Food is one of the earliest experiences that children consciously perceive in everyday life. It structures the day, creates rituals and is always socially charged. This is exactly where the play concept shown here comes in: a coffee house, supplemented by a small supermarket, translates familiar processes from the adult world into a child-friendly, manageable form.
The appeal comes less from effects than from recognition. Children know very well how a café works, how to shop and what it means to be a guest or a host. The focus is not on individual accessories, but on the interplay of many small actions. Making coffee, choosing croissants, paying, eating together – none of this is explained, but tried out. The game does not follow a fixed sequence, but leaves room for improvisation. This is precisely where its strength lies.
The Coffee House is designed so that children can immediately take on a role. Whoever stands behind the counter serves. Whoever stands in front of it orders. There are cups, plates, cutlery and a coffee machine with removable and replaceable parts. It is particularly important that actions remain visible and comprehensible. A tab is inserted, the coffee is ‘made’ and the cup is passed on. For children, this is not an abstract game, but a sequence of logical steps. The game thrives on the fact that every guest is invited. No one is excluded; everyone can participate. This openness is not a side effect, but part of the concept. Eating here is not a competition, but a shared moment. Even the price at the end – a small amount – is part of the game and conveys an initial sense of value and exchange.
The transition from coffee house to supermarket is fluid. Instead of just consuming, people shop. Fruit, croissants, juice – everything is chosen consciously. Children decide what they need, what is healthy and what might simply taste good. It is particularly striking that the focus is not only on sweets, but that fruit and vegetables also play a role. This is not an educational lesson, but part of a realistic picture of everyday life.
The shopping situation adds another level to the game. It is no longer just about preparation, but also about planning. What is still missing? What shall we take with us? The fact that a cash register with a scanner and beeping system is integrated reinforces the realism. Children are familiar with these sounds from real life and intuitively transfer them into the game.
What is striking about this game is the absence of instructions. No one explains how to play ‘correctly’. Instead, the sequence of events arises from the children's everyday lives. They know that you pay before you eat. They know that you sit together at the table. They also know that you go shopping before the fridge is empty. The realistic play world picks up on this knowledge without commenting on it. This is precisely what creates an astonishing depth. Children negotiate roles, change perspectives and practise social processes. Whoever collects the money today is the guest tomorrow. Whoever orders today serves tomorrow. These changes are not predetermined, but arise during the game.
The concept comes from Smoby, but deliberately does not take centre stage. The brand acts more as a framework for a play idea that is inspired by everyday life. It is not the name that is decisive, but the coherence of the individual elements. The fact that the Coffee House can be combined with a supermarket and is available in different colours shows that expandability was considered without overloading the basic principle.
Smoby thus positions itself less as a pure toy manufacturer and more as a provider of play spaces that reflect familiar life situations. This is particularly successful because the game is not limited to a specific age group. Younger children play simple scenarios, while older children develop more complex scenarios with guests, prices and shared meals.
Food is emotionally charged, but never abstract. Everyone has experience with it, everyone has their own preferences. In play, it becomes a neutral space where experimentation is allowed. No one does anything wrong, no one loses. When someone says at the end that they would like to come back, it is more than just a platitude. It describes exactly what the game triggers: repetition out of joy, not out of obligation. The coffee house and the adjoining supermarket show how powerful role-playing can be when it stays close to the children's everyday lives. Without gimmicks, without exaggerated technology, but with clear processes and plenty of room for their own ideas. This is precisely where the lasting appeal of this game concept lies.