Mindpower Toys

Brainwave Play Challenges Gamer's Powers of Concentration

Mattel Mindflex and Star Wars Force Trainer are two of the new brainwave toys shown off at the New York Toy Fair this week. Both of these toys use an EEG sensor to measure brain activity and translate it to fans. The fans in turn move an object, a ball in the case of these games.

The Mindflex game allows for a variety of 9 configurations and will retail for about $80. The Star Wars Force Trainer has a training ‘course’ of 15 levels as well as Star Wars music and sound effects, but is slightly more expensive at about $130. 

Both are likely to be best seller toys for the 2009 Christmas season.

Brainwave Toys
There is a growing trend in the development of toys that utilize EEG sensors to measure brain activity and translate it into gameplay, providing a unique and immersive experience for users.
Neurofeedback Gaming
The use of neurofeedback technology in gaming is an emerging trend, offering exciting possibilities for enhancing cognitive abilities and concentration skills through interactive gameplay.
Interactive Mind-controlled Games
The rise in interactive mind-controlled games demonstrates the increasing demand for innovative and immersive gaming experiences that leverage brainwave technology, opening up new avenues for entertainment and mental stimulation.

Sectors Adopting This

Toy Industry
The toy industry has an opportunity to capitalize on the growing popularity of brainwave toys by developing more sophisticated and diverse options that cater to different age groups and interests.
Gaming Industry
The gaming industry can explore the integration of neurofeedback technology into mainstream gaming consoles and platforms, revolutionizing the way players interact with games and unlocking new levels of engagement.
Health and Wellness Industry
The health and wellness industry can leverage the advancements in brainwave technology from mindpower toys to develop innovative solutions for mental health and cognitive training, providing individuals with personalized brain exercises and enhancing overall well-being.
SCORE
4.1 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 35%
Activity 80%
Freshness 8%

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