Trend cluster
Category

Gamified
Recreational

Leisure brands are engaging Boomers through addictive gamification.

Holiday E-Gift ServicesGamified Coupon-Clipping AppsBoomer Companionship PlatformsLuxury Swedish SUV Pop-Ups

Trend

What is the Gamified Recreational trend?

Gamified Recreational: Not just for targeting Millennial consumers, gamification serves to create emotional engagement between brands and older demographics, including the Boomer segment. With more free time and disposable income, Boomers are seeking fun ways to interact with brands in their leisure time, from gamified shopping services to playful retreat experiences. By leveraging the elements of addictive game play, brands are creating new consumers among this traditionally brand-loyal demographic.

Trend themes

Themes within the Gamified Recreational trend

Three behaviours holding the trend together
01

Gamification for Boomers

Brands are using addictive game play to create engagement with older demographics, creating new consumers among this traditionally brand-loyal demographic.

02

Digitized Gift-Giving

Loop Commerce is helping physical retail stores offer e-gift cards, potentially disrupting traditional gift-giving.

03

Digitized Coupon-Clipping

Apps like Fetch Rewards are working to remove paper coupon clippings and let consumers scan items to get discounts all while shopping for groceries.

Industry implications

What the Gamified Recreational trend means for industry

Where the trend changes the playbook
For

Retail

Retailers can use Loop Commerce to digitize gift-giving, making the system more efficient for both retailers and customers.

For

Automotive

Automakers can use the example of the Volvo Studio Milan pop-up to showcase luxury auto models and design products, focusing on their brand prestige and widening their target audience.

For

Tech

Tech platforms like Stitch, designed for Boomers to connect with like-minded individuals, can help companies focus on creating immersive web and app platforms to develop communities of users with similar interests.

Workshop question

Which viable consumer segments are you overlooking?

Trend signals

Trend signals for Gamified Recreational

Trend score 4.0 out of 10, from popularity 60%, activity 51%, freshness 8%.

Popularity60%
Activity51%
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
Asia-Pacific