SOURCE: WeeWorld


September 22, 2009 10:00 ET

WeeWorld Community Reaches 30 Million While Revenue Continues to Rise

Teens Flock to Social Gaming and Create More Than 30 Million WeeMees, Continuing to Build WeeWorld's Strength in the Marketplace

BOSTON, MA--(Marketwire - September 22, 2009) - While some sectors of the industry have struggled in the economic downturn, WeeWorld's user growth and revenue from advertising and virtual goods continues to rise. WeeWorld, a popular social game and virtual world for teens with mainstream appeal, today announced that there are now more than 30 million WeeMees worldwide, with monthly virtual goods revenue growing more than 30 percent over the past three months alone.

The market for social games that provide an outlet for fun and self-expression is exploding as teens continue to drive the intertwining of real and virtual world experiences. eMarketer expects teen spending will reach $208.7 billion in 2011, up from $189.7 billion in 2006; with more than one in 10 Americans having bought a virtual item at some point in the last 12 months, according to a study by analyst firm Frank N. Magid Associates. In fact, worldwide sales of virtual goods are expected to reach $1.8 billion this year thanks to the more than 137 million users Strategy Analytics estimates are participating in virtual worlds.

Recently WeeWorld enriched the user experience with a new virtual world beach and back-to-school parties, the ability to add multiple rooms and create your own unique house, as well as a new line of limited-edition animated pets called "Cweetures." WeeWorld's focus on delivering a continually evolving user experience, as well as its ability to add and grow new revenue models will fuel its continued growth as an industry leader.

"Teens have been immersed in digital media their entire lives; they are far more visual and digitally savvy than any generation before them," said Lauren Bigelow, chief operating officer of WeeWorld. "The key to our continued growth is an unrelenting focus on giving our users what they want -- a fun, relevant experience that gives them a way to express themselves visually. And, given that their definition of fun changes all the time, we have plenty of work to do!"

To support WeeWorld's significant growth, the company also recently expanded its management team and is investing in additional sales efforts to support increasing brand and media interest in branded promotions.

WeeWorld's extensive user base is hungry for branded goods and interactive virtual experiences. A recent teen survey of more than 4,000 WeeWorld users found that teens are actively engaged on WeeWorld, and their spending is set to continue to rise as they expressed an increase in disposal income and an avid interest in investing in "fun" online activities.

To experience WeeWorld and create your own WeeMee, visit, or to see what is new on the site, visit

About WeeWorld

WeeWorld ( is a popular social game and virtual world for teens with a mainstream appeal, reaching a global audience of more than 30M registered WeeMees. WeeWorld's goal is to provide a fun, visual environment that encourages self-expression and creativity.

Through an expansive palette of features, clothes, accessories, hobbies, etc., WeeWorld users can create their personalized WeeMee avatar, connect with friends, decorate their own visual space, send animated messages, play games and more. Thanks to WeeWorld's open platform, WeeMees are portable to all major social networks and blogging sites, in addition to instant messaging platforms, e-mail signatures and mobile phones. WeeWorld has offices in Boston, New York City, London and Glasgow, and is funded by Accel Partners ( and Benchmark Capital (

Contact Information