Hands-on kids games explore silly subject matter in experiential ways
Trend - A range of new children's games is exploring the success of toys that engage with the "gross-out" humor that kids can have. Silly as the subject matter may often be, these products are designed to cultivate fine motor skills in young players given the experiential nature of gameplay.
Insight - During playtime, kids are more likely to engage in entertaining activities that deliver hands-on interaction. As a result, many are drawn to products that boast a hands-on experience, combining different factors of sensation such as texture. Moreover, children are appreciative when their sense of humor is met with tropes that they think their parents consider a lighthearted taboo.
Insight - During playtime, kids are more likely to engage in entertaining activities that deliver hands-on interaction. As a result, many are drawn to products that boast a hands-on experience, combining different factors of sensation such as texture. Moreover, children are appreciative when their sense of humor is met with tropes that they think their parents consider a lighthearted taboo.
Workshop Question - What unexpected subject matter can be explored in order to engage with children on their level?
Trend Themes
1. Gross-out Play - Children's games that engage with 'gross-out' humor are designed to cultivate fine motor skills in young players and deliver hands-on interaction combining different factors of sensation such as texture.
2. Skincare-inspired Games - Board games inspired by skincare procedures offer participants a satisfying pastime that might be unsuitable for squeamish players.
3. Toilet Humour Games - Children's games inspired by toilet humor are designed to bring out the silly side of both kids and their parents.
Industry Implications
1. Toy Industry - The toy industry should consider engaging students in educational gameplay that promotes practicality and hand-eye coordination.
2. Retail Industry - Retailers should focus on creating contextually appropriate products so that customers feel comfortable interacting with the products in public spaces.
3. Education Industry - The education industry should consider gamification-based solutions that cultivate practical skills and encourage experimentation.
4 Featured, 23 Examples:
40,268 Total Clicks
Date Range:
Apr 19 — Apr 19
Trending:
Warm
Consumer Insight Topics: