Work work work
Work Experience.
CURRENTLY:
Employer: NoGap
Title: Soon to come….
Hired since: June 1st 2010- Present
Just started – More information to come!
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PAST:
Employer: Bjerg Kommunikation
Title: Project Manager
Hired since: November 1st 2009- March 2010
The product: BjergK.dk
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Employer: “T” (my son)
Title: Full-time dad
Hired since: March 1st 2009- present
The product: Baby
After a short period of working for Guppylife, the company went bankruptcy and I have now taken the huge task taking care of my 13 months old son. More to come regarding future doings and real life work
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Employer: Guppyworks
Title: Sales Director
Hired since: December 1st 2008 – Feb. 2009 (Company now bankruptcy)
The product: www.guppylife.com
GuppyLife is a free-to-play realistic looking 3D virtual world that appeals to tween girls, where they care for and love a virtual character, the Guppy—and for a small fee can add features to take better care of their Guppy, to stand out from other players, and gain gaming advantages in a fun, creative and safe online world.
(Source: www.guppyworks.com)
Working areas:
As Sales Director the main focus is in how to implement payment related systems, pricing strategy and planning of in-game related activities to activate and re-activate users.
Also looking at foreign territories making scenarios for how to enter, expectations and must haves are added to the list of tasks. When entering new territories a lot of thought has to be put into how to penetrate and create a success. This planning process is a very interesting one, since part of it is based on my own experience from previous jobs, part of it from information gathered from potential partners and/or online, an part of it as guesstimates based on experience and what others in the given market has done and experienced.
Preparation.
Having to enter new territories requires a lot of preparation. For the time being this is one of the major tasks. Potential partners has to be located and evaluated, payment partners need to be in place, and the expectations for how to grow fastest way possible is being drafted. During this process the knowledge gained from our current market (DK) is a very important learning to be taken into account. The whole process is an ongoing one to be continued also after the launch in country #2…#3..#4…
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Employer: Sulake
Title: Managing Director
Hired since: November 2005-November 2008
The product: www.Habbo.dk, www.Habbo.no, www.Habbo.se
Habbo is the world’s largest and fastest growing virtual world and social networking service for teenagers. Localized Habbo communities all around the world are visited by millions of teenagers every week.
Habbo is a place to meet new and existing friends, play games and simply have fun. It is a richly colorful, multi-dimensional virtual community and game environment to which users join by creating a fully customized online character called a Habbo. From there, Habbos can explore many public spaces in the virtual environment, play a variety of games, connect with friends, decorate their own rooms and Habbo homepages, and have fun through creativity and self expression. The Habbo experience consists of many parts, which are all inextricably linked.
(Source: www.sulake.com)
Working Areas:
Working as Managing Director for Sulake Denmark ApS, I handled the Danish market making sure of growth of Habbo, maintaining the local organization. After 2 years of handling the Danish market, I also got to handle the Swedish and Norwegian operation. This included merging the three counties into one major office located in Copenhagen. Finding staff for handling all 3 countries working from Copenhagen.
Budgeting and planning ahead.
Looking at main KPI’s was one of my favorites making sure I had hands on into the outcome of all the efforts the team put into the community. This also gave me the basis information needed for the budgeting process. By combining historical numbers with expectations for growth my team always had some goals to chase whether it was monetary, traffic or more soft values. Combining the budgets on a daily basis with actual figures, the team was always aware of the current status of our product.
Press handling.
Requests from Nordic media regarding Habbo has given me deep insight into how to handle media coverage of the company, taking every contact from simple press releases based on user surveys or new features to more delicate issues like crisis handling when the press had some issues to be sorted out with Habbo and the way the service was handled.Being in contact with the press is something I found extremely interesting, since this was the time where I could tell the parents about the platform their teens were manipulating through. All the impressions and experiences I got from the community could be shared to a broader audience, positive as well as the delicate ones e.g. payment issues.
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Employer: ENIRO
Title: Key Account Manager
Hired since: September 2002-September 2003
The product: www.n.dk
Netstationen is Denmarks strongest portal for teens. Since 1999 Netstationen has been a part of the young generations universe.
Thousands of kids and teens visits Netstationen every day, sharing opinions, ideas, questions through chat, debates, agony columns, guest books, polls and much more. the popular 3-D chat “Højhuset” (Skyscraper) is Netstationen’s virtual universe in where users can chat with each other.
(Source: www.mediaprovider.dk)
Working Areas:
Selling advertising towards teens unsing Netstationen’s universe was a combination of traditional banner advertising, and complex in-game advertising.
During the period I was working with Netstationen, more and more advertisers opened their eyes for the closer and deeper contact they could get from using the in-game advertising. Discovering how users could actually interact with a product and brand has helped a large number of companies getting their message through to their audience in a world filled with commercial noise.
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Lectures.
During my work with teens online I have gained a lot of knowledge about their behavior thoughts and ways of relating to one another in
virtual worlds and communities.This knowledge I have shared when speaking in various fora.
Topics such as “Safety online”, “Marketing towards teens online”, “Teens Virtual Identity” I have shared with audiences like Copenhagen Business School, Danish Media Council, SIME 07, schools, parents, and many more.
Sharing knowledge and starting discussions to open up the fantastic world of communities, teens online behavior, social networking and topics related to teens in cyberspace is always something I am willing to take part in. The teen usage of online services is, even though often created by adults, something that develops into much more and can show what to expect next from the World Wide Web.
“I wouldn’t really have my parents supporting me when I’m online – I mean I don’t want to share my experiences from the web with THEM!!”
(”Queen Of USA”, 14 years old)
Feel free contacting me for further input in case by using the mail at the bottom of this page.







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