Habbo Hotel should be in Dubai with Armani
Mashable reports that Habbo Hotel, the highly popular cartoonish virtual world for chatting, is on track to hit sales of $77 million USD. That's 77,000,000 dollar bills in sales for what is essentially an online messaging service. I have the feeling this is flying WAY under the radar of a lot of marketing folks, although there are advertisements for real world products in game. Luckily, advertisers are quickly catching on to this area. I expect to see a lot more action in the next year from major brands as the buzz circulates.
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Interestingly enough, Habbo Hotel doesn't make money by selling memberships or land like other online games. Habbo Hotel makes money by charging users for money. Users can purchase in-game currency, or "coins", with a credit card, debit card or cell phone. A coin costs about twenty cents and users purchase items in-game with coins.
I've posted on Second Life several times before and I firmly believe that "virtual worlds" can become a prevalent platform for interacting with the web besides straight browsing. Second Life is already capable of displaying blogs, flickr photos, skype services, video broadcasts, browsing the web and in-game chatting. The word is that Second Life will be announcing a built-in web browser soon (the way to browse right now is through a hack). Imagine being able to where a dress in Second Life and having it sent to you in real life from the in-game retail outlet!
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