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Satiating a desire to learn, drinking games and products teach lessons
Implications - Perceived as a pastime that negatively affects cognitive function, drinking is being rebranded by products and games that teach palpable lessons while still allowing the drinker to maintain levels of consumption. Catering to college students with education on their minds, the products blend work and play to positively imprint the notion of alcohol consumption on those just coming of legal age to drink.
Trend Themes
1. Education Consumption - Products and games that teach palpable lessons while still allowing the consumer to maintain levels of consumption.
2. Interactive Alcohol Education - Alcohol education through interactive and visually appealing means such as periodic tables and infographics.
3. Recreational Drinking - Reinventing nostalgic games such as Jenga to incorporate recreational drinking in a playful yet competitive style.
Industry Implications
1. Alcohol Industry - Creativity in alcohol production and marketing to cater to younger audiences interested in learning about drinking and its impact.
2. Education Industry - Interactive and gamified education on alcohol consumption to approach the topic in an engaging and thought-provoking manner.
3. Recreational Industry - Reinventing nostalgic games and creating new ones that incorporate recreational drinking in a fun and playful way.