Remember when everyone suddenly started doing the same thing, wearing the same clothes or playing with the same toy? These moments in time are called fads—trends that sweep across the world, briefly capturing everyone’s attention before fading away. Fads can be fun, silly, or sometimes even strange, but they always leave a mark on our shared cultural memory.
In this blog, I’ll take you on a nostalgic journey through 10 forgotten fads that once took the world by storm.
Pet Rocks
In the mid-1970s, people went crazy for Pet Rocks. These were just ordinary rocks sold in cardboard boxes with air holes. Each rock came with a training manual for its new “owner.” The creator, Gary Dahl, became a millionaire almost overnight. This fad showed how clever marketing could turn even the most basic item into a must-have product.
Pogs
Pogs were small cardboard discs that became a huge playground craze in the 1990s. Kids would stack the Pogs and try to flip them over by throwing a heavier disc called a slammer. The game originated in Hawaii but quickly spread worldwide. Schools eventually banned Pogs because they were seen as a form of gambling. This fad was a simple game that became a collecting obsession for many kids.
Tamagotchi
Tamagotchi were tiny egg-shaped computers that contained virtual pets. Kids had to feed, clean, and play with their digital pets to keep them alive. The toys were so popular that some schools banned them because students were too distracted. Tamagotchi showed how technology could create new forms of play and responsibility. Millions of these little devices were sold worldwide.
Planking
Planking was a bizarre trend where people would lie face down in unusual places and post photos online. People planked on car roofs, in stores, and even in dangerous locations. The fad spread quickly through social media in the early 2010s. Sadly, some people were injured or killed trying to plank in risky spots. This trend showed the power of social media to spread unusual behaviors quickly.
Fidget Spinners
Fidget spinners were small toys that you could spin between your fingers. They were originally designed to help people with attention disorders focus. In 2017, these toys suddenly became popular with kids and adults alike. Schools ended up banning them because they were too distracting in class. The fidget spinner craze showed how a simple toy could become a global phenomenon almost overnight.
Flash Mobs
Flash mobs were sudden gatherings of people who performed a brief act and then quickly dispersed. They often involved dancing or singing in public places like malls or train stations. Flash mobs started in 2003 and peaked in popularity around 2009. They were organized secretly online and surprised unsuspecting bystanders. This fad combined performance art with the organizing power of the internet.
Beanie Babies
Beanie Babies were small stuffed animals filled with plastic beads. They became incredibly popular in the late 1990s, with some rare ones selling for thousands of dollars. People collected them thinking they would increase in value over time. The company created artificial scarcity by “retiring” certain designs. This fad showed how collecting could turn into a kind of mania.
Silly Bandz
Silly Bandz were colorful rubber bands shaped like animals, objects, or letters. They were meant to be worn as bracelets but would return to their original shape when taken off. Kids traded them and wore dozens on their arms at once. Schools banned them because they were too distracting. This simple and cheap product became a huge hit with kids in the late 2000s.
Ice Bucket Challenge
The Ice Bucket Challenge involved people dumping buckets of ice water on their heads to raise awareness for ALS (Lou Gehrig’s Disease). Participants would challenge others to do the same or donate to the cause. Many celebrities took part, helping the challenge go viral in 2014. The trend raised millions of dollars for ALS research. This fad showed how social media could be used for charitable causes.
Pokémon Go
Pokémon Go was a mobile game that used augmented reality to let players catch virtual creatures in the real world. When it launched in 2016, it became a global phenomenon almost immediately. People wandered around cities looking for rare Pokémon, sometimes in dangerous situations. The game got people exercising more but also led to some accidents. This fad showed how mobile technology could blur the lines between the virtual and real worlds.
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