Chewing Controlled Apps

The 'Gumulon' App Lets You Journey Through Space with Mouth Movements

Instead of being controlled by your fingers, the 'Gumulon' App demands that you use your mouth. Developed to promote Stride Gum, the app only lets you play by chewing a piece of gum. Through your mouth movements, you control 'Ace' the alien as it journeys through space and encounters monsters. Your smartphone camera detects your mouth movements to determine when you are chewing your delicious Stride gum.

By chewing, you make Ace jump and maneuver just out of the reach of aliens. If you don't manage to chew on time and your little alien companion is consumed by a monster, the app will take a humorous picture of your face chewing. You can then share that picture with your social network.

The campaign was conceived and designed by ad agency Wieden + Kennedy London to brand and encourage sales of Stride Gum. Gumulon is currently available for free for iOS devices.
Trend Themes
1. Mouth-controlled Apps - Opportunity for developing more apps that are controlled by mouth movements, opening up new possibilities for interactive experiences.
2. Gamifying Everyday Activities - Incorporating game elements into everyday activities, like chewing gum, can create unique and engaging experiences that capture consumer attention.
3. Interactive Advertising Campaigns - Developing interactive campaigns that utilize technology to engage consumers in a fun and memorable way can help promote products and increase brand awareness.
Industry Implications
1. Mobile App Development - Developers can explore the potential of mouth-controlled apps, creating innovative and immersive experiences for users.
2. Confectionery Industry - Chewing gum manufacturers can leverage mouth-controlled apps as a marketing tool to promote their products and enhance brand engagement.
3. Advertising and Marketing - Ad agencies and marketers can incorporate interactive elements into their campaigns, utilizing technology to create engaging experiences that resonate with consumers.

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