Pocket-Sized Gaming Consoles

The SEGA-DBS is a Retro Console with a Digital Calendar

WooJin Shin, Nahyun Kwon, JiHoon Park, and Seungmin Hong design the new SEGA-DBS. It is a portable gaming device that is small enough to fit into one's pocket. It also functions as a digital calendar as a means to encourage users to reduce their time on their smartphones.

The console embodies a retro design language and nods to the era of pixelated arcade gaming aesthetics. By doing this, the calendar notifications are also much more playful and fresh. The gadget acts as a small organization that also has the option to play iconic games including Sonic dash run. Only three titles will be pre-loaded into the game device to keep it minimal and decluttered overall.

Image Credit: WooJin Shin, Nahyun Kwon, JiHoon Park, Seungmin Hong

Retro Gaming Consoles
Disruptive innovation opportunity: Develop portable gaming devices with retro designs to attract nostalgic gamers and offer a unique gaming experience.
Pocket-sized Gadgets
Disruptive innovation opportunity: Create compact and portable devices that can fit into pockets, providing convenience and encouraging users to reduce their time on larger and more distracting smartphones.
Multifunctional Devices
Disruptive innovation opportunity: Design gaming consoles that serve additional purposes, such as functioning as digital calendars, to offer users practicality and versatility in a single device.

Sectors Adopting This

Gaming
Disruptive innovation opportunity: Incorporate retro gaming aesthetics into modern gaming consoles to tap into the nostalgia market and attract gamers seeking unique gaming experiences.
Consumer Electronics
Disruptive innovation opportunity: Develop pocket-sized gadgets that combine multiple functionalities, appealing to consumers looking for compact and versatile devices that can easily fit into their lifestyles.
Mobile Technology
Disruptive innovation opportunity: Create gaming consoles that provide an alternative to smartphones for entertainment, while also promoting decreased screen time and improved digital well-being.
SCORE
7.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 98%
Activity 98%
Freshness 18%