Trend cluster
Category

Maker
Play

Toy shops integrate customization features to increase involvement.

DIY Toy Store FigurinesInteractive Doll RetailersToy-Creating KiosksSkill-Building Toy ShopsEntertaining Toy Shops

Trend

What is the Maker Play trend?

Maker Play: Seeking to add a level of interactivity to the buying process, brands targeting younger audiences are turning to store enhancements that encourage participation. Allowing kids to customize, alter and interact with goods, brands are providing a laid-back atmosphere that allows consumers to become involved with the products they purchase in a hands-on way. Such examples reflect a shift toward more inclusive buying methods.

Trend themes

Themes within the Maker Play trend

Three behaviours holding the trend together
01

Customization

Toy brands are using store enhancements that promote consumer participation in the buying process, such as customizing and personalizing toys.

02

Experiential Retail

Retail stores are transforming into interactive experiences that entertain and educate customers.

03

STEM Toys

There's an increasing focus on science, technology, engineering, and math toys that help kids develop new skills in a fun, meaningful way.

Industry implications

What the Maker Play trend means for industry

Where the trend changes the playbook
For

Toy Retail

Toy retailers can leverage customization and experiential retail to boost sales by providing consumers with a more personalized buying experience.

For

3D Printing

The rise of 3D printing kiosks provides opportunities for retailers to disrupt traditional manufacturing methods and offer personalized goods on-demand.

For

Education

The emphasis on STEM toys presents opportunities for educators to use fun, interactive tools to help kids learn important skills.

Trend signals

Trend signals for Maker Play

Trend score 3.4 out of 10, from popularity 55%, activity 40%, freshness 8%.

Popularity55%
Activity40%
Freshness8%
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

Evidence

Examples of the Maker Play trend

6 featured examples from Jan 28, 2015 to Jun 20, 2016