Whoyaho Corp

Whoyaho Corp

A web development, web design, and communication company.

HQ location
Seoul, South Korea
Launch date
Employees
Enterprise value
$2—3m
Company register number
7898801658
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DateInvestorsAmountRound
*

KRW500m

Seed
Total Funding000k
Notes (0)
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Based in Seoul, South Korea, Whoyaho Corp. is a privately held mobile game development company established in 2021 by CEO Minyoung Jun. The company focuses on creating online games specifically targeting the Generation Alpha demographic, which consists of individuals born and raised as digital natives who are more comfortable with online interactions. Whoyaho's strategy involves rapidly interpreting trends popular with this younger generation and translating them into engaging game experiences.

The firm operates within the entertainment software and mobile gaming industries. Its business model centers on developing free-to-play mobile games that generate revenue through in-app purchases and advertisements. The games are designed to foster communication and social interaction among players. For instance, some titles include features for collecting and trading virtual items, such as horses, to encourage user engagement.

Whoyaho's portfolio includes several casual and simulation games available on both the App Store and Google Play. Notable titles include "Tanghulu Master - Mukbang ASMR," "Fidget Town - Fidget trading," and "Mochi Jump - Into infinity." "Tanghulu Master" allows players to create virtual Tanghulu and engage in ASMR mukbang streams, reflecting a popular cultural trend. The company has successfully secured funding, including a seed round of $418,000 in February 2022, and has received support from investors like Google for Startups, Klim Ventures, and Orange Planet Foundation.

Keywords: mobile gaming, Gen Alpha, entertainment software, casual games, simulation games, in-app purchases, game development, South Korean startup, Tanghulu Master, Fidget Town, Minyoung Jun, Klim Ventures, online communication games, ASMR games, virtual item trading, free-to-play, mobile entertainment, youth market, digital trends, interactive games

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