
Friendbase AB
An avatar based social network, a fun packed chat world for young people to meet new friends, play games and learn.
Date | Investors | Amount | Round |
---|---|---|---|
- | investor investor investor | €0.0 | round |
investor | €0.0 | round | |
* | N/A | - | |
Total Funding | 000k |
EUR | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 |
---|---|---|---|---|---|---|---|
Revenues | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% growth | (93 %) | (17 %) | (24 %) | 734 % | 5693 % | (14 %) | (98 %) |
EBITDA | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% EBITDA margin | (5114 %) | (3545 %) | (4201 %) | (1232 %) | - | - | - |
Profit | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% profit margin | (9421 %) | (8700 %) | (9903 %) | (2143 %) | (73 %) | (103 %) | (5409 %) |
EV | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
Source: Company filings or news article
Related Content
Friendbase is a virtual world designed for teenagers, offering a platform where users can chat, decorate their own rooms, play games, and engage in quizzes. The company operates in the social networking and online gaming market, targeting a global audience of teenagers. Friendbase's business model revolves around creating an engaging and safe environment for teens to interact, learn, and have fun. The platform generates revenue through in-app purchases and advertising. By fostering a collaborative and inclusive atmosphere, Friendbase aims to combat the toxic environments often found in other social networks. The company has also partnered with MemoMoti to enhance learning through user-created quizzes and has been accepted into the App Store Small Business Program, benefiting from reduced commission fees. Additionally, Friendbase has received support from Amazon Web Services, which has provided $25,000 in credits to help scale their operations.
Keywords: virtual world, teens, chat, room decoration, multiplayer games, quizzes, social networking, in-app purchases, advertising, collaborative environment.