Trend cluster
Category

Wearable
Play

Kid-targeted wearables transform playtime into an immersive experience.

Superhero Wearable TechnologyActive Gaming WristbandsWearable Programming ToysWearable Tactile ToysGamified Children's Fitness Wearables

Trend

What is the Wearable Play trend?

Wearable Play: As wearable technology becomes adopted by the mainstream, brands have begun targeting younger consumers with devices that promote education, fitness and digital literacy. Wearable toys are another avenue brands can explore in this market, offering children the opportunity to immerse themselves entirely in the act of play. The interactive and transformative properties of such toys not only make sure that play is possible anywhere, but also ensure that children are active agents in the process.

Trend themes

Themes within the Wearable Play trend

Three behaviours holding the trend together
01

Wearable Toys

Brands are creating interactive and immersive wearables for children's playtime, expanding into new markets and promoting education, fitness, and digital literacy.

02

Gamified Fitness Tracking

Fitness wearables for children are gamifying active playtime, making exercise more fun and promoting healthy habits.

03

Wearable Programming

Wearables are being incorporated into educational toys, allowing children to create their own interactive programs and expanding upon the Internet of Things.

Industry implications

What the Wearable Play trend means for industry

Where the trend changes the playbook
For

Toy Industry

Wearable toys offer a new avenue for growth in the toy industry as brands develop interactive and immersive play experiences.

For

Education Technology

Wearable educational toys and programming devices promote digital literacy in children, opening up possibilities for new products and services in the education technology industry.

For

Gamification

Gamification opportunities in the kids' fitness tracker industry allow for the promotion of healthy habits through interactive challenges and rewards.

Workshop question

How is your brand appealing to today's parent's desire for products that are connected?

Trend signals

Trend signals for Wearable Play

Trend score 3.3 out of 10, from popularity 53%, activity 39%, freshness 8%.

Popularity53%
Activity39%
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