Betcha Can't! Was Invented by a Kids Ages 12 and 13
Laura McQuarrie — March 24, 2020 — Life-Stages
References: target & toyworldmag
Betcha Can't! is a new board game that came out of the national Young Inventor Challenge hosted by the Chicago Toy and Game Group. The game was created by friends 13-year old Lily Brown and 12-year-old Tait Hansen, who remotely collaborated to create the game. The family-friendly board game is centered around one-upping friends by placing bets on the number of things they think they know.
The fast-paced game challenges players to see if they can name the most ice cream flavors or come up with different ways to listen to music and they will have to prove themselves to win the card. The game for three or more players ultimately challenges players to collect five cards to get the title of Better Bettor.
The fast-paced game challenges players to see if they can name the most ice cream flavors or come up with different ways to listen to music and they will have to prove themselves to win the card. The game for three or more players ultimately challenges players to collect five cards to get the title of Better Bettor.
Trend Themes
1. Tween-created Board Games - There is a growing trend of board games being created by young inventors in the tween age group.
2. Remote Collaboration - Remote collaboration tools and technologies are enabling young inventors to collaborate on creative projects from different locations.
3. Family-friendly Gaming - There is an increasing demand for board games that are suitable for players of all ages, providing a fun and engaging experience for the whole family.
Industry Implications
1. Toy and Game Industry - The toy and game industry should pay attention to the growing trend of board games created by young inventors, as it presents an opportunity for unique and innovative product offerings.
2. Education Technology - Companies in the education technology industry can explore ways to incorporate remote collaboration tools and platforms into their products, making it easier for young inventors to collaborate and create.
3. Entertainment Industry - The entertainment industry can tap into the demand for family-friendly gaming experiences by developing and promoting board games that appeal to players of all ages.
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