is great for Paramount, as the deal with Habbo allows them to “access Habbo’s exceptional virtual community and built-in audience base where users can extend and enhance the film experience with a suite of themed-virtual goods”.
The Finland-based Sulake, which has created Habbo worlds in 31 countries, claims to reach 1.8 million teenagers in the U.S. and 8 million globally. Most are teens aged 13 to 16. Habbo inhabitants’ avatars can gather in the Habbo Hotel, as well as their own virtual homes. In addition, a Web-based version of Habbo serves as a social networking/instant messaging platform for members.
Habbo has already created virtual environments for brands such as Burger King and Target, and has featured guest appearances by various music artists, including Pink. As Teemu Huuhtanen, EVP, Habbo business and President, North America, said, the virtual world’s users demand that their community reflect today’s real world pop culture entertainment landscape. Which is great for Paramount, as the deal with Habbo allows them to “access Habbo’s exceptional virtual community and built-in audience base where users can extend and enhance the film experience with a suite of themed-virtual goods”.
The Finland-based Sulake, which has created Habbo worlds in 31 countries, claims to reach 1.8 million teenagers in the U.S. and 8 million globally. Most are teens aged 13 to 16. Habbo inhabitants’ avatars can gather in the Habbo Hotel, as well as their own virtual homes. In addition, a Web-based version of Habbo serves as a social networking/instant messaging platform for members.
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