Heroic Kids Games

Cyberhero League Toys and Games Help Kids to Make Real Global Change

Cyberhero League was unveiled as a new line of toys at this year's North American International Toy Fair, designed to empower kids to use technology in ways that are healthy and smart.

The Cyberhero League products come from the mind of award-wining media psychologist Dr. Dana Klisanin and aim to introduce a new game genre called Augmented Imaginary Play, or AIP for short. Some of the newly unveiled products include the Cybershield Bluetooth-enabled activity tracker, which can be used alongside the Cyberhero League app for playing a Hero Adventure game. Kids will be prompted to achieve goals that promote learning and at the same time, make positive contributions to nonprofit organizations that focus on issues like hunger, clean water and sanitation.

The line also includes the Cyberhero Cape and educational Cyberquest game, which also have the potential to turn kids into real-world heroes fighting for positive change.
Trend Themes
1. Augmented Imaginary Play - The Cyberhero League brand introduces a new game genre called Augmented Imaginary Play that provides opportunities for gaming adaptation and innovation.
2. Trackers and Wearables for Kids Games - The use of fitness trackers and wearables in kids' games creates new opportunities for gamified learning and physical activity.
3. Socially Responsible Toys - The emergence of socially responsible toys that promote healthy technology usage and give back to non-profit organizations provides opportunities for ethical innovation in the toy industry.
Industry Implications
1. Toy Industry - The toy industry can take advantage of AIP and the integration of technology in developing innovative, socially responsible toys for kids.
2. Gaming Industry - The gaming industry can capitalize on the trend of using trackers and wearables for kids games and provide innovative solutions to connect gaming and physical activity through technology.
3. Non-profit Organizations - Non-profit organizations can explore collaborations with toy companies that use their products to promote learning and generate charitable contributions at the same time.

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