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DESIGNEDUCATIONALMARKETINGSOCIALTOY Blog

A board game to teach Compassion and Care

5 January 2022 — by _Fabio_Guaricci

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We have seen previously how important it is to openly talk and teach about Sexual health to young generation with the help if IT KIT (enter link). Today, we are going to talk about THE PERIOD GAME, A board game to teach Compassion and Care and destigmatize the Period Education. This game teaches about menstruation in a fun, engaging way. Games are for 2-5 players and take approx. 20-30 minutes to play.

The period game started in 2014 as a college project by Daniela Gilsanz and Ryan Murphy at Rhode Island School. In the class of “Design and Play”, the goal was to make a game on Human Body. Their idea was to create a play experience through the game for the topic often uncomfortable to many. From Pads to Tampons to Menstrual cups. This award winning game helps you talk about it all without feeling any kind of awkwardness by making it super fun. It’s great for Schools, cool parents, friends to learn a little in the most entertaining way.

The main game board consists of major life changing pivots, the most important PUBERTY, a roughly four week BIOLOGICAL CYCLE, a PERIOD CYCLY, different PMS symptoms, and finally different types of PERIOD FLOW. The center most piece is inspired reproductive system i.e. – Ovaries, it drives the game play the same way it drives the biological clock in every female body.

There are total 24 marbles, 3 – Red, 8 – Clear and 1 – Purple in each side of the ovaries, that helps you move forward/ get your period / leak. There are 5 player pieces shaped like, Tampon, Pad, Menstrual cup, Super tampon and periods undies.

There are also 11 PMS cards that show different symptoms and also teach you how to handle your Pre Menstrual Syndromes. 4 types of period protections cards with Pads, Tampons, Super tampons and Menstrual cups. 4 wild cards with different types of super power you need to handle the periods and finally an educational booklet to give you more information about menstruating reproductive system.

The goal of the game is to finish the whole 4 week rough cycle and be the period master, on your way you learn about different changes, how to handle them, how to provide comfort, and understand it’s biological importance of each step and finally reach the master place in life as well.

Start the game by twisting the ovaries and get one colored marble and move on the board accordingly, to 4 types of places (Waiting, PMS, Periods, Ovulation) each place on those four stages show events in life that every girl goes through, what items to use in those situation, and how to calmly handle upcoming challenges. Fun learning experiences are made a board game to teach Compassion and Care and destigmatize the Period Education.

Edited by – Jesal Patel

DESIGNEDUCATIONALTOY Blog

Unique board games based on rules of GRAVITY

19 November 2021 — by _Fabio_Guaricci

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Since years, board games have been an integral part in growing up of a child and it also brings fun times with family and friends. Sometimes along with fun they also provide a lot of knowledge to kids without even realizing it. In association with Syddansk Teknologisk Innovation, Gravity Board Games have developed and produced 6 unique board games based on rules of gravity.

These unique board games based on rules of Gravity – as the name suggests – they all have the concept of gravity as an integral part of the game concept and play value. The game has been designed over a see-saw device. Under the rules about “force times arm”, a piece that is close to the center line does not weigh the same as a piece that is far from the center line.

First game is Hungry Higgs (a balance must be struck between caution and greed), it is for age 7+ and requires 50% of strategy. You win the game by getting most possible weight placed on your half of the playing field by only ONE movable piece on board that moves around and tries to capture the prey pieces. For movement the dice has been used.

Second game is Gaining Gravity (its best of five), it is for age 8+ and requires 60% of strategy. You win the game by getting most possible weight placed on your half by moving only TWO pieces on the board that moves and captures the prey pieces by using two dice.

Third game is Dangerous Dip (get through the field quickly or collect more prey pieces), it is for age 9+ and requires 70% of strategy. You win this game by getting most possible weight on your side of the game board by THREE movable pieces on the board trying to capture the game prey pieces and get through the board and one piece reaches the other end with the help of two dice.

Forth game is Gravity Gammon (Backgammon with new direction), it is for age 10+ and requires 80% strategy. You win this game by gathering most possible weight on your end of the board by playing with 15 pieces and move them and try to get through the field as quickly as possible.

Fifth game is Gravity Chess (moving weight on other side or getting king to the centre line), it is for the age 11+ and requires 100% strategy. You win this game by moving most possible weight on the opponent’s end of the board with 16 movable pieces and bringing the king to the center line to capture your opponent’s king.

Sixth and last game is Changing Challenges (play pieces shifting functions and adapting strategies), it is for the age 12+ and requires 100% strategy. You win this game by shifting most of the weight to the other side of the board with 14 movable pieces that has function similar to chess pieces which keeps on changing as you move forward on the board.

With Gravity, a new dimension has been added to the board games that are stimulating and educational. All six board games can be won if you are best at moving weight from one half of the playing flied to the other, but they can also be won in other and more traditional ways. These games are easy to learn but difficult to master, and you quickly discover that you will get better and better the more games you play.

Edited by – Jesal Patel

DESIGNEDUCATIONALMARKETINGSOCIALTECHNOLOGYTOY Blog

How pandemic has affected toy trends and toy market?

7 November 2021 — by _Fabio_Guaricci

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Since past two years our lives have changed massively in terms of lifestyle, health, earning, vacations, basic needs, livelihood, travel, etc. all the sectors and markets have been affected. And so has the Toy Industry. Today, we are going to read a little about how pandemic has affected toy trends and toy market. To understand this we will also have a brief look at the consumer behavior.

Firstly, during this period of time global toy sales performed well. The primary reason for this resilience is the fundamentally sound foundation of the toy business: that desire of being a parent, to bring joy to their children and to aid to their development, especially in tough times to take their mind off current happenings around them. It is hard to see how this underlying demand driver for the toy business would not continue. The toys market alone is forecast to reach revenues of more than $120 billion by 2023.

Secondly, there is emergence of few second-tier groups of companies who never had a look-in at the shelves of the big retailers and who now benefit from this trend. At the same time is shows a possible threat to both the mass retailers as well as the traditional leading companies. Interestingly, both the trends are gaining traction in the market, which are still affected by the pandemic as well as those that have brought it under control.

How pandemic has affected toy trends and toy market? Faced with challenges to supply chains, store closures and shifts in consumer demands, traditional toys are expected to see an overall slower performance globally. However, a number of categories that fit well with needs of at-home children and adult entertainment and education have seen a surge in early 2020, such as games, board games, puzzles, stem toys, construction and educational toys.

While the trend towards the digitalization of playtime and pastime was already taking strong roots, covid-19 stay-at-home mandates had given further boost to video games and there is a rise in competitive tournaments, e-sports, thousands of new games and educational content in the virtual world. There has also been a rise of cross platforms. The physical games and toys are now available digitally/ virtually with cost saving ideas that people seem to love and enjoy with a vast variety of present out there.

There is a growing demand of Themed toys and games mainly based on social and mainstream media featuring cartoon characters from TV shows and movie franchises. Educational, interactive and multi-functional toys are number two as families choose to buy them as a tool for development. The touch of personalization is also driving innovation and boosting demand for custom-made products. Baby toys are getting smarter and greener as parents are looking for innovative ways to help infants develop basic skills. Building takes a virtual turn with many digital options as well as using creative and reusable compounds with the concept of DIY.

As many toy makers in traditional space have repositioned themselves as entertainment providers rather than “toy makers”, mid-to long-term opportunities and challenges include the need to build expertise and operate across multiple platforms keeping in mind the emerging trends and technologies with conclusive tips like, Integration of Physical and Digital, Appealing to millennial’s nostalgia, Gender neutrality, Incorporating influencers, the unboxing trends, and habit focused toys for specific time.

Edited by – Jesal Patel