Rift
Description of Business Idea
Our app, Rift, is the best solution for teen social media addiction. Studies show that the average teenager spends
over 7 hours a day on social media, doubling the chances of depression. Rift allows users to block those toxic
platforms while gamifying the experience to make it rewarding. This way, teenagers-alike can break their addiction
with the support of a community.
Problem
The social media research about teens is scattered. Research indicates that between 24% and 70% of teens are
addicted. However, these same researchers agree that over 85% of teens check their social media multiple times
daily. This absorption results in a myriad of psych-social ills. Current app solutions provide similar blocking software
but lack an interactive game reward or are costly.
Solution
Rift blocks user-chosen apps for a set time to help reduce screen time. Rift's game system revolves around 2 parts,
"Cubes" and "Karma". Cubes hatch into animals called Rifs – rewards for completing blocking sessions. Karma is a
streak system that rewards you for blocking apps consistently, while also punishing you if that streak is broken. This
system is a self-motivating scenario for Rift.
Market
Rift is in the IT Productivity Market. It’s free and allows users full access to its features. Paired with our two part
game system, Rift caters to our target market, teens. Our biggest competitors have an estimated 1M+ downloads.
However, these apps cost money, have a paywall, and lack interactive reward systems. This allows for our app to
better fit the demographic.
Prototype
Rift
Rift
Rift

Rift

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  • 2.
    Description of BusinessIdea Our app, Rift, is the best solution for teen social media addiction. Studies show that the average teenager spends over 7 hours a day on social media, doubling the chances of depression. Rift allows users to block those toxic platforms while gamifying the experience to make it rewarding. This way, teenagers-alike can break their addiction with the support of a community.
  • 3.
    Problem The social mediaresearch about teens is scattered. Research indicates that between 24% and 70% of teens are addicted. However, these same researchers agree that over 85% of teens check their social media multiple times daily. This absorption results in a myriad of psych-social ills. Current app solutions provide similar blocking software but lack an interactive game reward or are costly.
  • 4.
    Solution Rift blocks user-chosenapps for a set time to help reduce screen time. Rift's game system revolves around 2 parts, "Cubes" and "Karma". Cubes hatch into animals called Rifs – rewards for completing blocking sessions. Karma is a streak system that rewards you for blocking apps consistently, while also punishing you if that streak is broken. This system is a self-motivating scenario for Rift.
  • 5.
    Market Rift is inthe IT Productivity Market. It’s free and allows users full access to its features. Paired with our two part game system, Rift caters to our target market, teens. Our biggest competitors have an estimated 1M+ downloads. However, these apps cost money, have a paywall, and lack interactive reward systems. This allows for our app to better fit the demographic.
  • 6.