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Lastly, they create the expectation of challenge. When there is no quick or easy “ nish line,” then players learn that success means earning the chance to try something newer and harder, rather than simply being done.

·Bringing Children and eir Adults Together

Play is an early experience kids have with their adults that build their mental, emotional and social health. O ering experiences that build relationships between kids and their older adults will help develop open, safe dialogue for a lifetime. Toys and games do this through:

· Showcasing the di erent abilities and interests of children and adults.

· Practicing communication towards a common goal.

· Encouraging collaboration.

· Building shared memories and positive patterns of interaction.

e Future of MESH

Rachele: “Our hope is that MESH gives the industry a new vocabulary through which to look at product and a new way of looking at how play patterns develop skills beyond ones we traditionally review. While inkFun was the founder of this concept, we think it would be far more powerful as a multi-stakeholder movement, including all di erent companies, retailers, inventors, and youth development professionals across our industry and beyond.”

“ erefore, MESHhelps.org will become a separate non-pro t in 2024 that works to help manufacturers create toys that intentionally build mesh skills, help retailers communicate to their consumers about how play can build resiliency, and help consumers and the wider audience of adults who work with youth understand the bene ts that play can have on MESH skill development.”

A diverse coalition of sorts has already formed for MESH in the industry. On this, Rachele remarks, “Pretty early on in the process of the research we knew we were hitting on something that was far bigger than just inkfun. We realized that this message and movement would be much stronger and much more impactful, if it was a platform that could be embraced across the industry. So we decided to launch the concept of MESH into the industry and start talking about it early in the development process. We invited anyone who wanted to participate to join us in a task force, focused on the development of this idea, and the development of how we as an industry could use it to bene t children. is is bigger than any one company, or any one retailer, and we knew from the beginning that we wanted to grow it together, right now, as an industry. We currently have a multi-stakeholder advisory board who is helping us get the word out about MESH and form into the entity that will launch as a 501c3 in 2024.”

On the intersectionality between STEM, STEAM and MESH, Rachele had this to say:

Rachele: “ is is a really important question for us. We think STEM and STEAM toys are amazing (and essential.) Mesh is not a replacement of STEM. In the way STEM gave us a platform to look at products that build a speci c set of skills, MESH gives us a platform to look at a di erent set of skills. It gives us a di erent way to understand the power of play with a speci c focus on building skills that develop resiliency in mental, emotional, and social health.”

“Our hope is that MESH is additive to the industry. It’s a new lens, a new vocabulary, a new way to understand the impact that our products can have on kids.”

eory and Practice

Rick Derr was a name that took very little time to surface in our reaserch, much like Rachele and Dr. Gilboa. Rick is the President of KidsPoint Inc. dba/Learning Express toys. Rick is not only a key player in the current MESH discourse, but he has retail know-how through opperations with his business. rough this lens, Rick o ered some valuable words on MESH toys, the needs of customers, and more.

On the role of retailers, he remarks:

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Rick: “I don’t just think of Learning Express like a retailer, but rather as an important business in my community, a safe place to visit, and a place where kids want to come. e MESH movement plays right into our everyday fabric and goal to be the leading certi ed play experts in our space. We not only want to nd the right gi or toy for a child, but take that another step forward by understanding what skills the child (or parent) is looking to build over time. Where is that child’s mental framework today and where do you want it in the future? We can start the conversation together, and build our children for a stronger tomorrow. Many times all a child will need is a basic pick me up joy item, another time, perhaps interactive play, and in the future, problem solving abilities. MESH will help us become more in tune with todays parents and kids.”

Rick had key thoughts on the brick and mortar shopping experience for customers and retail workers alike. “ ousands of toys are MESH-like products, so to say we will ‘sell’ MESH toys is not accurate. We sell the skills and joy a toy will bring them, or the comfort a toy can exude. Since COVID, we have seen a 30-40% increase in tra c versus pre covid levels. 2021 sales were our best year in history (27 years) followed by 2022 as our 3rd strongest year. Kids want to come in our store to see ‘their’ items, touch them, pick them out themselves and explore options. Gi Card sales are also up as parents and Grandparents now see this as a good option because the child likes to go shopping! It builds con dence and skills like choices, money skills, and independence.”

“Parents want to buy great toys regardless of a logo on the box. ey do not buy a toy because it is STEM approved. It can’t hurt, but I have found my customer would rather pick the toy or item based on where their child is today -meaning mentally, physically, is it fun? Is the interest level high? What are the skill building possibilities? I see toys having these built in properties already, but we all need to match what is needed with the right toy. For instance, perhaps a child has trouble connecting with others, so a cooperative game that allows for interactive play with family and friends in a fun setting (non verbal perhaps) can begin to develop these skills for the child.” e experts seem to agree on fundamental qualities or “draws” for customers when it comes to MESH toys. Rick states, “ is is as varied as there are children, but what I see the most that is needed are; human interaction skills (Pokémon can help!), increasing challenges that teach kids how to handle frustration and focus skills, and con ict resolution abilities (dealing with an issue, not avoidance). e game category will remain strong, as will LEGO building (construction toys). Cooperative activities (games, outdoor fun, shared cra s) all will see growth as well.

Placing pressure on the issue, Rick reminds us why MESH emerged in the rst place, a reaction to the needs of children and parents. “Parents are scared, confused and unsure of the future. Just turn on the news. Kids are distressed, and this is a key reason why the plush and dget categories have exploded the last 3 years. ey are looking for comfort. MESH hopes to bring knowledge, recognition, and a way to build skills in our children so they are prepared for the future. We cannot predict exactly what this future looks like, but we can prepare them with the key skills to cope with this disturbing and concerning landscape.”

Closing Remarks

In her closing remarks, Rachele encourages anyone interested in further educating themselves on MESH to visit www.MESHhelps.org, created to be, in her words, “the hub of information on MESH.” She remarks, “ is is the best place to learn more and explore all of the videos and downloads that we have currently available.”

Rick caps o his thoughts by recentering attention in the toy sphere where it matters most: children. “27 years experience and still learning. I don’t like labels, but I do like the mission of building skills for tomorrow, and toys do this - play does this. e toy industry must galvanize itself to carry out this mission for our approximately 75 million children. What’s good for our kids will also be good for business.”