Headbanging Fan Sites

Crossfaith's Website Tracks Users' Headbanging

Japanese heavy metal band Crossfaith knows that the secret to a good metal show is vigorous headbanging, and it's committed to rewarding strong necks through a purpose-built website. Ahead of the band's upcoming EP, 'Freedom,' it has created a headbang-tracking website called 'Make It Metal.'

After landing at Make It Metal, users are guided through the site's challenge. It plays one of Crossfaith's songs, and users need to headbang along throughout its entirety. The site asks for access to users' webcams, and it uses an image-tracking algorithm to count how many headbangs the user throws out. If the site notices a pause in headbanging, it pauses the song as well until users get back to banging.

At the end of the challenge, users get a count of how many "headbanging moves" they made. And if fans managed to headbang through the whole track, they get rewarded with special artwork.

Interactive Band Websites
Creating interactive websites like 'Make It Metal' to engage and reward fans will become a popular trend among music bands.
Webcam Image-tracking Technology
The use of webcam image-tracking technology can be a disruptive innovation opportunity for companies, beyond just entertainment, for personalized online experiences.
Body Movement Tracking Apps
Developing body movement tracking apps that utilize image-tracking algorithms, like 'Make It Metal,' can be a trend in the health and fitness industry for tracking and gamifying workouts.

Who This Affects Most

Music Industry
The music industry can adopt the concept of interactive websites like 'Make It Metal' to engage fans and promote albums for their artists.
Entertainment Industry
The entertainment industry can utilize webcam image-tracking technology to create personalized online experiences for consumers, beyond just music.
Gaming Industry
The gaming industry can incorporate body movement tracking apps utilizing image-tracking algorithms to develop more innovative and immersive games.
SCORE
3.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 26%
Activity 60%
Freshness 8%

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