Improving brain and body wellness takes precedence in Gen X and Boomer leisure
Implications - Trying to maintain the health of their brains as much as their bodies, the Gen X and Boomer demographics turn to brain-boosting games that can easily be incorporated into their day-to-day in an effort to improve cognitive well-being. Adapting quickly to the digital world, these age-defying demographics are on the hunt for simple brain-boosting apps to use in their downtime with the double benefit of achieving both improved performance in their everyday lives while also combating internal signs of aging.
Workshop Question - Think of a experiential way that your brand could help consumers achieve their personal goals.
Trend Themes
1. Gamified Cognition - The trend of Gamified Cognition focuses on the use of games to improve cognitive well-being, which offers innovation opportunities in the development of easy-to-use apps that appeal to Gen X and Boomer demographics.
2. Science-based Activity Apps - Science-Based Activity Apps trend focuses on personalized happiness tracks that offer disruptive innovation opportunities in developing and deploying apps aimed at transforming negative thoughts patterns into positive ones.
3. Mood-enhancing Chatbots - Mood-Enhancing Chatbots trend highlights the need for easy-to-use chatbots that help users develop happiness habits and advocacy for sustainable mental wellness programs.
Industry Implications
1. Health and Wellness - Health and Wellness industry presents an array of innovation opportunities in developing cognitive health assessment games, productivity hacking solutions, and incorporating virtual reality in mood-enhancing apps.
2. Sports and Rehabilitation - Sports and Rehabilitation industry points toward disruptively innovative possibilities for creating apps that improve cognitive health and provides objective, standardized and actionable data for physicians.
3. Assistive and Inclusive Technology - Assistive and Inclusive Technology presents disruptive innovation opportunities in developing user-friendly autism apps like the MagnusCards app that guide and empower people living with cognitive disabilities.