Fitness-Focused Gaming Wearables

The 'Quell' is an Immersive Gaming Console with Haptic Feedback

'Morrama' is a London-based innovation agency that has designed the 'Quell,' a combination of gaming wearables that immerse the user in a digital world. The Quell includes controllers, a chest unit, a belt, two wrist wraps, and resistance bands. Through each of these wearables, the user will be given a complete fitness routine powered by haptic feedback.

When wearing the Quell it connects to a television to show the fitness video game that is being played. The player will then have to physically run, punch, dodge, jump, and perform various fitness-focused activities in order to progress the video game. The haptic feedback integration allows the user to feel what is happening in the game while the resistance bands increase the quality of the workout through strength training. With Quell, players can truly feel what it would be like to be the protagonist of a video game while improving their own personal health.

Image Credit: Quell

Fitness-focused Gaming
Quell demonstrates the trend of combining fitness-focused wearables with video gaming as an immersive and engaging way to encourage physical activity.
Haptic Feedback Integration
The integration of haptic feedback in Quell demonstrates a growing trend of incorporating touch and sensory experiences into wearable technology.
Personalized Fitness Routines
Quell's ability to provide personalized fitness routines through multiple wearables represents a trend towards customized fitness experiences.

Industries Being Reshaped

Gaming Industry
The gaming industry has opportunity for disruptive innovation by incorporating health and fitness-focused wearables to encourage physical activity and provide a unique gaming experience.
Wearable Technology
Wearable technology companies can embrace haptic feedback and personalized fitness routines to create a more immersive and customized experience for their users.
Fitness Industry
The Quell demonstrates how the fitness industry can incorporate gaming and technology to provide an engaging, memorable experience while encouraging physical activity.
SCORE
3.9 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 25%
Activity 82%
Freshness 11%