Gamified Kindness Challenges

e.l.f. x Beekman 1802 on Roblox Kicked Off on World Kindness Day

To mark World Kindness Day on November 13th, an e.l.f. x Beekman 1802 collab launched within e.l.f.’s Roblox experience, e.l.f. UP!

The experience introduces a new themed room, a gameplay quest spreading kindness, UGC items and Beekman 1802 founders Josh Kilmer-Purcell and Dr. Brent Ridge as NPCs (non-playable characters.) Celebrating Beekman 1802's signature ingredient, goat milk, the metaverse experience also introduces a pet baby goat within the game’s Pet Adoption Center. Players are challenged to search for five hidden goats throughout the experience, all while performing acts of kindness to unlock themed digital fashion and collectible accessory items.

With this experience on Roblox, both heart-centered brands are perfectly positioned to engage the platform's user base—65% of which are under the age of 14—and Gen Alpha, a generation that's particularly passionate about skincare and beauty.

Metaverse Brand Collaborations
The partnership between e.l.f. and Beekman 1802 within Roblox highlights how brands can uniquely collaborate to create immersive virtual experiences.
Gamified Social Good Challenges
Integrating acts of kindness challenges within Roblox showcases how games can promote positive social behaviors while enhancing user engagement.
Generation Alpha Engagement
Targeting the under-14 demographic with themed digital fashion and collectible accessories leverages the interests and behaviors of Gen Alpha in virtual spaces.

Industries Being Reshaped

Virtual Skincare and Beauty
The inclusion of skincare and beauty elements in the metaverse presents new opportunities for brands to reach younger audiences in digital environments.
Gaming and Entertainment
Leveraging popular gaming platforms like Roblox for branded experiences demonstrates the potential of gaming as a marketing and engagement tool.
Digital Collectibles and Fashion
The creation of digital fashion items and accessories in the context of gaming activities highlights the growing market for virtual collectibles.
SCORE
5.0 out of 10
GENDER
30% Men70% Women
MARKETTop markets: North America
GENERATION
  • Millennial
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
POPULARITY
Popularity 54%
Activity 60%
Freshness 37%

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