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# Wearable Play
Kid-targeted wearables transform playtime into an immersive experience.

By [Vasiliki Marapas](https://www.trendhunter.com/Vasiliki.Marapas), Research Advisor & Writer | Published Jun 30, 2015 | Category: [Life-Stages](https://www.trendhunter.com/pro/category/life-stages)
Source: Trend Hunter, https://www.trendhunter.com/protrends/wearable-play

## Key Figures

- Trend score: 3.3/10
- Evidence articles: 5

## 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.

## At a Glance

- Evidence: 5 featured examples
- Articles from: May 2, 2014 to Jun 4, 2015
- Published: Jun 30, 2015
- Patterns: [Divergence](https://www.trendhunter.com/pattern/divergence)
- Megatrends: [Youthfulness](https://www.trendhunter.com/megatrend/youthfulness), [Artificial Intelligence](https://www.trendhunter.com/megatrend/artificial-intelligence)

## Audience

- Gender: 50% men, 50% women
- Primary generations: Gen Alpha, Gen Z
- Top markets: North America, Europe, Asia

## Themes within the Wearable Play trend

### Wearable 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.

## What the Wearable Play trend means for industry

### 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 for Wearable Play

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

- Popularity: 53%
- Activity: 39%
- Freshness: 8%

## Examples of the Wearable Play trend

5 featured examples from May 2, 2014 to Jun 4, 2015.

- [Superhero Wearable Technology](https://www.trendhunter.com/trends/disney-playmation): Disney Playmation Lets Children Immerse Themselves as Favorite Heros (Category: Tech)
  Implication: Disney Playmation introduces new opportunities for the children's entertainment industry to combine technology, imagination, and physical play.
- [Active Gaming Wristbands](https://www.trendhunter.com/trends/active-gaming): The PowaBand Encourages Kids to Earn Points from Real-Life Exercise (Category: Life-Stages)
  Implication: The PowaBand is an innovative wearable device that combines gaming and fitness tracking.
- [Wearable Programming Toys](https://www.trendhunter.com/trends/dynepods): The DynePods Can Be Used To Create Interactive Programs For Toys (Category: Life-Stages)
  Implication: Disruptive innovation opportunity: Integrate wearable programming toys into educational settings to enhance interactive learning experiences.
- [Wearable Tactile Toys](https://www.trendhunter.com/trends/smash-a-ball): Smash-a-Ball is a Wearable Electronic Game for Visually Impaired Kids (Category: Life-Stages)
  Implication: Innovating in the toy manufacturing industry to accommodate children with disabilities and provide more inclusive play experiences.
- [Gamified Children's Fitness Wearables](https://www.trendhunter.com/trends/kids-fitness-tracker): The First Kids Fitness Tracker Encourages Active Playtime (Category: Life-Stages)
  Implication: Disruptive innovation opportunity: Design and manufacture innovative fitness products specifically targeting children, incorporating gamification and interactive elements.

## Recent trend clusters

- [Calm Monitoring](https://www.trendhunter.com/protrends/calm-monitoring) (Lifestyle)
- [Smile Cosmetics](https://www.trendhunter.com/protrends/smile-cosmetics) (Fashion)
- [Connected Filtration](https://www.trendhunter.com/protrends/connected-filtration) (Tech)
- [Errand Leisure](https://www.trendhunter.com/protrends/errand-leisure) (Business)

## Trending in Life-Stages

- [Mini Clog Collectibles](https://www.trendhunter.com/trends/cars-x-crocs-blind-box)
- [Thoughtfully Designed Lunchboxes](https://www.trendhunter.com/trends/glacier-lunchbox)
- [Larger-Format Brainteaser Games](https://www.trendhunter.com/trends/kanoodle-party)
- [Historical Character Collectibles](https://www.trendhunter.com/trends/polly-pocket-x-american-girl)

All articles: [Life-Stages](https://www.trendhunter.com/life-stages)
