Mathematical Dating apps

Floret Gamifies the Stable Marriage Problem in the Name of Romance

This gamified dating app uses the mathematical concept referred to as the stable marriage problem to make love matches. The appropriately named problem is when, as TechCrunch describes it, "elements in a group are matched based on preferences, without any two elements in the group preferring one another over their original match."

Floret will take four women and four men and put them in a ranking game all together. The people in that group will rank everyone from 1 to 4 and Floret will tell you who your matches are based on the stable marriage problem. This means everyone will be guaranteed matches, but will not necessarily get matched up with your first choice.

Similar to other dating apps and site, this virtual romance matchmaking service uses mathematical principles. But rather than algorithms, it relies on a confusing computer science concept.

Gamified Dating
Creating dating apps with gamified features using mathematical concepts could be a disruptive opportunity in the dating industry.
Math-based Matchmaking
Innovating dating services using mathematical problem-solving methods can offer an opportunity to launch unique dating platforms and services.
Preference-based Matchmaking
Using stable marriage problem principles can provide a unique matchmaking opportunity to cater to people looking for compatibility in long-term relationships.

Who This Affects Most

Online Dating
Online dating platforms and services can innovate by adopting math-based matchmaking or gamified dating features.
Computer Science
Incorporating computer science concepts in dating apps, matchmaking, and relationship counseling services can provide a unique and disruptive innovation opportunity.
Mathematics
Mathematics can be applied in the dating industry to innovate matchmaking algorithms and solve unique problems in matchmaking.
SCORE
2.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 14%
Activity 47%
Freshness 8%