Smack Releases Smack Live, Rivals Snapchat in Average Daily User Time for Teen Market

12/1/16

Smack, Inc., a developer of social media and real time content sharing apps for young millennials, today announced the successful launch of Smack Live, a new group video broadcasting app for iPhone and iPad with a web app extension. Smack Live follows on the heels of Smack, Inc.’s successful high school social news and content aggregator, SmackHigh, which has a presence in more than one-third of the nation’s high schools. Drawing on Smack, Inc.’s existing subscriber base of more than one million followers, including 20,000 brand ambassadors at 10,000 schools across the country, the Smack Live app is offering group broadcasting capabilities that give users a way to both broadcast to like-minded people and to hangout with friends in a seamless fashion via online video. 

“Our team knows the young millennial market and understands their relationship with real time content experiences. The new Smack Live mobile app leverages our knowledge of teens’ social media habits to convert them into devoted users of mobile group video broadcasting,” said Giuseppe Stuto, CEO of Smack, Inc. “Mobile group video is a new space that no one has gotten right yet, but Smack has the formula for success. We have validated our methods for connecting with young millennials, specifically teens, and getting them excited about group video within a social context. The results are shaping up to be very meaningful.”  

Smack Live is a mobile app that gives young millennials a way to hang out with their friends, be themselves and be comfortable, while creating opportunities for them to share live video content to a greater audience. This is their life, virtualized.  Smack Live users can broadcast with up to three friends on one screen on their mobile device. These groups can be turned into live video broadcasts where other young millennials have the opportunity to watch and comment on the conversation. While installing the app is required to participate in the broadcast, anyone on the web or any other non-iOS mobile device can also tune in. This has proven to be a key step in removing friction for users who either do not have an iOS device or do not want to install the app just yet. 

Mobile group video broadcasting is an emerging technological trend that is not yet championed by any one or two apps. Seeing an opportunity to capture a valuable market, Smack, Inc. has the tools and the knowledge to deliver group video broadcasting on mobile devices in a way that meets the needs of young millennial users. Early data show that teens love hanging out on the Smack Live app, and their devotion rivals that of Snapchat users. Snapchat reports its users spend an average of 25 to 30 minutes a day on the app. The average native iOS Smack Live user spends 35 minutes a day on the platform and the average broadcast length is close to 20 minutes. Since its early October release, Smack Live has also seen total streamed traffic increase of 500 percent month on month. Smack, Inc. sees this as proof that its platform is uniquely tailored to young millennials, and validation of their methods for building a relationship with this prized demographic.

Founded in 2013 under the leadership of Giuseppe Stuto (CEO), Frank Ludiciani (CMO), and Kevin Flynn (CTO), Smack, Inc. is a cross-platform entertainment company with a mission of creating real online experiences for young millennials. Smack, Inc.’s service, Smack Live, is a group video broadcasting app that allows teens and college-age kids to gather online with like-minded friends and share real time video experiences. SmackHigh, Smack’s social news and content aggregator, previously built an audience of more than one million students in one-third of the country’s high schools. Smack also boasts a brand ambassador base of over 20,000 high school students, which will continue to help the company penetrate new regions as it launches additional products.

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