Edible Chocolate Toys

The Cadbury Choco Fix Encourages Kids to Step Away from Digital Devices

Just when parents feared that the age of Airfix-style toys were gone, Cadbury went ahead and created a series of edible chocolate toys modeled after them. Although some might be saddened by the fact that it takes sweets to tear children away from their digital devices, these edible chocolate toys are essentially a fun extension of Kinder Surprise Eggs.

Dubbed Choco Fix, the edible chocolate toys were designed by Robert Cooper, a student at the Central Saint Martins school at the University of Arts London. Comprised of four different packs, people can create airplanes, cars, dinosaurs and horses. But instead of moving away entirely from technology, the packaging incorporates augmented reality features to create three dimensional versions of the images on a smartphone or tablet.

Edible Toy Trend
Incorporating food into toy design could be a new way to encourage sensory play and creativity in children while offering an alternative to screen time.
Augmented Reality Packaging Trend
Including augmented reality features on packaging could enhance the overall experience for consumers and create a stronger emotional connection to the product.
University Student Design Trend
Collaborating with university students could lead to innovative and fresh ideas, as demonstrated by the Choco Fix edible chocolate toy design by a student at the Central Saint Martins school at the University of Arts London.

Where This Applies

Toy Industry
The incorporation of edible components in toys could create a new subcategory of toys while also addressing concerns about screen time and promoting creativity and sensory play.
Food Industry
Partnering with toy makers to create edible toys could be a new way for the food industry to diversify and market to children, as well as tapping into the trend of food as a form of entertainment.
Packaging Industry
Incorporating augmented reality features on packaging could be a new selling point and value-add for companies, creating a more memorable and interactive experience for the consumer.
SCORE
6.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Millennial
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
POPULARITY
Popularity 91%
Activity 81%
Freshness 8%

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