The I Should Have Known That! Trivia Game Discourages Technology Use
Michael Hemsworth — October 26, 2018 — Life-Stages
References: uncommongoods & thegreenhead
Technology has made a vast majority of consumers accustomed to doing a quick search engine query every time they have a question or curiosity, so the I Should Have Known That! trivia game is positioned as a pastime that discourages this activity.
The board game works by providing players aged 14 and up with ultra-fast trivia questions based on popular topics that they should know or that might cause the tip of the tongue phenomenon. Instead of reaching for their smartphone or computer, players must rely on their preexisting knowledge to help them answer correctly and claim the crown as victor.
The I Should Have Known That! trivia game is one of a growing number of tabletop board games that are gaining popularity amongst tech-fatigued Millennials.
The board game works by providing players aged 14 and up with ultra-fast trivia questions based on popular topics that they should know or that might cause the tip of the tongue phenomenon. Instead of reaching for their smartphone or computer, players must rely on their preexisting knowledge to help them answer correctly and claim the crown as victor.
The I Should Have Known That! trivia game is one of a growing number of tabletop board games that are gaining popularity amongst tech-fatigued Millennials.
Trend Themes
1. Board Game Revival - The growing popularity of tabletop board games indicates a trend towards unplugging from technology and embracing offline entertainment.
2. Trivia Games for Knowledge Enhancement - The rise of trivia games like I Should Have Known That! suggests a trend towards engaging in activities that promote knowledge retention and memory recall.
3. Tech Detox - The adoption of anti-smartphone board games reflects a trend of individuals seeking ways to disconnect from technology and reduce screen time for a healthier lifestyle.
Industry Implications
1. Entertainment - The entertainment industry can capitalize on the board game revival trend by creating innovative and engaging tabletop games that cater to the preferences of tech-fatigued consumers.
2. Education - The education industry can leverage the popularity of trivia games to develop interactive learning tools that help students enhance their knowledge and improve memory retention in a fun and engaging way.
3. Wellness - The wellness industry can seize the opportunity presented by the tech detox trend by offering experiences, products, and services that encourage people to disconnect from technology and prioritize self-care and real-life connections.
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