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Executive Summary

BePresent is a mobile app designed to help users reduce screen time and develop a healthier relationship with technology. Recognizing the addictive nature of modern digital platforms and their detrimental effects on mental health, the company aims to empower individuals to reclaim their time and attention. The app employs psychology-based social gamification techniques, such as leaderboards, streaks, accountability partners, and real-life rewards, to motivate users to limit screen time and block distracting apps. BePresent helps users replace dopamine hits from scrolling with rewards for staying off their phones, making the process fun and engaging. It also offers features like app blocking and doomscrolling awareness reminders. Founded by Jack & Charles Winston, BePresent aims to combat the growing mental health crisis associated with excessive technology use and promote healthier digital habits for billions of people.

Industries

Digital WellnessMobile ApplicationsSelf-Improvement

Major Markets

United States flagUnited States
United Kingdom flagUnited Kingdom
Canada flagCanada

Key Competitors

BePresent Top Products

BePresent: Reduce Screen Time

Brand Positioning

BePresent positions itself as a solution to excessive screen time, utilizing psychology-based social gamification to motivate users towards healthier digital habits. It targets individuals seeking to reclaim time and improve mental health through engaging mobile app features.

Customer Sentiments

Customer sentiment is likely positive due to the app's focus on addressing a growing mental health concern and its unique gamified approach, but limited brand awareness may hinder wider adoption. Users appreciate the engaging features and social accountability, which help them reduce screen time and improve productivity.

BePresent Key Value Propositions

BePresent offers users a fun and engaging way to reduce screen time and improve mental health by leveraging gamification and social accountability. The app helps users replace the dopamine hits from scrolling with real-life rewards and a sense of community, promoting healthier digital habits.

Screen Time Reduction
Mental Health Improvement
Productivity Enhancement
Gamified Engagement

BePresent SWOT Analysis

Strengths

Unique gamified approach.

Focus on social accountability.

Addresses a growing mental health concern.

Weaknesses

Limited brand awareness.

Dependence on user engagement for success.

Subscription pricing may deter some users.

Opportunities

Expansion into corporate wellness programs.

Partnerships with mental health organizations.

Development of new features based on user feedback.

Threats

Emergence of new competing apps.

Changes in user preferences and digital habits.

Data privacy and security concerns.

BePresent operates in the digital wellness industry, specifically focusing on screen time reduction and mindful technology use. It addresses the growing concern of phone addiction and its impact on mental health and productivity. The app falls under the broader categories of health and wellness, mobile applications, and self-improvement tools. It also touches on aspects of social networking and gamification to enhance user engagement and motivation.

Market Growth Stage

Low
Medium
High

Pace of Market Growth

Accelerating
Deaccelerating

BePresent Target Audience

View Details

Geographic Insights

The primary market for BePresent is the United States, followed by the United Kingdom, Canada, Australia, and Germany. This distribution highlights a focus on English-speaking countries with high smartphone usage.

Top Countries

United States flag

United States

40% market share

United Kingdom flag

United Kingdom

20% market share

Canada flag

Canada

15% market share

Australia flag

Australia

10% market share

Germany flag

Germany

5% market share

BePresent Audience Segments

BePresent's primary target audience is broad, encompassing anyone who feels they spend too much time on their phone and wants to develop healthier digital habits. However, the company particularly focuses on Gen Z, as they are the most affected by compulsive phone usage and its negative health effects. According to BePresent's 2024 Digital Wellness Report, 83% of Gen Z believe they have an 'unhealthy' relationship with their phone. The secondary target audience includes adults of all ages who are struggling with screen time management, productivity, mental health issues related to phone usage, and those who are interested in improving their overall well-being through mindful technology use.

Gen Z Students

18-24 years

Male • Female

United States • Canada • United Kingdom

Young Professionals

25-35 years

Male • Female

New York • San Francisco • London

Established Adults

36-50 years

Male • Female

United States • Australia • Germany

Empty Nesters

51-65 years

Male • Female

Small Towns • Rural Areas • Suburbs

Digital Nomads

28-55 years

Male • Female

Global • Remote Communities • Digital Nomad Hotspots

Social Media Usage Across Segments

Data shown in percentage (%) of usage across platforms

Recommended Marketing Strategiesfor BePresent

Personalized User Onboarding

Tailor the onboarding experience based on user behavior and demographics. This will improve user activation rates by showing relevant features and benefits, creating a more engaging introduction to BePresent.

Learn more

Reactiva Email Campaign

Reach out to inactive users with personalized emails that highlight missed features and recent updates. Offer an incentive to return to the app to help re-engage users and decrease churn.

Learn more

Product Benefit Reinforcement in Onboarding

Clearly and repeatedly communicate the key benefits of using BePresent during the onboarding process. This will ensure users understand how the app solves their problem of excessive screen time and motivates them to use it consistently.

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