
Woozworld
Your favorite virtual world and social network for tweens and teens!.
Date | Investors | Amount | Round |
---|---|---|---|
investor | €0.0 | round | |
N/A | €0.0 | round | |
N/A | Acquisition | ||
Total Funding | 000k |

EUR | 2023 | 2024 |
---|---|---|
Revenues | 0000 | 0000 |
% growth | - | 32 % |
EBITDA | 0000 | 0000 |
Profit | 0000 | 0000 |
% profit margin | 8 % | 21 % |
EV | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x |
R&D budget | 0000 | 0000 |
Source: Company filings or news article
Woozworld Inc. operates a virtual world and social networking platform targeted at the tween and teen market, specifically users aged 8 to 25. Founded in 2009 by Eric Brassard, the Montreal-based company originated as a spin-off from Tribal Nova Inc., a children's educational game developer, and was initially named KidStudio 2.0 before its official relaunch. The company secured $9 million in total funding over two rounds, including a $6 million Series B in 2011 from investors Inovia Capital and Telesystem, which facilitated its expansion into mobile platforms. In July 2019, Woozworld was acquired by the Dutch digital media and entertainment platform, Azerion.
The core of Woozworld's business is a free-to-play, cross-platform social MMO that allows users, or "Woozens," to create and customize avatars, design virtual spaces called "Unitz," and interact within a user-generated universe. Its business model centers on a combination of in-game purchases and advertising. Revenue is generated through the sale of virtual goods, clothing, and furniture, as well as VIP subscriptions that offer exclusive benefits. The platform also provides opportunities for brand engagement through immersive media placements and virtual events. The company emphasizes a safe, COPPA-compliant environment to build trust with parents.
The Woozworld platform is built on user-generated content, allowing players to create everything from businesses and restaurants to games and parties. This focus on creativity and social interaction is a key differentiator. Users can participate in quests, complete achievements for rewards, craft items, and even design their own visual novels and quizzes using creator tools. A significant technological milestone was the transition from Adobe Flash to Unity, enabling a seamless cross-platform experience between desktop and mobile, which was a pioneering move for a social MMO. By June 2014, the platform had amassed over 25 million registered profiles and 29 million user-created Unitz, demonstrating substantial early growth.
Keywords: virtual world, social gaming, tween market, teen gaming, user-generated content, avatar customization, social network, MMO, in-game purchases, virtual economy, cross-platform gaming, mobile gaming, Azerion, Eric Brassard, COPPA compliant, online community, fashion game, role-playing game, virtual goods, social simulation game