Jump into the fun together, quite literally
In the ongoing human search for shared joy across generations, a beloved animated world is stepping off the screen and into the living room this October. Bluey — the Australian children's series celebrated for its rare ability to speak honestly to both children and adults — is becoming a motion-controlled video game on the Nex Playground console, developed collaboratively by Ludo Studio, BBC Studios, and Nex. The game's design philosophy resists the isolating pull of solitary screen time, instead asking families to jump, dance, and play together in the same physical space. It is, at its heart, a small wager that the warmth animating the show can survive — and perhaps deepen — when bodies are in motion.
- A franchise beloved for bridging the emotional worlds of children and parents is now betting it can do the same through physical, motion-controlled play.
- Rather than a traditional controller-based game, players will jump, dance, and move their bodies through mini-games drawn from iconic episodes like 'Keepy Uppy' and 'Musical Statues.'
- The collaboration between Ludo Studio, BBC Studios, and Nex is a deliberate push against screen isolation — the game is engineered to pull grandparents, parents, and toddlers into the same shared moment.
- Available through Nex Playground's Play Pass subscription, the game targets ages four and up but markets itself squarely at the whole family unit.
- The title remains unnamed ahead of its October launch, with full details still to come — leaving anticipation carefully managed as the franchise expands into interactive gaming.
Bluey is making the leap from television to living room this October, arriving as a motion-controlled video game on the Nex Playground console. Developed collaboratively by Ludo Studio, BBC Studios, and Nex, the game casts players as Bluey the blue heeler alongside her family — Mum, Dad, and little sister Bingo — through a series of mini-games designed to get everyone moving.
Rather than relying on traditional controllers, the experience is built around physical play: jumping, dancing, and bouncing through challenges inspired by some of the show's most memorable episodes. 'Musical Statues,' 'Keepy Uppy,' and the oddly beloved 'Asparagus' storyline each become active, participatory moments meant to be shared across generations.
The game will be available through Nex Playground's Play Pass subscription service and is designed for children ages four and up — though the emphasis is firmly on whole-family play. The underlying philosophy, voiced by executives from both Nex and BBC Studios, is that motion technology can transform iconic on-screen moments into something physical and communal, pulling families off the couch rather than anchoring them to it.
The game remains untitled ahead of its October launch, with more details promised closer to release. For a franchise already celebrated for speaking honestly to both toddlers and their parents, the move into interactive gaming represents a natural — if ambitious — extension of what has always made Bluey work: warmth, humor, and a deep faith in the power of imaginative play.
The beloved Australian children's series Bluey is making the leap from screen to living room this October, arriving as a motion-controlled video game on the Nex Playground console. The game puts players in the paws of Bluey, the energetic blue heeler, alongside her family—Mum, Dad, and little sister Bingo—in a collection of interactive mini-games designed to get kids and adults moving together.
The project is a collaboration between Ludo Studio, the production company behind the show, BBC Studios, and Nex, the maker of the motion-powered console. Rather than a traditional controller-based experience, the game leans into physical play: players will jump, dance, bounce, and move their bodies to complete challenges inspired by some of the show's most memorable episodes. One mini-game draws from the "Musical Statues" episode, another from "Keepy Uppy," and a third from the oddly beloved "Asparagus" storyline—each translated into active, shared experiences meant to be played across generations.
The game will be available through Nex Playground's Play Pass subscription service, the console's games library. It's designed for children ages four and up, though the marketing emphasizes that it's built for the whole family—siblings playing together, parents joining in, grandparents participating. That intergenerational angle reflects a deliberate strategy: the game isn't meant to isolate a child with a screen but to create moments of movement and laughter in a shared space.
David Lee, Nex's co-founder and CEO, framed the partnership as an opportunity to transform the show's most iconic moments into something physical and participatory. "Through Nex Playground, we're bringing the beloved world of 'Bluey' off the screen and into the living room," he said, describing how jumping, dancing, bouncing, and competitive play would all be woven into the experience. Marina Mello, BBC Studios' global director of gaming and interactive, echoed that philosophy: play, she suggested, has the power to bring families closer together, and Nex's motion technology lets fans of all ages literally jump into the fun side by side.
The game remains untitled as of now, with Nex and BBC Studios promising more details and an official name closer to the October launch. For a franchise that has already become a cultural phenomenon among young children and their parents—known for episodes that manage to be genuinely funny to adults while remaining accessible to toddlers—the move into interactive gaming represents another avenue for the show's expansion. The bet here is that the same appeal that makes Bluey work on television—its warmth, its humor, its focus on family dynamics and imaginative play—can translate into a format that asks families to get off the couch and move together.
Notable Quotes
We're bringing the beloved world of 'Bluey' off the screen and into the living room, transforming favorite moments from the show into active, shared experience.— David Lee, Nex co-founder and CEO
Play has the power to bring families closer together, and Nex's unique technology allows fans of all ages to quite literally jump into the fun together.— Marina Mello, BBC Studios global director of gaming and interactive
The Hearth Conversation Another angle on the story
Why does a show like Bluey need a video game? Isn't the TV series already doing what it's supposed to do?
The show is passive, even if it's good. You watch it. This game asks you to do something—to move, to play, to be in the same room with other people doing it together. That's a different kind of experience.
But motion controls have been around for years. Why is this the right moment for a Bluey game on this particular console?
Because Bluey is at peak cultural moment right now, and Nex Playground is betting that families want something that gets them off the couch without feeling like exercise. The show's already about play and family togetherness. The game is just making that literal.
Who's the real audience here—the kids or the parents?
Both, honestly. The game is designed for ages four and up, but they're explicitly marketing it as something grandparents will play too. That's the whole point. It's not a babysitter. It's a reason for three generations to be in the same room moving around together.
What happens if the game isn't very good?
Then it's just a licensed product that trades on the show's goodwill. But if it captures even a fraction of what makes Bluey work—the humor, the warmth, the sense that play matters—it could be something families actually want to come back to.