Архив рубрики: Social

Meme-based dating app Schmooze allows matches to share memes with each other

Sharing a meme with someone you just met can be tricky, especially if you’re trying to flirt with them. Are they into wholesome puppy memes? Or maybe they like dark Homelander memes? Whatever the case may be, Schmooze, the meme-based dating app, is designed to match users with like-minded people who want to make each other laugh.
To use the app, a person swipes right to like, left to dislike, and up to love memes from a selection curated via artificial intelligence. Match suggestions will pop on the screen based on meme choices, and the person can select either “Snooze” or “Schmooze.” The algorithm takes into consideration what types of humor both you and the potential match enjoy or reject.
Today, Schmooze launched a new feature called “Schmooze Flirts” for users to share memes with their matches. “Schmooze Flirts” handpicks memes from the app’s algorithm that a match would likely laugh at and encourages a user to send meme to their match to spark a conversation. The user has 48 hours to message the other person or the chat will automatically disappear. The app also provides icebreakers to help you out before a match gets removed.
Users can now set a limit on the distance for the matches as well.
Image Credits: Schmooze
Additional features are coming to Schmooze next week, including meme pick-up lines and “Schmooze Ayooo,” a place on the app for people to post funny pictures from their own camera roll. Currently, the app doesn’t allow memes from users to enter its algorithm due to quality and appropriateness control concerns. Over the next two months, Schmooze plans to create a user-content platform and let users upload their own memes.
Schmooze is available on the App Store and Google Play Store, however, “Schmooze Flirts” and the upcoming features are only available for iOS users. There will be a delay of two to three weeks until the features are available on Android devices.
When setting up a profile, the user must answer what their “#MemeVibe” is by selecting options such as dark humor, puns, wholesome, relatable, NSFW, gaming, anime, among other topics and categories. They then add profile photos, a bio, their four favorite music artists, memes they like and their TV show binge list.
Note that while there are systems in place to catch fake profiles, extensive background checks aren’t done to eliminate people with a history of crime or violence. The target audience for Schmooze is Gen Z (17+), so users should always prioritize safety, especially when it comes to dating online.

Meme-based dating is here: Meet Schmooze

Vidya Madhavan and Abhinav Anurag founded the startup and beta-tested the Schmooze app at Stanford University. In March 2021, Schmooze came out of beta. The dating app has grown to over 50,000 users with more than 15 million memes swiped and 750,000+ matches made.
A few months ago, the company raised $3.2 million in seed funding, led by Inventus Capital and Silicon Valley Quad, with participation from Lightspeed and Graph Ventures.
Meme-based dating app Schmooze allows matches to share memes with each other

Top anonymous social app NGL forced to stop tricking its users

A popular anonymous social app that was misleading its users with fake messages has been forced to change. The top-ranked app NGL, which became the No. 1 app on the U.S. App Store in June, quietly rolled out an update yesterday that sees it now informing users when they receive messages that aren’t from their friends — as users had been previously led to believe. Before, NGL sent these fake messages as a means of creating engagement, then charged for “hints” about the message’s sender.
The app has also now lowered its subscription pricing, which promises to reveal details about who is behind the anonymous messages.
NGL is one of a handful of anonymous social apps that had recently shifted their attention to Instagram after Snapchat cracked down on apps of this nature using its developer tools, as part of Snap’s broader efforts to reduce harm to minors.
To use NGL, users would tap a button in the app to copy a unique URL they could share with friends and followers across the web.
Image Credits: NGL App Store listing
While Snap could prevent direct integrations with its own developer tools, NGL users could still copy and paste the special link into their Snapchat Stories or wherever they chose — like Twitter or any other app. However, a “Share” button in the app made it easy to post directly to Instagram Stories. Then, when others saw the link on their friend’s Story or post, they could click it to anonymously ask that person a question. These questions would appear as messages in NGL’s in-app “Inbox” for users to read and respond to.
However, NGL had a trick up its sleeves. If users didn’t get any engagement on their shared link, the app itself would generate messages automatically. Users had no real way of knowing that these messages were actually fake questions the app was sending them. But many suspected that was the case as the questions sounded like things their friends wouldn’t ask. (We confirmed the messages were fake by generating an NGL link but not sharing it. We then received messages).
NGL’s app reviews have been filled with complaints that its questions seemed to be coming from bots. What’s worse, the app developer was charging users for “hints” to learn more about who was asking the question. This means users were paying, in some cases, for hints about bots!  This could be considered fraud. (We’d advise impacted users to request refunds from Apple.)
The NGL app got its ideas from rival Sendit, a similar social app that also offers a variety of Snapchat games. In fact, Sendit’s maker is now suing NGL for stealing its ideas — the NGL developer previously worked on Sendit before realizing the potential in simply cloning the idea and raking in the money himself. As it turns out, there is some business to be had here. By July, NGL had topped 15 million downloads and had pulled in  $2.4 million in revenue by selling its subscriptions.

Anonymous social app NGL tops 15M installs, $2.4M in revenue as users complain about being scammed

TechCrunch had called out NGL for its misleading tactics and, apparently, someone was listening. (Actually, we do understand there was a discussion between the developer and Apple about this). NGL has not commented.
Yesterday, NGL issued an update that now sees it labeling its fake messages with a tag that reads “sent with from the NGL team.” This is meant to indicate the message is not from a friend but from the app itself. (Arguably, the wording could be clearer. Some users — particularly among its target market of young adults —  could interpret this tag to mean the message is simply being delivered by the app.)
These messages also don’t show a subscription prompt. In addition, the subscription cost was lowered a bit, from $9.99/week to $6.99/week and now includes other features beyond “hints.” For instance, it touts users will get “early access” to exclusive games besides the anonymous Q&A. One of the paid games is already included — an anonymous confessions game.
The app’s rival Sendit’s Q&A feature had worked in much of the same way and it, too, just updated its subscription. Now, instead of just charging for hints, Sendit “Diamond members” can reveal the name and Bitmoji of the sender (in some cases), access exclusive games, unlock a custom icon and remove ads from the experience, the app claims. However, its pricing still remains $9.99 per week.
Though the viral buzz around these apps has since died down a bit, they still remain highly ranked. NGL is the No. 9 app on the U.S. App Store’s Lifestyle charts and Sendit is No. 12 among Social Networking apps.
Top anonymous social app NGL forced to stop tricking its users

Kids and teens now spend more time watching TikTok than YouTube, new data shows

Kids and teens are now spending more time watching videos on TikTok than on YouTube.
In fact, that’s been the case since June 2020 — the month when TikTok began to outrank YouTube in terms of the average minutes per day people ages 4 through 18 spent accessing these two competitive video platforms. That month, TikTok overtook YouTube for the first time, as this younger demographic began averaging 82 minutes per day on TikTok versus an average of 75 minutes per day on YouTube.
In the years since, TikTok has continued to dominate with younger users. By the end of 2021, kids and teens were watching an average of 91 minutes of TikTok per day compared with just 56 minutes per day spent watching YouTube, on a global basis.
This new data is based on kids’ and teens’ use of TikTok and YouTube across platforms, which was compiled for TechCrunch by parental control software maker Qustodio using an analysis of 400,000 families who have accounts with its service for parental monitoring. The data represents their real-world usage of apps and websites, not an estimate.
And to be clear, these figures are averages. That means kids aren’t necessarily sitting down to watch an hour and a half of TikTok and an hour of YouTube every day. Instead, the data shows how viewing trends have changed over time, where some days kids will watch more online video than others, and will switch between their favorite apps.
However, the broader picture this data paints is one where the world’s largest video platform may be losing its grip on the next generation of web users — specifically, Gen Z and Gen Alpha. Gen Z is typically thought to include people born between the mid- to late-1990s and the 2010s. Meanwhile, Gen Alpha — a generation whose childhood was put on pause by Covid, then driven online — includes those born after the early to mid-2010s.
In a prior annual report, Qustodio had analyzed kids’ app usage and found that TikTok was nearing YouTube in terms of average time spent. However, that report examined the data in a somewhat clunky fashion. It had included early 2020 app usage in a report largely focused on 2019 trends — a decision the firm had made at the time in order to highlight the increased connectivity taking place at the beginning of the pandemic. The report also focused on a handful of top markets, rather than global trends.

Kids now spend nearly as much time watching TikTok as YouTube in US, UK and Spain

The new data, compiled upon TechCrunch’s request, has been cleaned up to provide a clearer picture of the year-over-year shift in video viewing trends among the web’s youngest users.
According to the firm’s findings, YouTube was still ahead in 2019 as kids and teens were spending an average of 48 minutes on the platform on a global basis, compared with 38 minutes on TikTok. But with the shift in usage that took place in June 2020, TikTok came out on top for 2020 as a whole, with an average of 75 minutes per day, compared with 64 minutes for YouTube.
This past year, the averages grew even further apart. In 2021, this younger demographic spent an average of 91 minutes per day on TikTok versus just 56 minutes on YouTube.
Image Credits: Qustodio data
Image Credits: Qustodio data
The firm also broke out metrics for leading countries like the U.S., the U.K. and Spain, which demonstrate an even more incredible shift on a regional basis, compared with the global trends. For example, U.S. kids and teens last year spent an average of 99 minutes per day on TikTok versus 61 minutes on YouTube. In the U.K., TikTok usage was up to a whopping 102 minutes per day, versus just 53 minutes on YouTube. These figures include both website and app usage, we should note.
YouTube, no doubt, is well aware of this shift in consumer behavior as are all other social app makers, including Meta and Snap. That’s why YouTube, Instagram, Facebook and Snapchat have all now copied TikTok’s short-form vertical video feed with their own products.
In YouTube’s case, that’s YouTube Shorts, a short video platform the company believes will prove to be a discovery engine that will drive users to its long-form product. The company recently touted that YouTube Shorts had topped 1.5 billion logged-in monthly users, and suggested that channels producing videos of different lengths were seeing gains in watch time. It didn’t, however, share any specific figures on that front.
YouTube’s first-party data, of course, takes into account a broader global audience — not just kids and teens. And it includes cross-platform usage on phones, tablets, the web, smart TVs, game consoles, connected devices and more.
But despite Shorts’ growing adoption per YouTube’s data, Qustodio’s research seems to indicate younger people have simply been opting for the short-form content provided by TikTok. At the same time, TikTok has been slowly pushing its user base to consume longer videos. This year, for instance, TikTok expanded the max video length to 10 minutes, up from its earlier expansion to 3 minutes. And while most TikTok videos are not multiple minutes long, the “optimal” video length for a TikTok video has been growing.
In 2020, TikTok told creators that 11 to 17 seconds was the sweet spot to find traction. In November 2021, it amended that to 21 to 34 seconds.
Over time, this could also help to drive up the average watch time on TikTok as well.
Qustodio’s larger annual report on digital trends indicates YouTube isn’t the only app to feel the impact of TikTok’s rise and the unique interests of Gens Z and Alpha. Young people use a different mix of apps than the generations before — like Roblox, for instance, which has been used by 56% of kids, or Snapchat, used by 82%. On average, they are totaling 4 hours of screen time per day, which includes educational apps.
The good news for YouTube, however, is that it’s still ahead of other video streaming services in terms of time spent.
Globally, kids spent 56 minutes per day on YouTube last year, ahead of Disney+ (47 min), Netflix (45 min), Amazon Prime (40 min), Hulu (38 min) and Twitch (20 min)
Kids and teens now spend more time watching TikTok than YouTube, new data shows

Cozy houseplants and self-care: How one startup is reimagining mobile gameplay as a healing activity

Mobile well-being apps topped 1.2 billion downloads last year, while leading meditation app Calm alone pulled in $118.2 million in revenue, data from Sensor Tower indicates. That may leave some to believe the digital well-being market is essentially solved, but a new startup, Lumi Interactive, believes the opposite is true. The Melbourne-based, women-led company has identified a under-explored niche in the mobile market that involves translating offline, self-care activities into games as a means of reducing our collective stress and anxiety.
While most mobile games focus on having users compete against one another or achieve some sort of goal, the startup’s forthcoming title Kinder World’s main aim is to help users relax. It accomplishes this through short, snack-sized sessions where it asks players to care for virtual houseplants by taking care of themselves in the real world.
In the game, players are encouraged to perform simple acts of kindness — like practicing daily gratitude, for example — in order to improve their own well-being and that of the game’s wider community. The game features a variety of non-stressful activities — like watering houseplants, interacting with animal neighbors and decorating a cozy room with plants, among other things.
Image Credits: Lumi Interactive
In some ways, this recalls how many of us spent months in creative play during the height of the pandemic engaged with games like Animal Crossing, the popular Nintendo game whose pressure-free environment helped many relax and pass the time under COVID-19 lockdowns. In Animal Crossing, players designed indoor and outdoor spaces, shopped for outfits and home accessories, planted flowers and chitchatted with animal pals.
As it turns out, the pandemic played a big role in Lumi Interactive’s founding, too, the company told TechCrunch.
“In late 2020, we were a small team of three, exhausted by the pandemic and a hard year for the business,” explains Lumi Interactive co-founder and CEO Lauren Clinnick. “We decided to take two weeks to refresh ourselves with a game jam to make something totally new, and mental well-being was very much on our minds. We’d also all become closer to nature over the harsh Melbourne lockdowns and wanted to examine why houseplants had become part of a self-care routine for so many people we knew,” she says.
That gave rise to a question as to whether houseplant care could be brought into the digital world, and the team prototyped Kinder World as a result.
“It had a spark of something special after just two weeks, and the concept tested very strongly with our target audience straight away,” Clinnick says.
Both Clinnick and Lumi Interactive co-founder Christina Chen had a background in gaming before founding their new company and had known each other for nearly a decade. Clinnick first entered the games industry as a marketing consultant for games like Crossy Road, co-founded a boutique games marketing agency, then moved into direct games development. Chen, meanwhile, had a technical background that saw her working on payments at Xbox Live and later as a senior producer at PopCap in Shanghai before co-founding games publisher Surprise Attack (now known as Fellow Traveller).
The duo had bonded over their mutual love for data, underserved player communities and the new opportunities they believed were still on the horizon for mobile gaming, Clinnick says.
Image Credits: Lumi Interactive
As the team investigated the idea for a more collaborative, self-care-focused title, they discovered that many of today’s consumers weren’t finding satisfaction with mainstream well-being apps.
“When we actually interviewed users — especially Gen Z and millennial women and nonbinary folks — we found that 97% had dropped out of apps like Headspace and Calm, citing they ‘felt like work’ or became another thing for them to fail at,” says Clinnick. “Instead they often have fragmented relaxation hobbies such as gaming, houseplants, Squishmallow collecting, crafting and ASMR. These are mostly distraction activities that helped their short-term anxiety but didn’t help them build important resilience skills in the long term,” she says.
Lumi Interactive responded to this feedback by making sure their game was designed in a way where you couldn’t fail, no matter how you played. For instance, all the activities in the game are optional and the virtual houseplants will never die.
“We’ve consciously made these choices to prevent a burdened feeling for players,” says Clinnick. 
In keeping with a strategy to co-develop the game along with their community, the startup turned to TikTok to test various elements, like game design, the art style and to find out what interested their users.
Now a full-time team of 12 and growing, Lumi Interactive closed on $6.75 million in seed funding in March in a round led by a16z — which it’s officially announcing this week. Other investors include 1Up Ventures, Galileo Ventures, Eric Seufert’s Heracles Capital and Double Loop Games’ co-founder and CEO, Emily Greer.
The startup is using the funds to grow the team so it can further develop the larger concept it calls “crowd healing,” informed by Lumi Interactive’s full-time well-being researcher, Dr. Hannah Gunderman, Ph.D. The company believes the idea — which references sharing kindness with others through self-care style gameplay — could become a new gaming category.
Lumi Interactive, of course, is not the first to imagine games that aren’t goal-focused. There are games that are interactive stories or graphic novels or other indie projects, but they often still have the gamer play through the experience to come to a conclusion. Kinder World, meanwhile, would be something players come back to whenever they need to relax, which is why the company is considering a subscription offering, in addition to standard in-app purchases. It’s also exploring online-offline experiences with physical items that could unlock certain game benefits or activities. 
Kinder World is currently in alpha testing on iOS and Android and aims for a full release later in 2022.
Cozy houseplants and self-care: How one startup is reimagining mobile gameplay as a healing activity

Game studio HiDef partners with Snap to develop a Bitmoji dance social mobile game

A game studio, HiDef, announced today that it is teaming up with camera company Snap Inc. to develop an off-platform Bitmoji-based dance and music social game. The game will leverage Snap’s augmented reality tech as well as Bitmoji, the personalized cartoon avatar maker. Bitmoji joined the Snap family over five years ago, and today over a billion avatars have been created.
The Bitmoji-based dance expression game will be a standalone title and is expected to launch in 2023. Snap will also support HiDef’s upcoming flagship dance party game IP, which aims to host a dance party for billions across the globe.
Pany Haritatos, head of Snap Games, said in a statement:
We’re working with HiDef as a marquee partner because of their leadership in the gaming and entertainment space, as well as our shared goal of engaging audiences through creative expression. Games have already captured the interest of 320 million Snapchatters and we are excited to team up with HiDef on this exciting new music and dance game.
“There are over 1 billion Bitmoji avatars just waiting to dance! We’re honored Snap chose HiDef to bring their community onto the virtual dance floor. Our game will offer a new place for Snapchat’s audience to express themselves creatively through music and dance,” said Chip Lange, CEO at HiDef, Inc.
HiDef was co-founded in 2019 by Jace Hall, Anthony Castoro and Rick Fox, as well as Chief Impact Officer David Washington, to build new gaming experiences via a proprietary technology platform.
Game studio HiDef partners with Snap to develop a Bitmoji dance social mobile game