From Haptic Gaming Gloves to Interactive Gaming Sneakers
Laura McQuarrie — January 17, 2016 — Life-Stages
The 2015 game trends reveals how innovations from the gaming industry that are being used for purposes that go way above and beyond play.
Some of the most dominant patterns show how gamification is being used as a powerful tool for marketing, using entertainment to drive brand engagement. For instance, top players on the 'gameit' trivia app have the chance to win products from sponsors. Away from controllers, computers and consoles, for the Super Bowl early on in the year, Bud Light even challenged a fan to take on a real-life game of Pac-Man.
The rise of maker culture is also having a profound impact on the gaming industry. Examples like Crossbeams and programming toys like Code Kingdom demonstrate the way in which kids are now being driven to become creators of their own toys in addition to consumers.
Beyond an exploration of high-level topics like Programmable Play and Incentivized Gaming, the 2016 Trend Report forecasts the role of technology in the year ahead.
Some of the most dominant patterns show how gamification is being used as a powerful tool for marketing, using entertainment to drive brand engagement. For instance, top players on the 'gameit' trivia app have the chance to win products from sponsors. Away from controllers, computers and consoles, for the Super Bowl early on in the year, Bud Light even challenged a fan to take on a real-life game of Pac-Man.
The rise of maker culture is also having a profound impact on the gaming industry. Examples like Crossbeams and programming toys like Code Kingdom demonstrate the way in which kids are now being driven to become creators of their own toys in addition to consumers.
Beyond an exploration of high-level topics like Programmable Play and Incentivized Gaming, the 2016 Trend Report forecasts the role of technology in the year ahead.
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