Trend cluster
Category

Gamified
Info

Brands use gamified ways to raise awareness and spread information on COVID-19.

AR Social Distancing LensesVirus-Related AR GamesSocial Distancing AR GamesSafety-Encouraging App Games

Trend

What is the Gamified Info trend?

Gamified Info: With brands increasingly tackling false or misrepresented information surrounding the COVID-19 pandemic, some are offering gamified platforms to give people information on the crisis. These games and interactive platforms inform consumers with updates, or offer useful information on the steps consumers can take to protect themselves and others.

Insight

The consumer insight behind the Gamified Info trend

As consumers face stress and uncertainty regarding their routines, incomes and loved ones' health, it is critical that they are offered accurate information in such unprecedented and fluid circumstances . Having lost control over a large portion of their lives, consumers are looking for ways to regain it in other ways--whether that's in staying informed, adopting safety measures in their households, or finding ways to distract themselves.

Trend themes

Themes within the Gamified Info trend

Three behaviours holding the trend together
01

Gamified Information

Gamified platforms and interactive games are becoming increasingly popular as a way for brands to offer consumers accurate information related to COVID-19 in an engaging way.

02

Augmented Reality (AR)

Businesses are utilizing AR technology to offer engaging and educational experiences for consumers in an interactive and immersive way.

03

Digital Distraction

As consumers navigate unprecedented circumstances and look for ways to regain control in their lives, businesses are offering digital distractions to promote stress relief and positivity.

Industry implications

What the Gamified Info trend means for industry

Where the trend changes the playbook
For

Gaming and Entertainment

Businesses in the gaming and entertainment industry have an opportunity to leverage their platforms to educate and inform consumers about COVID-19 in an engaging way.

For

Technology

The use of AR technology is disrupting the way consumers receive information and creating innovative educational experiences for a range of industries, including healthcare, education, and retail.

For

Marketing and Advertising

Marketers and advertisers have an opportunity to use digital channels to offer consumers positive distractions and stress relief during challenging times.

Workshop question

How is your brand easing the psychological burdens associated with the current pandemic?

Trend signals

Trend signals for Gamified Info

Trend score 4.1 out of 10, from popularity 67%, activity 48%, freshness 9%.

Popularity67%
Activity48%
Freshness9%
Audience
50%Men
50%Women
  • Gen Alpha
  • Gen Z
  • Millennial
  • Gen X (not a primary audience)
  • Boomer (not a primary audience)
Market
North America
Europe
Asia-Pacific
South America
Africa