Unsaturated Science

Brands promote science & education through creative outlets

Trend - The intimidating world of post-graduate academia is becoming accessible to the average consumer as brands leverage creative strategies and out-of-home marketing tactics. Learning about diseases and global warming, for example, can easily overwhelm consumers, so brands are trying to mitigate these feelings by being more creative and playful in their approaches to education.

Insight - Consumers often see STEM subjects as bland and tactical, and to a degree, overwhelming to learn about. However, these topics are more prevalent in the era of technology, and so consumers are seeking more accessible methods of self-education in this regard.
Workshop Question - How can your brand play a role in educating consumers, without overwhelming them?

Trend Themes

  1. Accessible STEM Education — Brands are making the intimidating world of post-graduate academia more accessible through creative strategies and out-of-home marketing tactics, as consumers seek more accessible methods of self-education in STEM subjects.
  2. Science-infused Products and Services — Brands are emphasizing the meeting point between science and various consumer interests and needs, such as wearable hydration patches for athletes and the incorporation of real-world scientific data in video games for players.
  3. Immersive STEM Experiences — STEM educational institutions and exhibitions are aiming to create immersive experiences for visitors that go beyond a traditional teaching model, drawing in a broader crowd of tourists, families and science lovers.

Industry Implications

  1. Education Industry — The education industry can leverage creative strategies and out-of-home marketing tactics to make STEM subjects more accessible to the average consumer.
  2. Sports and Fitness Industry — The sports and fitness industry can create innovative science-infused products and services to better meet the needs of athletes and consumers looking to optimize their performance and health.
  3. Entertainment and Gaming Industry — The entertainment and gaming industry can incorporate real-world scientific data into their products to make them more educational and meaningful for players.
3.4
Score
Popularity
Activity
Freshness
Patterns
Megatrends
4 Featured, 36 Examples:
147,083 Total Clicks
Date Range:
Jul 17 — Mar 19
Trending:
Mild
Consumer Insight Topics:

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