Eardrum-Protecting Earphones

The RealLoud Earphones Provide Big Sound with Less Ear Damage

The RealLoud Earphones are the latest development in earphone technology, created by sound engineer and musician Stephen D. Ambrose and his company 1964 Ears. The RealLoud Earphones ADEL (Ambrose Diaphonic Ear Lens) technology acts as a "second eardrum" by absorbing most of the air pressure caused by loud audio. This result is a significant drop in eardrum damage and a richer, more vibrant sound.

By using the RealLoud Earphones, avid music listeners can safely ignore people who tell them to "turn it down so they don't go deaf." In December, RealLoud Earphones received enough funding through a Kickstarter campaign to start production.

Ambrose's company was also responsible for the "in-ear monitor," the ear-piece you might see musicians use on stage. The RealLoud Earphones are an extension of that technology. Those interested in getting RealLoud earphones have the option of either a casual-looking earbud, or a studio/stage design.

Ear Protection Technology
RealLoud Earphones provide a disruptive innovation opportunity in the field of ear protection technology.
Enhanced Audio Experience
RealLoud Earphones offer a disruptive innovation opportunity to enhance the audio experience for users.
Crowdfunding for Product Development
RealLoud Earphones' successful Kickstarter campaign highlights a disruptive innovation opportunity in crowdfunding for product development.

Who This Affects Most

Audio Technology
RealLoud Earphones have disruptive innovation potential in the audio technology industry.
Music and Entertainment
RealLoud Earphones present disruptive innovation opportunities within the music and entertainment industry.
Consumer Electronics
RealLoud Earphones offer a disruptive innovation opportunity in the consumer electronics industry.
SCORE
0.5 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 2%
Activity 4%
Freshness 8%