The New Cards Against Humanity Pack is Written Entirely by Kids
Grace Mahas — August 10, 2022 — Life-Stages
References: cardsagainsthumanity
Cards Against Humanity today announced the release of a new expansion pack for its best-selling game, Cards Against Humanity: Family Edition. The Written by Kids Pack includes 30 silly cards that actual kids wrote. Some of the winning cards include: "wearing a monocle and talking like a fancy British man;" "vomiting with style," and "mystery meat" -- to name a few.
“We received thousands of card submissions from all over the world, and this pack is a collection of our favorites,” said a Cards Against Humanity spokesperson. “It was extremely difficult to pick just thirty cards. Your kids are super funny.” The select few kid authors have been dubbed lifelong members of Cards Against Humanity: Family Edition’s “Funny Kids Club."
The Written by Kids Pack, which should be shuffled directly into the game, is on sale now for $5 USD.
“We received thousands of card submissions from all over the world, and this pack is a collection of our favorites,” said a Cards Against Humanity spokesperson. “It was extremely difficult to pick just thirty cards. Your kids are super funny.” The select few kid authors have been dubbed lifelong members of Cards Against Humanity: Family Edition’s “Funny Kids Club."
The Written by Kids Pack, which should be shuffled directly into the game, is on sale now for $5 USD.
Trend Themes
1. Child-created Entertainment - Creating entertainment content written by children may be a new trend for game manufacturers to produce unique and engaging content that can appeal to children and adults alike.
2. Community-driven Games - Games that involve community participation, such as Cards Against Humanity, are expected to become more popular as engagement and input from consumers become increasingly important.
3. Child-inspired Creativity - Encouraging and fostering creativity from children may offer companies an opportunity to create new products and services that can appeal to this demographic.
Industry Implications
1. Toy Industry - Toymakers can tap into the trend of child-created entertainment by producing toys that can be transformed by the imagination of children themselves.
2. Gaming Industry - Gaming companies can adopt community-driven game development to incorporate significant insights from customers and forge stronger connections with them.
3. Education Industry - Creating educational curricula that encourage and foster creativity, and allow children to express themselves and their ideas, has the potential to open new possibilities in learning.
4.5
Score
Popularity
Activity
Freshness