Interactive Collectible Games

The Make It Mini Mobile Game Engages Kidult Collectors

MGA Studios' new Make It Mini mobile game adds value to MGA’s Miniverse Make It Mini DIY collectible lineup, making it possible for collectors to interact with virtual versions of their favorite tiny toys like never before.

“Make It Mini is the ultimate evolution of MGA’s Miniverse, giving fans the chance to carry their entire mini collection wherever they go,” said Pamela Justice, head of Marketing UK & Ireland of MGA Entertainment, “It offers a completely new way to play with Miniverse, making it ideal for our kidult community who value its relaxing and mindful nature and want to bring that into their digital world. There are no timers or pressure—just pure collecting joy, anytime and anywhere.”

With this game, players can makeover rooms, build pizzas, sundaes, and more in a digital space.

Digital-tactile Integration
The fusion of digital platforms with physical collectible items allows users to interact with their collections in a more immersive and engaging manner.
Mindful Gaming
The rise of games focused on relaxation and mindfulness caters to stressed consumers looking for digital escapism without competitive pressure.
Kidult Community Growth
Platforms that appeal to the nostalgic desires of adult audiences who indulge in collectibles and gaming foster a burgeoning kidult market segment.

Industries Being Reshaped

Mobile Gaming
The expansion of mobile gaming that integrates real-world collectibles offers new revenue streams by enhancing user engagement through digital platforms.
Toy Manufacturing
As traditional toy manufacturers delve into digital realms, there's an opportunity to transcend physical confines and create hybrid product experiences.
Augmented Reality
The blending of augmented reality with tangible products is paving the way for innovative cross-platform engagement strategies.
SCORE
5.4 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 45%
Activity 62%
Freshness 55%

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