• 2022 Tech Trends Report: Work culture play

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Watch Closely

Work, Culture & Play

Informs Strategy

Act Now

3RD YEAR ON THE LIST

Kids Fitness and Educational Games

NEX Active Arcade uses motion-tracking games to get kids more active.

KEY INSIGHT

EXAMPLES

DISRUPTIVE IMPACT

EMERGING PLAYERS

Parents are looking for ways to make screen time healthier and more productive for children, and that means using games to encourage more physical activity and movement along with using gamification to teach skills like coding.

Motion entertainment startup NEX Team launched Active Arcade in September 2021, timed with the announcement of its $25 million Series B round. The motion-tracking game is designed to get kids and adults moving, and requires only a camera-enabled device such as a smartphone. Fitbit launched an update to its Fitbit Ace tracker designed for kids. The device tracks activity and sleep but stays away from calorie or weight tracking. Erase All Kittens and Hopscotch are two platforms focused on teaching kids coding through games. Gaming platform Roblox introduced a $10 million set of grants to support projects that incorporate education into games. The company aims to have 100 million students learning on Roblox by 2030.

Gaming is one way to encourage kids into healthier activities and lifestyles. Some in the industry have also increased their focus in making games safer for kids. Epic Games announced that its parent verification services would be free for all developers to incorporate. While this particular area of games seeks to create healthier kids, China is tightening controls on all games for children, limiting play to three hours on the weekends.

• NEX Team • Roblox • Erase All Kittens • Hopscotch

Credit: NEX

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Creative Commons License

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Key Questions

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page 43

Trends in Action

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Application

1min
page 42

Kids Fitness and Educational Games

1min
page 40

Protecting Little Gamers

1min
page 41

Sports Tech

1min
page 39

Scenario: What to Detect When You're Expecting

2min
page 37

Digital Addiction

1min
page 38

Play-to-Earn Gaming

1min
pages 34-35

Connected Toys

2min
page 36

Scenario: Fashion's Second-Hand News

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page 29

eSports and Gaming

2min
page 32

Digital Beauty

2min
page 30

Upcycled and Circular Fashion

1min
page 28

Digital Fashion

2min
page 27

Psychedelics

2min
pages 25-26

Altered States

0
page 21

Cannabusiness Tech

2min
pages 23-24

The Crypto Art Market

2min
page 18

Emerging Art Experiences

1min
page 19

IP Rights in the Age of TikTok

1min
page 20

Next-Gen Gig Economy

2min
page 16

Work From Anywhere

2min
pages 11-12

Key Insights

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page 7

Upskilling

1min
page 14

Macro Forces and Emerging Trends

4min
pages 3-4

Scenario: Hyperlocal Communities

1min
page 15

Apps Shaping the Remote Workspace

2min
page 9

Home Offices Introduce New Cybersecurity Risks

1min
page 13

Accessibility Tech

1min
page 10
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