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What is the difference between Fabli and ToniesBox?

Updated over a week ago

Story boxes have become essential tools for screen-free early childhood development. Toniesbox and Fabli offer distinct approaches—one based on collectible figurines, the other on physical interactivity and built-in games.


Toniesbox: The Collectible Audio Figurine Experience

Toniesbox is well-known for its simple concept: magnetic figurines ("Tonies") trigger stories and music when placed on the box. It’s intuitive and highly appreciated by young children for its tactile and collectible nature.

  • Interactive Figurines: Each Tonie activates specific audio content, from stories to songs and licensed characters.

  • Ease of Use: Very simple to operate, even for toddlers. Volume is controlled by pinching the box’s “ears,” and chapters are changed by tapping the sides.

  • Collectible and Free Play: Tonies double as toys, stimulating imagination beyond listening time.

  • Varied Content: A wide catalog of stories and songs, including creative Tonies to record custom messages.


Fabli: The Active and Immersive Play Experience

Fabli, designed in Quebec, positions itself as a modern and interactive story box. It engages children through physical and cognitive game mechanics built directly into the stories and activities.


Fabli's Focus on Playful Interactivity, Games, and Editorial Choices

  • Advanced Narrative Interactions: Stories are non-linear and include real game mechanics. Children might solve audio escape room puzzles, crack codes to open locks, or experience randomness like virtual dice rolls that affect how the story unfolds.

  • Physical Interactions via Accelerometer: Fabli detects the child’s movements. They can rotate the box to "drive a car," shake it to "wake a character," or tilt it for specific actions—creating a truly immersive and active experience.

  • Standalone and Educational Games: In addition to stories, Fabli features a range of non-narrative games. These use the luminous touchpad, sound, and motion for musical learning (with 16 notes), skill games, logic challenges, and riddles.

  • Immersive and Expert-Approved Editorial Choices

    • Sound Immersion: Special care is given to soundscapes and audio design for total immersion.

    • In-House Productions: A large portion of the content is created internally, ensuring quality and consistency.

    • Educational Validation: Content is reviewed by educators and psychologists to ensure developmental relevance and positive messaging.

    • Durability and Local Manufacturing: Made in Quebec, Fabli is built to be sturdy and repairable.


Toniesbox vs. Fabli: The Essentials

Feature

Toniesbox

Fabli

Core Philosophy

Collectible figurines to trigger audio content.

Active playful immersion, deep integrated games, physical interactions, and thoughtful editorial choices.

Interactivity

Passive (listening to the Tonie placed on the box).

Active: game mechanics (puzzles, codes, randomness) within stories; physical interactions via accelerometer (motion detection); standalone games (music, logic, skill) using the touchpad, lights, sound, and motion.

Content

Stories, music, creative Tonies (via figurines).

Interactive stories with games, standalone games, music, nursery rhymes, lullabies, white noise. Mostly in-house content, validated by experts.

Physical Aspect

Collectible figurines, soft and sturdy casing.

Sturdy design, luminous touchpad; the device itself is a tool for interaction and play.

Editorial Choices

Large catalog of licensed and classic content.

Strong sound immersion, in-house productions, validated by educators and psychologists. Focus on educational relevance and active engagement.

Target Age

Primarily 3–8 years.

0–10 years (with evolving content).

Origin

Germany (European company).

Quebec, Canada.

In short, while Toniesbox appeals with its simplicity and the charm of collectible figurines, Fabli delivers a more dynamic and engaging experience. It transforms listening into a playful activity where the child becomes a true protagonist through physical interactions and integrated games—all supported by an editorial vision designed for their development.

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