Trend Hunter: How Toys and Playtime are Expanding Learning Opportunities

August 28, 2018 | TrendHunter.com’s latest free monthly report for Toy Association members, titled “Learning-Integrated Playtime,” explores how toys and other activities are being used to teach kids new skills at all ages, and how education is becoming more interactive – and fun.

“Toy companies are satisfying millennial parents’ desire for their kids to be learning while playing by adding to the play value of toys and games,” said Anne McConnell, senior director of market research & data strategy at The Toy Association. “The examples in this report suggest new ways for toy companies to interact with kids through immersive experiences that engage them as they learn critical developmental skills, study important environmental causes, and practice real-life situations.”

The August report features the following topics, among others:

  • Autonomous Education – These toys offer smart, responsive technology to provide education in a more interactive, autonomous manner. The Discover Wonders Talking Books are fun and educational interactive storybooks developed to teach STEM (science, technology, engineering, and math) education principles. The books are accompanied with a “Talking Pen” that will respond to more than 300 audio spots in each of the books offering kids opportunities to play games, take quizzes, and explore diagrams.
  • Kid Chefs – Empowering "kid chefs" with various tools, subscriptions, and services opens avenues for both independent learning and bonding within families. Little Sous Kitchen Academy subscription-based boxes are made for kids between the ages of five and 12 and come with easy-to-follow cooking lessons, collectible recipe cards, activities, posters, stickers, and high-quality kitchen tools that are safe for children to use.
  • Eco Play — Businesses and institutions are educating children on environmental issues by leveraging immersion and play to reach kids’ shortened attention spans. The Children's Water Festival in London highlights the importance of water conservation through interactive games and activities to get them engaged and to make the messages more memorable and inspiring.
  • Hyper-Realistic Play – Toys brands are integrating hyper-realistic features into products that are reflective of what one would encounter in real-life situations. Hasbro’s Ricky the Trick-Lovin Pup boasts the ability to do a number of tricks, ask for treats, and make more than 100 sound and motion combinations. The pup also needs an occasional bathroom break.
  • Digitized Building – Toys that are conducive to tactile building activities improve motor skills and spatial understanding. Updating these for the increasing necessity of digital skills means adding an interactive component. Beasts of Balance by Sensible Object is a digitally-enhanced version of Jenga which challenges players to stack rubber creatures on top of one another. The game is prompted to create a digital rendering of the stacked animals each time an object is successfully placed on top of another – helping to construct a more immersive experience by bringing the creatures to life.

This report is the latest in a series from Trend Hunter offering in-depth perspectives and trends in various areas related to the toy industry. For additional relevant trends, toy companies may click on the report’s consumer insights examples, scroll down, and click the images for further information. Members are encouraged to send topic suggestions for future trend reports to The Toy Association’s Anne McConnell.

TrendHunter.com has accumulated nearly 3 billion views from more than 100 million visitors. The data research company helps clients “Dive Deeper,” “Work Smarter,” and “Save Effort” in order to increase the overall success of their companies and brands.