Toymakers are the early adopters pushing AR into the mainstream:;
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In the race to greater consumer adoption, augmented reality is
emerging as the early leader, thanks to its adoption by a key consumer
market.
The technology has always been a wonder, drawing its strength from
its capacity to make just about any subject come to life, popping out of
the real ground beneath our feet and conjuring up digital apparitions
that serve as extensions of our own imagination onto the physical world
around us.
That ability to create wonder in the everyday, without total
immersion, also provides a clue for why AR adoption has been faster
(aside from technical limitations that still bedevil VR). One indicator
of how the market is apparently more comfortable with AR than it is with
its immersive sibling, VR, is that one of its earliest adopters are
toymakers. In fact, the Toy Industry Association named augmented reality
and related technologies the top toy trend for 2016.
“Think of the drama, dance, fine art and sculpture opportunities that
AR brings. Kids could watch famous actors perform Shakespeare
monologues in their living room.” Catherine Allen, AR/VR specialist
& kids app producer, who has worked on products like Barefoot World
Atlas and Elmer’s Photo Patchwork, told me. “They could see what a
famous Henry Moore sculpture looks like, in their garden!”
Earlier this month the AR startup Osmo, which creates board games,
puzzle pieces and blocks that interact with mobile games and iPads,
raised $24 million. Over 22,000 schools have adopted its products, a 5-fold increase from a year ago, according to the company.
Most parents may be reluctant to expose their kids to VR experiences because of the lack of safety research.
AR, on the other hand, isn’t immersive, and plays out as a digital
layer that enhances, or enables further, what is possible to do in real
life.
“One of the sweet spots for AR on phones and tablets is at the
intersection of toys and games. I would generally call them kids
products.” Jay Wright, President and General Manager of Vuforia at PTC,
the company behind the platforms that power many of the toys and games
that run on AR, says. “Some are strictly for entertainment use, but many
of them are designed to be educational. More and more of them are
beginning to support STEM education.”
One example of this new push toward STEM-focused, educational gaming is SmartGurlz, an AR startup launched by an American expat living in Denmark.
It all began with the simple wish of its founder to help her teenage
daughter with math and evolved into an experience tailored to girls with
the aim of instilling an interest in science and technology. The
video-equipped ‘Siggy Robots’ carry out missions and adventures that
require its audience of young female players to learn to code along the
way in order to complete each of the story-based challenges.
“This is really an exciting time where AR is used to reinspire
learning again. Kids are now exposed to so much great technology in
their leisure time and yet so little innovation goes into teaching.”
Sharmi Albrechtsen, founder and CEO at SmartGurlz, says. “It’s really a
pity – since it is a huge potential from a market perspective but also
societal. Many kids lose interest in STEM because we have not been able
to excite them!”
SmartGurlz launched last month and sold out on Amazon.
“I strongly believe that when it comes to STEM or teaching, the most
important thing is to first capture the imagination of the students and
then their curiosity” Silas Adekunle, Cofounder and CEO of Reach Robotics,
a UK-based startup that combines robotics with AR in the gaming space,
told me. “AR has so much potential to make classrooms more interactive
and engaging, with new ways to visualize complex information.”
Other examples of AR-powered toys and games, many of them
STEM-focused, that have hit the shelves this holiday season include:
Hologrid: Monster Battle; Neobear Magnifier NEO; Virtual Explorer
Antopia Adventure; AirHogs Connect Mission Drone; and Skylanders. And it
hasn’t come with the kind of collateral damage or disruptive cost to
traditional toymakers as we might have expected.
“The interesting part is that the products and manufacturers that
succeed use technology to enhance the play value of the products they
bring to market,” Reyne Rice, chief executive of ToyTrends told the BBC in September.
This new breed of digitized toys and games introduces a digital layer
that creates additional value to the underlying business proposition
for toymakers.
An example is Danish toymaker Lego’s Nexo Knights, named ‘Toy of the Show’ at the London Toy Fair 2016
and also powered by Vuforia. The AR component of its multiplatform
gaming ecosystem depends, in part, on the expanded product line. For
example, players can unlock new features, powers, and game levels, by
purchasing new toy sets.
“If it can drive additional purchases of physical toys, that’s a
really good model. It’s like the razor and razor blade dynamic. The
digital game is the razor and the physical toys are the razor blades.”
Wright says.
The digital soul that has been instilled in the physical toy allows
for the industry to establish a stronger narrative with the kids who
play its games and in turn only strengthens the way toymakers can
market, engage, and sell their products. Instead of threatening to
cannibalize their current offering, AR actually serves to enhance and
expand it.
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