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

By Mary Van Puymbroeck | Published 2017-07-05 | Eco
Source: Trend Hunter, https://www.trendhunter.com/trends/gamified-plant-pot
References: [dezeen](https://www.dezeen.com/2017/07/03/phabit-device-rewards-good-habits-by-keeping-plant-alive-design-royal-college-art-graduates-2017/) & [rca.ac.uk](https://www.rca.ac.uk/students/jen-hsien-chiu/)

A design student from the [Royal College of Art](https://www.trendhunter.com/trends/cognitive-bloom) 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.

## Trend Insights (Trend Hunter)

- Score: 5.9/10
- Popularity: 76% | Activity: 93% | Freshness: 8%
- Audience gender: 30% men, 70% women
- Primary generations: Millennial, Gen X
- Top markets: North America, Europe, Asia

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Eco](https://www.trendhunter.com/eco)

## Key Themes

### What Makes This Trend Stand Out

- **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.

## Related on Trend Hunter

- [Climate-Controlled Planters](https://www.trendhunter.com/trends/smart-flower-system.md)
- [Gamified Habit Builders](https://www.trendhunter.com/trends/islegrow.md)
- [Gamified Habit Builders](https://www.trendhunter.com/trends/gamified-habit-tracker.md)
- [Smart Self-Watering Planters](https://www.trendhunter.com/trends/tendril-1.md)
- [Self-Watering Smart Planters](https://www.trendhunter.com/trends/the-leafypod.md)
- [Digital Interaction Planters](https://www.trendhunter.com/trends/planta-planter.md)
- [Self-Watering Flowerpots](https://www.trendhunter.com/trends/gropot.md)
- [Self-Watering Plant Pots](https://www.trendhunter.com/trends/vivo-pot.md)
- [Gamified Habit Trackers](https://www.trendhunter.com/trends/cozy-habits.md)
