Title: Gamified Health App

Tagline: Making gaming healthy

In a Line: An app which gamifies how people take care of their health

1. Problem/Opportunity❓

Does the word “Tamagatchi” mean anything to you?

If so then congrats, you’re old just like us. If you think it’s some anime thing, then I envy your youth.

The keychain-sized virtual pet simulation game, which originated in Japan, took the world by storm in the late 1990s and early 2000s.

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People all over the world were focusing most or all of their attention on feeding, playing games with and even picking up after their little digital pets.

Over 91 million units have been sold worldwide, not bad for a device that’s hardly cutting edge compared to the iPhones or Apple Vision Pros of today.

In a way Tamagotchis could be viewed as a precursor to fitness trackers. This meme, which is where we get most of our information from, seems to think so.

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So why not build on this premise and create a tamagotchi for the modern age, one that helps people not to take care of a digital pet…but of themselves.

2. Solution ✅

Here’s the idea…create an app which gamifies the process of staying healthy.

Here’s how it works - users sign up to the app and connect up any wearables or health related apps they use to the app. Then based on the data from the apps the app calculates their expected lifespan based on their diet and exercise regimens and uses this as

For example the app could nudge users to exercise more in a week by quantifying how many years that would add to their lives. Similarly users to see the devastating impacts that other actions have on their health, such as how much shorter their life would be if they were to start smoking.

The fundamental premise is for users to maximise their expected lifespan by eating well and exercising regularly as measured by their health apps.

3. Business Model 🏦

Go-to-market: focus on the prosumer, longevity focussed market initially to get initial traction