Positivity-Focused Social Medias

SLAY is a Social Media App with Gamified Positive Experiences

'SLAY.cool,' or just 'SLAY,' is a new positivity-focused social media application that promotes lighthearted, healthy online interactions. The platform gamifies its experiences through encouraging polls, which pose various questions related to a user's friends. The questions will ask, for example, "Who can't be stopped on the dance floor?" and under the question there will be tiles correlating to the user's friends. When the user chooses which friend, they can tap the tile, and another question will be presented.

The positivity part comes into play on the other end. When a person is selected as a question's answer, they will be notified that someone chose them for the specific question. However, the exact name of the person who answered the question is kept anonymous, which helps stave off negativity and jealousy, ensuring all interactions are lighthearted, positive, and compliment-focused.

The SLAY platform recently raised €2.5 million, or roughly $2.7 million USD, in pre-seed funding.

Image Credit: SLAY

Positivity-focused Social Media
There is an opportunity for businesses to create social media platforms with a focus on positivity and gamification, encouraging healthy online interactions.
Gamified Experiences
Gamification is an innovative way to enhance user engagement on social media platforms, and businesses can leverage this by integrating gamified experiences in their apps and products.
Anonymous Interactions
Providing anonymous interactions can help prevent negativity and jealousy and increase positive, lighthearted interactions online, and businesses can use this technique in their social media platforms.

Who This Affects Most

Social Media
Social media companies can implement gamified experiences and positivity-focused features in their existing platforms, or create new, dedicated positivity-focused platforms.
Mobile Apps
Mobile app developers can create gamified, positivity-focused apps that promote healthy online interactions among users.
Online Communities
Online community managers can learn from SLAY's approach to anonymous interactions and positive polls to encourage users to engage in positive interactions within their communities.
SCORE
3.6 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 31%
Activity 61%
Freshness 15%