Habbo, the world’s largest teenage online community, has recently celebrated its tenth birthday, proving that sustainable success can be achieved with online communities.
The first version of Habbo was rolled out in August 2000, followed by an English-language beta version in January 2001. Ten years on, Habbo (previously known as “Habbo Hotel”) has a staggering 176 million registered users, with 15 million unique visitors per month. In the UK alone it reaches 15% of the total teenage audience and receives more than 1.1 million unique visitors per month.
So what lies behind Habbo’s success?
Timo Soininen, the Chief Executive of Habbo’s parent company, Sulake, has said that Habbo’s continuing success is down to keeping “the service fresh and relevant by frequently introducing new features and gaming elements, arranging engaging campaigns, enriching the virtual economy and payment models and nurturing the community.”
What Soininen seems to be saying is that the Habbo community continues to thrive because of careful, considered online community management and innovative content. Keeping up with cutting edge social and digital trends helps to keep the young audience engaged.
It’s likely that Habbo also benefits from Sulake’s expertise, as the social entertainment company often carry out in-depth market research, listening and analysis to gain insights into the the needs of its audience and to understand the type of material they will engage with. This is probably also the reason why social gaming and social entertainment is a key driver in shaping and developing the community.
Some of Habbo’s success can also be attributed to the intelligent joint marketing activities it has carried out with teen-friendly consumer brands like Cheetos, or, more recently Capri-Sun, where on-pack advertising encourages consumers to visit Habbo.co.uk where they can access ‘The Capri Sun Summer Theme Park’ branded room.
Habbo has also entered partnerships with media brands such as MTV and Myspace, helping to promote the site amongst its key target audience. And with Habbo’s own annual survey of 49,000 teenage users proving the claim that 32% of teenagers would never pay for content online, the fact that membership to Habbo is free is an additional way of enticing teenagers to sign up.
And the community continues to grow as these statistics from June 2010 show:
- 172 million avatars created
- 3 million new characters created each month
- 120 million user-created rooms
- Average user session lasts 42 minutes
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Image by Ivan Walsh via Flickr