Pocket Worlds
Financials
Estimates*
USD | 2019 | 2020 | 2021 | 2022 | 2023 |
---|---|---|---|---|---|
Revenues | 3.0m | 3.7m | 3.9m | 8.3m | 13.6m |
% growth | - | 23 % | 5 % | 112 % | 65 % |
Date | Investors | Amount | Round |
---|---|---|---|
- | N/A | - | |
$3.0m | Seed | ||
$7.0m | Early VC | ||
Total Funding | $10.0m |
Recent News about Pocket Worlds
EditPocket Worlds is a dynamic startup focused on creating immersive virtual experiences. The company operates in the digital entertainment and social networking market, providing a platform where users can build, share, and monetize their own virtual worlds. Their flagship product, Highrise, is a virtual universe that allows millions of users to explore and interact within creator-built environments.
Pocket Worlds primarily serves digital creators, gamers, and social enthusiasts who are looking for innovative ways to connect and express themselves online. The platform is designed to be user-friendly, enabling anyone to create engaging and interactive experiences without needing advanced technical skills.
The business model of Pocket Worlds revolves around user-generated content and in-app purchases. Creators can design and sell virtual items, experiences, and worlds, earning revenue from their creations. The company takes a percentage of these transactions, which forms a significant part of its income. Additionally, Pocket Worlds offers premium features and customization options that users can purchase to enhance their virtual personas and experiences.
Pocket Worlds stands out by fostering a community-driven environment where creativity and connection are paramount. The company emphasizes a culture of ownership, curiosity, and ambition, encouraging employees to take initiative and contribute to the company's growth. This approach not only drives innovation but also ensures that the platform continually evolves to meet the needs of its users.
In summary, Pocket Worlds is revolutionizing the way people create and connect in the digital space, offering a unique blend of social interaction and creative freedom.
Keywords: virtual experiences, digital entertainment, social networking, user-generated content, in-app purchases, virtual universe, digital creators, immersive worlds, Highrise, community-driven.