QUESTION = How are companies like Snapchat and Tinder, worth anything when most people don't pay to use them? GENERATION = One of the main reasons Snapchat is so profitable is because of the "data mining" they do. They have an algorithm that takes data from your computer, analyzes it, and generates a unique number. That number is then sold to other companies, who then have to give it to you in order to use it. The idea is that if you use Snapchat, you can create a new account, and get more data from it. This is why they are so profitable. If you are not using them, they are losing money, and that is why they are worth so much money. Tinder is not a great alternative, because it is a really slow connection, and there is no way to easily connect to it. If you are using it, it is much faster, and you get much more data from it. However, if you are not using it, it is not worth anything, and you are losing money. That is why it is worth so little. If you are using it, you are not losing money, and you are getting much more data from it. It is worth more because you are using it, and you are getting more data from it. RETRIEVAL #0 = Mobile dating---The potential for one-to-one video calling offers additional safety and helps ensures members are real. In the dating market, both online dating sites are adding mobile web versions and applications to phones. Some sites are offered as mobile only for Phones and Pads, with no access to web versions. Mobile dating apps market is estimated to be worth $2.1 billion".. Tinder has been up to par competing in this market "as of October 2014, the app has more than fifty million users" and also it is valued "anywhere from $750 million to $1 billion". Section::::See also. BULLET::::- Online dating applications BULLET::::- Online dating service Section::::External links. BULLET::::- Tech Crunch Article on Mobile Dating Market BULLET::::- Dating moves from the PC to the mobile BULLET::::- Mobile Dating Report BULLET::::- Mobile Video Dating can be great but you have to find the right signals RETRIEVAL #1 = Snapseed---social networking sites like Facebook and Instagram. Section::::Awards. BULLET::::- Named iPad App of the Year 2011 by Apple BULLET::::- Named one of the Top 100 Best Android App of 2018 by "PC Magazine" RETRIEVAL #2 = Grabble---Tait, former head of e-commerce at Topshop owner Arcadia; and media guru Darren Childs, chief executive of UKTV. Section::::Competitors. Companies who also operate a wishlist and curation process includes Lyst, Mallzee and Shopcade. Section::::Reception. Since launch, Grabble has gained mostly positive reactions and coverage from various British media outlets: InStyle Future Fifteen 2016: Daniel Murray “When Grabble first launched on the iTunes store, Apple named it best new app in 34 countries, and it has been in the top 10 most popular downloads in 108 countries since launch.” - Forbes “A clever little app… there’s endless potential to fall in fashion love” - Daily Mail TechCity Insider 100 List (2014) WIRED Europe’s 100 Hottest Start Ups 2016 Section::::Awards. Drapers Digital Awards 2015: Best Tech Start Up Decoded Fashion Awards 2015: Best Use of Mobile Everline Future 50 2014 Winner 02 Smarta 100 Award 2014: Mobile Business of the Year Shell LiveWIRE Young Entrepreneur of the Year 2014 (Awarded to Daniel Murray) RETRIEVAL #3 = Online dating application---Online dating application An online dating application is an online dating service presented through a mobile phone application, often taking advantage of a smartphone's GPS location capabilities, always on-hand presence, and easy access to digital photo galleries and mobile wallets to enhance the traditional nature of online dating. These apps can simplify and speed the process of sifting through potential dating partners, chatting, flirting, and potentially meeting or becoming romantically involved over traditional online dating services. The launch of Tinder in 2012 led to a growth of online dating applications, both by new providers and by traditional online dating services that expanded into the mobile app market. Section::::Origins. Tinder was the application that led the surge in mobile dating applications. Tinder was released in September 12, 2012 by founders Sean Ra, Jonathan Badeen, Justin Mateen, Joe Munoz, Dinesh Moorjani, Chris Gylczynski, and Whitney Wolfe. Although, other sources state that the founders are Mateen, Rad, and Badeen only. Section::::Usage by demographic group. Online dating applications target a young demographic group. Whereas before, people had very little exposure to online dating, today almost 50% of people know of someone who use the services or has met their loved one through the service. After the iPhone RETRIEVAL #4 = Battle royale game---Black Ops 4") generated nearly in combined digital revenue. Sensor Tower reported that 2018's top three most-downloaded mobile battle royale games ("PUBG Mobile", "Garena Free Fire" and "Fortnite") received over 500million downloads combined that year. The most-played battle royale games include "PlayerUnknown's Battlegrounds" with over 400million players, NetEase's mobile game "Knives Out" with over 250million players, "Fortnite Battle Royale" with nearly 250million players, "Rules of Survival" with 230million players, and "Garena Free Fire" with over 180million players. Turtle Beach Corporation, a manufacturer of headphones and microphones for gaming, reported an increase of over 200% in net revenues for the second quarter of 2018 over the same quarter in 2017, which they attributed to the popularity of the battle royale genre. Section::::See also. BULLET::::- Battle royal BULLET::::- Deathmatch RETRIEVAL #5 = This Week in Tech---TWIT ad revenue around $13–14 million per year. Section::::See also. BULLET::::- TWiT.tv Network Section::::External links. BULLET::::- – official site RETRIEVAL #6 = Social media bubble---day IPO pops for companies that have done little more than use the right buzzwords and attract the right venture capital." Since those claims, services like Facebook, Twitter, Instagram, and Snapchat have grown to become multi-billion-dollar corporations generating enormous revenues, though some continue to lose money. Section::::History of Social Networking Services. Social networking services have grown and evolved with time since the launch of SixDegrees.com in 1997. Cutting edge at its time, SixDegrees.com allowed users to create a profile, invite friends, and connect within its' platform. At its peak, SixDegrees.com had more than 3.5 million users. Between 1997 and 2001 more social sites aimed at allowing users to connect with others for personal, professional, or dating reasons. Friendster and MySpace were next to enter the social SNS arena, followed by Facebook in 2004. Even though MySpace had a following of more than 300 million users, it could not compete with Facebook, which now has overtaken the social networking world. However, as development of SNS started to emerge, a market saturation began to take effect. Some classrooms have begun to incorporate technology in daily learning as well as social channels specific to student's course work. Traditional social media sites are used, as are educational