Video App Market Expansions

The Houseparty App is Seeing an Increased User Base Among Boomers

During the outbreak of COVID-19, the Houseparty app is seeing a drastic increase in users. The Houseparty app is becoming more popular in Indian markets, and also with boomers. Previously the app was created for gaming and video calls, but due to the need for digital connection, the app is also being used as a place to host social events. These events can include birthday parties, dinners, and more.

Recently the Houseparty app saw an increase of 50 million uses all around the world, and these users are staying on the platform for an average time of 65 minutes.

Quentin Staes-Polet, the chief of Epic Games India, spoke about the growth of the platform among older users, "Before that it was really a young crowd from 18 to 28 years. Now we've got kids and grandparents that have joined organically."

Image Credit: Shutterstock

Increased User Base Among Boomers
Disruptive innovation opportunity: Develop user-friendly features and tailored content for older demographics to cater to their growing demand for digital connection and social events.
Booming Indian Market
Disruptive innovation opportunity: Capitalize on the rise of the Houseparty app in India by localizing content, partnering with local influencers, and expanding marketing efforts in the Indian market.
Transformation From Gaming to Social Events
Disruptive innovation opportunity: Explore the potential to reposition gaming apps as social platforms for hosting virtual events and gatherings, offering a unique and engaging experience to users.

Industries Being Reshaped

Social Networking Platforms
Disruptive innovation opportunity: Incorporate interactive features and event hosting capabilities on existing social networking platforms to tap into the growing demand for digital socialization and virtual events.
Elderly Care and Entertainment
Disruptive innovation opportunity: Develop specialized apps and services catering to the social and entertainment needs of older adults, leveraging the success of the Houseparty app among boomers.
Mobile Gaming
Disruptive innovation opportunity: Integrate social interaction and virtual event hosting features into mobile gaming apps, creating a unique blend of entertainment and socialization for users.
SCORE
1.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 16%
Activity 14%
Freshness 9%