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bemyfriends is a global fandom business solution provider. They offer an all-in-one platform (b.stage) and related services designed to help creators, artists, and brands build, manage, and monetize their fandoms. Their offerings include IT solutions, e-commerce and fulfillment services, live streaming capabilities, IP business consulting, and strategic consulting to propel fandom businesses forward. They assist in building dedicated platforms for fan engagement, handling global sales and logistics, and transforming intangible IP into tangible assets. Bemyfriends aims to redefine the global fandom landscape by empowering creators to own their audience relationships and unlock new revenue streams. The company also emphasizes data ownership and provides features for data analysis and marketing.
bemyfriends positions itself as a global fandom business solution provider, offering an all-in-one platform (b.stage) for creators to build, manage, and monetize their fandoms with an emphasis on data ownership and global reach.
Customer sentiment is likely positive due to the all-in-one platform and focus on global expansion, but some creators may have concerns regarding cost and the reliance on specific entertainment sectors such as K-Pop which might impact the diversity of content available on the platform.
bemyfriends empowers creators to own their audience relationships and unlock new revenue streams through its b.stage platform by providing tools for direct fan engagement, global e-commerce, and data-driven marketing, thus helping them build sustainable and profitable fandom businesses.
All-in-one platform (b.stage) for fandom management.
Strong focus on global expansion and localization.
Emphasis on data ownership and analytics for creators.
Potential for high costs associated with global expansion and support.
Reliance on specific entertainment sectors (e.g., K-Pop) may create vulnerabilities.
Limited brand recognition compared to larger platforms.
Expansion into new global markets (e.g., Southeast Asia, South America).
Development of new fan engagement features and technologies (e.g., AR/VR experiences).
Partnerships with emerging content creators and platforms.
Increasing competition from established platforms (e.g., Patreon, Discord).
Evolving fan expectations and technological advancements.
Economic downturns affecting fan spending on entertainment.
bemyfriends operates primarily within the global fandom business industry, which intersects with the entertainment, technology, e-commerce, and content creation sectors. They specialize in providing solutions for fan engagement, community building, and monetization for creators, artists, and brands. This includes supporting K-Pop groups, esports teams, YouTubers, and other content creators. They are also involved in the IP business, helping transform intangible assets into tangible products and revenue streams. Additionally, they are involved in the fan-tech industry through offerings like b.stage which provides services like data analysis, global e-commerce, and customized platform creations.
The primary market is South Korea, followed by the US and Japan. This indicates a strong focus on the K-Culture market with significant expansion into Western and other Asian markets, suggesting global aspirations.
South Korea
40% market share
United States
25% market share
Japan
15% market share
China
10% market share
Others
10% market share
The target audience for bemyfriends encompasses a wide range of entities involved in creating content and engaging with fans. This includes content creators of all types (e.g., K-Pop groups, esports teams, YouTubers, webtoon artists, podcasters, comedians), entertainment companies, and intellectual property (IP) owners. The audience spans from individual creators with a substantial following to larger organizations looking to expand their global presence and business through fandom. Given bemyfriends' partnerships and platform usage, the target audience is geographically diverse, with a strong emphasis on the K-Culture market, but also includes international markets like Japan and the US. In short, anyone who wants to cultivate and monetize a direct relationship with their fanbase.
30-45 years
Male • Female
South Korea • United States
22-35 years
Male • Female
South Korea • Japan
18-28 years
Male • Female
United States • Global
35-50 years
Male • Female
South Korea • Japan • United States
25-40 years
Male • Female
United States • Global
Data shown in percentage (%) of usage across platforms
Tailor the onboarding experience for each creator type (K-Pop groups, esports teams, etc.) within b.stage. This will improve user activation and platform adoption by addressing specific needs and goals.
Learn moreReach out to potential creators and entertainment companies (especially in K-Pop and esports) with personalized cold emails. Invite them to join a dedicated user community or platform showcase to demonstrate the value of bemyfriends and b.stage.
Learn moreImplement an exit-intent quiz on the b.stage website targeting creators and entertainment companies who are about to leave the site. The quiz can assess their needs and suggest relevant features, content, or case studies, thus capturing leads and reducing bounce rates.
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