Smile Cosmetics
Wearable
Play
Kid-targeted wearables transform playtime into an immersive experience.
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 togetherWearable Toys
Brands are creating interactive and immersive wearables for children's playtime, expanding into new markets and promoting education, fitness, and digital literacy.
Gamified Fitness Tracking
Fitness wearables for children are gamifying active playtime, making exercise more fun and promoting healthy habits.
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 playbookToy Industry
Wearable toys offer a new avenue for growth in the toy industry as brands develop interactive and immersive play experiences.
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.
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%.
- Gen Alpha
- Gen Z
- Millennial (not a primary audience)
- Gen X (not a primary audience)
- Boomer (not a primary audience)
Evidence
Examples of the Wearable Play trend
5 featured examples from May 2, 2014 to Jun 4, 2015Superhero Wearable Technology
Disney Playmation Lets Children Immerse Themselves as Favorite Heros
Disney Playmation introduces new opportunities for the children's entertainment industry to combine technology, imagination, and physical play.
Active Gaming Wristbands
The PowaBand Encourages Kids to Earn Points from Real-Life Exercise
The PowaBand is an innovative wearable device that combines gaming and fitness tracking.
Wearable Programming Toys
The DynePods Can Be Used To Create Interactive Programs For Toys
Disruptive innovation opportunity: Integrate wearable programming toys into educational settings to enhance interactive learning experiences.
Wearable Tactile Toys
Smash-a-Ball is a Wearable Electronic Game for Visually Impaired Kids
Innovating in the toy manufacturing industry to accommodate children with disabilities and provide more inclusive play experiences.
Gamified Children's Fitness Wearables
The First Kids Fitness Tracker Encourages Active Playtime
Disruptive innovation opportunity: Design and manufacture innovative fitness products specifically targeting children, incorporating gamification and interactive elements.