Gamified Phone-Throwing Apps

'Send Me to Heaven' Challenges Users to Throw Phones Up in the Air

'Send Me to Heaven' is an Android app with an unusual premise. At some point, most cellphone users have experienced such frustration with their phone that they just want to throw it. However, instead of tossing a phone out of anger, this app encourages its users to throw their cell phones as high into the air as they possibly can, just for fun.

While airborne, the phone will record the highest point it reaches. If a user is able to successfully catch their phone without having it break, they will be able to see their score as compared to a number of other people who have also tried chucking their phone in the air. This strange app is definitely for daredevils and people who are just looking for an excuse to buy a new phone.

Phone-throwing Apps
Developing interactive apps that encourage users to engage with their mobile devices in unique ways, such as throwing their phones in the air for fun and competition.
Gamification
Increasing the gamification of everyday activities by incorporating elements of competition and rewards, as seen in the 'Send Me to Heaven' app where users can compare their phone throwing scores with others.
Daredevil Technology
Creating technologies and gadgets that cater to the adventurous and thrill-seeking individuals, like the 'Send Me to Heaven' app that appeals to daredevils who enjoy pushing the limits of their devices.

Where This Applies

Mobile Application Development
Opportunity for developers to create innovative and interactive mobile apps, like phone-throwing apps, that offer new and engaging experiences for users.
Gaming
Incorporating gamification techniques into various industries, such as the gaming industry, to make activities more exciting and competitive, as demonstrated by the 'Send Me to Heaven' app.
Consumer Electronics
Opportunity for consumer electronic companies to design and manufacture devices that can withstand extreme usage scenarios, catering to the needs of thrill-seeking individuals who engage in activities like phone throwing.
SCORE
3.4 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 28%
Activity 66%
Freshness 8%