Webkare Social Media
References: web-kare.jp & techcrunch
A new craze among young girls in Japan started with the launch of a virtual boyfriend social networking site called Webkare, which is Japanese for Web Boyfriend.
The website allows members to flirt with a series of male anime characters, with the selection increasing further into the game. The object is to win the affections of one of them with help from other site members. The social interaction with friends made on Webkare is what sets it apart from other dating simulations. Collaboration is an essential feature.
Webkare was released on September 10, 2008 and proved so popular that over 10,000 members signed up in the first 5 days alone with 3.5 million page views. Over 50% are reportedly Japanese women in their twenties.
The website allows members to flirt with a series of male anime characters, with the selection increasing further into the game. The object is to win the affections of one of them with help from other site members. The social interaction with friends made on Webkare is what sets it apart from other dating simulations. Collaboration is an essential feature.
Webkare was released on September 10, 2008 and proved so popular that over 10,000 members signed up in the first 5 days alone with 3.5 million page views. Over 50% are reportedly Japanese women in their twenties.
Trend Themes
1. Virtual Boyfriend and Girlfriend Social Media - The creation of a virtual girlfriend counterpart to Webkare could disrupt the virtual social media landscape by increasing inclusivity.
2. Collaborative Dating Simulations - The incorporation of group challenges and tasks into dating simulations could create a new genre of social gaming and appeal to younger generations.
3. Interactive Anime Characters - Incorporating interactive avatars that adapt to users' needs could disrupt various industries, including education and mental health.
Industry Implications
1. Social Media - Incorporating virtual boyfriend and girlfriend counterparts within existing social media platforms could increase inclusivity and engagement, leading to increased revenue opportunities.
2. Gaming - Collaborative dating simulations could create a new genre of social gaming and appeal to younger generations, leading to increased revenue opportunities for the gaming industry.
3. Animation - Incorporating interactive anime characters that adapt to users' needs could disrupt various animation industries, including entertainment and education, by providing more personalized and engaging experiences.
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