Mar 05, 2026
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KLIV - Event Management
Ongoing

KLIV - Event Management

$10,000+
7-12 months
Sweden
10+
view project
Service categories
Service Lines
Software Development
Domain focus
Media & Entertainment
Frameworks
Express
Node.js
React.js

Challenge

Loneliness has become one of the defining health crises of the modern era. Over 40% of young adults report chronic loneliness, and social isolation carries health risks comparable to smoking 15 cigarettes a day, increasing the likelihood of cardiovascular disease by 29% and stroke by 32%. Paradoxically, people have more online connections than ever before, yet feel less seen and less genuinely connected. Existing social apps prioritize screen time, swipes, and surface level interactions over real world human presence. Research from Harvard, Stanford, and the Karolinska Institutet consistently points to the same conclusion: the quality of real life relationships is the single strongest predictor of long term happiness and health. There was a need for an app built not to keep users scrolling, but to get them off their screens and into meaningful human experiences.

Solution

KLIV was developed as a Scandinavian social movement and mobile app designed to make real human connection easier, one meeting at a time. Rather than rewarding screen time, KLIV uses a Gamified Humanity model where users earn points and unlock levels through real world meetings, not likes or swipes. The platform facilitates authentic encounters through shared interests, from yoga and sport to music and food, through features like KLIV Nights for themed city meetups, KLIV for Couples enabling double dates and new friendships between pairs, and KLIV Sport and Health Days built around movement and community. Available on both iOS and Android, the platform is grounded in research from Harvard, Stanford, and the Karolinska Institutet and built for singles, couples, groups, and colleagues alike.

Results

KLIV launched as both a mobile product and a cultural movement, establishing a clear and differentiated position in the social app market by measuring contact rather than clicks. The research backed methodology and gamified engagement model resonated strongly with users who had grown disillusioned with traditional social media and dating apps. By incentivizing offline presence and building community through shared values and activities, KLIV began driving genuine behavioral change, getting people out into their cities and building relationships that lasted beyond a single swipe. Born in Sweden and built for the world, KLIV positioned itself as a meaningful antidote to the loneliness epidemic and a new standard for what a social platform can and should achieve.