Cellufun Recruits Keith Katz and Tom Burgess

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The mobile game and entertainment company Cellufun adds two new executives to its management team. Tom Burgess will sit on the advisory board and Keith Katz will become VP of Marketing. Both new hires are mobile industry veterans and have experience in the entertainment and advertising businesses.

Tom Burgess is an Entrepreneur-in-Residence at Battery Ventures. He was the Founder and CEO of Third Screen Media, a mobile advertising network AOL bought in 2007. An executive in online and wireless interactive marketing technology, Mr. Burgess is a pioneer of innovative advertising solutions and holds a patent in wireless advertising. He will assist Cellufun as it develops new advertising models.

“Cellufun’s growth and incredible volume of active subscribers excited me enough to learn more and eventually join the team to bring my mobile advertising and startup growth experience to the table as advisor to the company,” states Tom Burgess. “This company is on an impressive trajectory and I’m happy to be a part of that.”

Keith Katz is the former Head of North American Marketing for mobile gaming company Gameloft. Before that, he worked for Atari in global brand management and had his own startup called Little Upstarts that promotes physical development in infants and toddlers. Mr.Katz also worked for the NFL in brand marketing. Early in his career he worked for Feld Entertainment where he marketed family brands such as Ringling Bros. and Barnum & Bailey Circus and Disney on Ice. Mr. Katz will develop Cellufun’s brand and market the mobile solution Cellufun provides to service providers, media companies, major brands and advertisers.

“I couldn’t be more excited about joining Cellufun. As someone with a background in both console and mobile video games, I see Cellufun at the epicenter of both worlds. This company is truly unique its ability to entice both very casual and avid gamers to pick up their mobile devices to play games. Cellufun’s offerings have the “stickiness” and community feel of an MMO like World of Warcraft or Second Life that avid gamers crave, but they also possess the “pick up and playability” that many casual Web and mobile game players prefer. These are characteristics that simply don’t exist elsewhere in the mobile world, so a company with a consumer proposition like this is really a marketing person’s dream.”

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