Trend cluster
Category

Gamefied
Consumption

Parents add an element of fun to eating to enhance the mealtime experience.

At-Home Sushi Conveyor SetsFood-Made Plate PortraitsTruck-Hauling UtensilsBear-Faced Sandwich PlatesGamified Tot Meal Plates

Trend

What is the Gamefied Consumption trend?

Gamefied Consumption: Dealing with hard-to-please infants, parents are utilizing interactive approaches to make experiences like mealtime more enjoyable. Infusing elements of gaming and play into eating, interactive kitchenware, like board game plates and toy dishes, help transform methods of consumption into more engaging, age-appropriate activities.

Trend themes

Themes within the Gamefied Consumption trend

Three behaviours holding the trend together
01

Interactive Eating Utensils

Utilizing toy-like cutlery pieces to make mealtime engaging for kids through playful interaction with food.

02

Playful Food Presentation

Employing creative designs on eating utensils and plates that transform food into entertaining and imaginative displays.

03

Mealtime Gamification

Incorporating game-like elements into the dining experience to encourage children to eat their meals more willingly.

Industry implications

What the Gamefied Consumption trend means for industry

Where the trend changes the playbook
For

Children's Products

A focus on innovative and engaging products designed to make everyday activities like eating enjoyable for kids.

For

Food and Beverage

Introducing playful and interactive food options that cater to making meals both fun and nutritious for children.

For

Toy Manufacturing

Creating toys that serve dual purposes, such as incorporating them into practical items like kitchenware to enhance their appeal.

Trend signals

Trend signals for Gamefied Consumption

Trend score 2.8 out of 10, from popularity 32%, activity 46%, freshness 8%.

Popularity32%
Activity46%
Freshness8%
Audience
50%Men
50%Women
  • Gen Alpha
  • Gen Z
  • Millennial (not a primary audience)
  • Gen X (not a primary audience)
  • Boomer (not a primary audience)
Market
North America
Europe
Asia-Pacific

Evidence

Examples of the Gamefied Consumption trend

6 featured examples from Apr 4, 2013 to Jun 28, 2014