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bemyfriends Target Audience

User Segments

Age: 32

Gender: Female

Occupation: K-Pop Artist Manager

Education: Bachelor's Degree, Arts Management

Age: 45

Gender: Male

Occupation: Esports Team Marketing Director

Education: Master's Degree, Marketing

Age: 28

Gender: Female

Occupation: YouTube Content Creator

Education: Bachelor's Degree, Communications

Aria Kim

Aria Kim

Age: 32
Gender: Female
Occupation: K-Pop Artist Manager
Education: Bachelor's Degree, Arts Management
Industry: Entertainment
Channels: YouTubeInstagramLinkedIn

Goals

  • Efficiently manage fan engagement and communication for multiple K-Pop artists globally
  • Maximize merchandise sales and IP commercialization to generate sustainable revenue streams
  • Gain full ownership and control over fan data to inform future strategies and personalized experiences.

Pain Points

  • Lack of a unified platform to manage diverse fan interactions and e-commerce across various regions
  • Difficulty in securing global logistics and fulfillment for merchandise impacting fan satisfaction
  • Limited data insights and reliance on third-party platforms for fan engagement metrics.

bemyfriends Geographic Distribution

Strong presence in South Korea, expanding significantly in the US and Japan, with growing reach across Asia, targeting a global audience of creators and brands.

Top Countries

South Korea flag

South Korea

40%
United States flag

United States

25%
Japan flag

Japan

10%
Indonesia flag

Indonesia

5%
Philippines flag

Philippines

3%

Age Distribution

Key Insights

Primary age group concentration shows strong presence in:

31-35

Most active age range

Target Audience Socio-economic Profile

Users primarily come from medium-income households of 3-4 members, often business owners or professionals seeking monetization tools.

Employment Status

Income Distribution

Education Level

bemyfriends Behavior Analysis

Behavior Profile

Fan Engagement
Community Building
Data Ownership
Content Creation
Digital Marketing
Online Interaction
Customization
Social Media Usage
Direct-to-Consumer
Loyalty
Analytics
Web3
Platform Usage
Global Reach
Learning
Innovation
Feedback

Device Breakdown

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