Meditative Wandering Games

'Shape of the World' Prioritizes Experience Over Action

Today's gaming industry has a depth and maturity that leaves room for artistry and auteurism on the part of developers; a decade ago, a game like 'Shape of the World' not only wouldn't have been made, but it wouldn't have even made any sense at all. Rather than testing players with a quest of skill and intellect, the game is completely passive, giving players a beautiful environment to simply wander through and get lost in.

As gaming has become one of the most popular entertainment media, developers have been taking liberties with the doxastic fundamentals of the industry. Shape of the World shows that games need not necessarily have any clear objective at all -- they can just as easily be modes for people to relax and meditate.

Passive Gaming
Developers can create completely passive games that prioritize relaxation and meditation over objectives and active play.
Meditative Gaming
Games like Shape of the World show that the gaming industry has room for artistry by offering players a beautiful environment to wander through and meditate in.
Experiential Gaming
Games that create immersive and experiential environments without a clear objective or traditional gameplay mechanics appeal to a growing audience.

Where This Applies

Gaming Industry
Opportunities exist for developers to continue pushing the boundaries of the industry by creating games that prioritize relaxation, meditation, and immersive experiences over traditional objectives.
Wellness Industry
The concept of meditative gaming could potentially overlap with the wellness and mindfulness industry, opening up opportunities for collaboration and integration.
Tourism Industry
Passive and experiential gaming could potentially intersect with the tourism industry by offering virtual travel experiences for those unable to physically travel or looking for a different type of experience.
SCORE
2.9 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 35%
Activity 44%
Freshness 8%

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