Couch-Rattling Hockey Gadgets

The Buttkicker Enables Hockey Fans to Feel Board Impacts

Buttkicker is a ridiculous-sounding and strangely enticing '4D Sports' system that enables hockey fans to experience the tactile pleasure of watching games from front-row seats and seeing players crashing into the boards right in front of you.

Developed by the San Jose Sharks, Comcast SportsNet California and The Guitammer Company, the Buttkicker uses a series of sensors installed on the boards at the SAP Center where the Sharks play their home games. When sensors detect a heavy impact, they send a signal to Comcast's game broadcast, which then relays those signals to viewers' $300 Buttkicker kits. The kit's transducer is placed under viewers' couches' legs.

As a result, every harsh impact on the board leads to your couch shaking, helping you truly feel like you're there witnessing the action in person.

4D Sports Gadgets
The emergence of 4D sports systems enable fans to experience the game as if they were physically present.
Smart Sport Sensors
The development of smart sport sensors and the internet of things (IoT) creates opportunities for real-time, immersive sports experiences for viewers.
Tactile Viewer Enhancements
Incorporating tactile enhancements for viewing experiences can offer a new level of immersion for sports fans.

Who This Affects Most

Sports Technology
Companies that specialize in sports technology can develop and market new systems to create more immersive experiences for fans watching games from home.
Broadcasting
Broadcasters can explore integrating sensory technology to enhance sports viewing experiences and attract more viewers to their platforms.
Home Entertainment
Manufacturers of home entertainment systems can incorporate sensory technology into their products to create an immersive viewing experience and compete with traditional sports experience.
SCORE
1.6 out of 10
GENDER
90% Men10% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 15%
Activity 25%
Freshness 8%