Gamified Plant Pots

The 'Phabit' Growing System Only Keeps a Plant Alive If the User Exercises

A design student from the Royal College of Art has created a gamified plant pot that only feeds and waters a plant if its owner exercises.

Created by Jen-Hsien Chiu, the 'Phabit' growing system is connected to an app that includes a personality quiz to better understand the user's habits. Once labeled as either an Upholder, Obliger, Questioner or Rebel, the user is challenged based on the common pitfalls of habit-building each type faces. If the user keeps up good habits, this gamified plant pot will feed and water a small wildflower growing inside of it.

Chiu found that in order to motivate people to maintain good habits, they needed an incentive. According to Chiu, non-living objects were "too boring for people" and they would loose interest and die. A living creature would make people feel too guilty if they failed, whereas a plant provides the appropriate level of incentive to form a good habit.

Gamified Growing Systems
Integrating game mechanics into growing systems for plants and crops can motivate better habits and lead to increased yields.
Personalized Habits Quiz Apps
Developing apps that personalize habit-forming challenges for users can drive engagement and boost habit formation success rates.
Incentivized Behavior Models
Creating behavior models that provide incentives, such as plant growth, for positive habit-forming actions can lead to more successful outcomes.

Sectors Adopting This

Agriculture
Gamifying growing systems for crops and plants can lead to increased yields and more efficient farming practices.
Wellness and Fitness
Personalized habit-forming apps that integrate game mechanics can help individuals stay motivated and engaged in forming healthy habits.
Gaming and Entertainment
Incentivizing positive behaviors through game mechanics in non-traditional industries, such as plant-growing, can provide new opportunities for the gaming and entertainment industry.
SCORE
5.9 out of 10
GENDER
30% Men70% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 76%
Activity 93%
Freshness 8%

Solutions for innovators working at the edge of change. We help transform emerging ideas into practical, durable solutions by combining strategic thinking, creative exploration, and hands-on execution.

Trends © 2026 Trend Hunter Inc. All Rights Reserved.
LinkedIn Instagram X