LitRate is a Social Network for the Book Lover and Favorite Reads
Alyson Wyers — August 1, 2014 — Business
References: kickstarter
If you consider yourself a book lover, than LitRate might be an internet community you would be interested in. Currently seeking financing via crowdfunding platform Kickstarter, this social media and online cataloging site is built by bookworms for bookworms.
LitRate would allow you to search for books to add to your own virtual library. This lets you share what you're currently reading, what books you've already read and which ones you're looking forward to reading. You can rate books and leave reviews for others in the book lover community. In addition to having friends like any other online social network, there is also a gamification component where you can unlock achievements and gain virtual rewards.
LitRate would allow you to search for books to add to your own virtual library. This lets you share what you're currently reading, what books you've already read and which ones you're looking forward to reading. You can rate books and leave reviews for others in the book lover community. In addition to having friends like any other online social network, there is also a gamification component where you can unlock achievements and gain virtual rewards.
Trend Themes
1. Book-based Social Networks - Opportunity to create niche social networks around shared interests such as books.
2. Gamification of Online Communities - Innovation opportunities to incorporate gamification elements to increase user engagement and retention.
3. Personalized Online Libraries - Online library services that allow users to create personalized digital libraries of their favorite books and share recommendations with others.
Industry Implications
1. Online Publishing - Opportunity to create a platform that connects readers and authors online for discussions and book recommendations.
2. Online Education - Opportunity to incorporate personalized, virtual libraries of educational materials as part of online education offerings.
3. Entertainment Technology - Opportunities to incorporate book-based social networking and gamification into entertainment technology products such as e-readers.
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