Trend cluster
Category

Gamified
Cognition

Improving brain and body wellness takes precedence in Gen X and Boomer leisure.

Productivity-Hacking SolutionsMood-Enhancing ChatbotsCognition-Testing AppsScience-Based Activity AppsAssistive Autism Apps

Trend

What is the Gamified Cognition trend?

Gamified Cognition: Trying to maintain the health of their brains as much as their bodies, the Gen X and Boomer demographics turn to brain-boosting games that can easily be incorporated into their day-to-day in an effort to improve cognitive well-being. Adapting quickly to the digital world, these age-defying demographics are on the hunt for simple brain-boosting apps to use in their downtime with the double benefit of achieving both improved performance in their everyday lives while also combating internal signs of aging.

Trend themes

Themes within the Gamified Cognition trend

Three behaviours holding the trend together
01

Gamified Cognition

The trend of Gamified Cognition focuses on the use of games to improve cognitive well-being, which offers innovation opportunities in the development of easy-to-use apps that appeal to Gen X and Boomer demographics.

02

Science-Based Activity Apps

Science-Based Activity Apps trend focuses on personalized happiness tracks that offer disruptive innovation opportunities in developing and deploying apps aimed at transforming negative thoughts patterns into positive ones.

03

Mood-Enhancing Chatbots

Mood-Enhancing Chatbots trend highlights the need for easy-to-use chatbots that help users develop happiness habits and advocacy for sustainable mental wellness programs.

Industry implications

What the Gamified Cognition trend means for industry

Where the trend changes the playbook
For

Health and Wellness

Health and Wellness industry presents an array of innovation opportunities in developing cognitive health assessment games, productivity hacking solutions, and incorporating virtual reality in mood-enhancing apps.

For

Sports and Rehabilitation

Sports and Rehabilitation industry points toward disruptively innovative possibilities for creating apps that improve cognitive health and provides objective, standardized and actionable data for physicians.

For

Assistive and Inclusive Technology

Assistive and Inclusive Technology presents disruptive innovation opportunities in developing user-friendly autism apps like the MagnusCards app that guide and empower people living with cognitive disabilities.

Workshop question

Think of a experiential way that your brand could help consumers achieve their personal goals.

Trend signals

Trend signals for Gamified Cognition

Trend score 2.2 out of 10, from popularity 33%, activity 25%, freshness 8%.

Popularity33%
Activity25%
Freshness8%
Audience
50%Men
50%Women
  • Gen Alpha (not a primary audience)
  • Gen Z (not a primary audience)
  • Millennial
  • Gen X
  • Boomer
Market
North America
Europe