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The LBX Show #92 - Rerun: Annual Predictions Episode 2026!
Stinger Report Kevin Williams June 25, 2026
AAA 2026 Expo highlighted a dynamic shift in Asian amusement technology, with significant advancements in XR, VR, and MR. Notable innovations include immersive VR attractions like Movie Power’s SpinWar and Robot Storm, alongside a surge in free-roam VR arenas from Asian and Western developers. MR integration, projection-mapped experiences, and water-based 4D theaters demonstrated emerging trends, while social gaming and phygital attractions gained momentum. The event underscored Asia’s rapid technological evolution, its influence on Western markets, and the increasing importance of direct sales and cross-region collaboration amid a crowded expo landscape. Key trends signal substantial growth and transformation in immersive entertainment globally.
The concluding coverage of the Asia Amusement & Attractions Expo (AAA) 2026, looking at the XR investment and the new phase of VR in the Asian market, and the appearance of MR developments. All this and the new generation of immersive investment that has direct implications for the Western market.
One of those that led the previous phase of VR amusement and are continuing to innovate was Movie Power. At AAA’26, the company had the exclusive global debut of ‘SpinWar’, a unique two rider rotating motion VR platform. Offering a selection of different ride experiences, the system offered a highly energetic motion envelope, themed like a Transformers character. It will be interesting to see if this energetic VR motion system will make Western landfall, with the agents on the booth assuring us that they had received all the needed certifications. Along with other VR amusement pieces, the company had their kid centric ‘Baby Shark VR’ system. Also included on booth was ‘VR Paragliders’ – a two-player paraglider experience controlling your path through the landscape. This was one of several VR paraglider products seen across the AAA’26 show floor. Chinese manufacturers obviously inspired and following the lead established by Frontgrid and their original ‘Paradrop VR’.
Across the vast hall and Oculeap, another well-known VR and amusement manufacturer to those following the Asian aspect of the market presented a major new release. ‘Robot Storm’ was a four rider VR simulator attraction. The system was clearly inspired by the ‘Hurricane’ platform from DOF Robotics. But was an obvious hardware upscaling of the concept – while still offering the popular full 360’ rotation ride envelope. Away from this, Oculeap presented their new childrens’ VR experience ‘Dragon War’ – the player riding on the back of a lifelike creature while wearing VR headset. Away from XR, the company also showed ‘ION Strike’ – a unique video pinball platform, using foot activated pads to control the flippers on the large screen.
At AAA’26, VR Star Space, the self-styled “World’s Leading VR Original Factory”, emblazoned on their booth, were representing several phases of one and two Chinese VR attractions. These included on booth their ‘VR Star Fighter’ two-rider motion experience. Along with the companies ‘Star VR Paradrop’, one of a series of VR paraglider systems dotting the show floor. Another such paraglider system was presented from Sile Zhihui Technology, along with already mentioned Movie Power, and others seen, seemed to borrow heavily from the original Western concept. As seen with other Chinese trends, one design of machine was represented by several manufacturers as their own. For example, exhibitor Owatch had their ‘VR Hang Glider’ – that comprise the same two-rider VR dynamic suspension system seen on other booths. Daqian Magic XR World, showed their VR arena and adventure space technology – also including a unique shooting area VR experience using innovative gun interfaces. The company also offering a VR Escape gaming attraction, with unique fx elements.
Exhibitor VART presented a VR theater – the enclosure has players entering the space and receiving a mixed reality experience within the environment. Mixing VR and MR elements and including fx, an interpretation of the “haunted house” style VR platform. This haunted house approach to free-roam VR seems to be a growing trend from some of the manufacturers. VART also had a selection of VR attractions aimed more for a Chinese audience. Also at the show was FunInVR – who dubbed themselves as “China’s leading XR solution provider”, showing their new ‘Phoenix-X’ two-seater VR ride-on attraction, along with their ‘VR Attack’, VR gun visor shooter, and their ‘VR Skydiver’ paraglider amusement piece. The booth also included the brand new ‘Gattling Strike’ – a seated motion VR machinegun extravaganza. And the launch of their bigger four rider ‘VR Dragon Rider’ attraction. FunInVR also presented their own 4D attraction with water effects (‘Bermuda Storm Theater’). These full-on water fx 4D attractions a new trend as we will cover later.
One novel approach for the establishment of phase three VR was a 360-motion platform for two players wearing VR headsets – presented on the JAS Virtual Reality booth – the system ignited memories of the SEGA R360 system from the 1990’s. A modern interpretation of their platform that could offer interest to Western operators. This unique motion system had been seen in previous visits but now seemed ready for prime time. JAS had several innovative VR and immersive attractions on their booth. This included a recreation of a ‘eVTOL’ craft using a LED screen to simulate flying. The company also demonstrated their own multiple user VR arena adventure platform with ‘Beneath the Aurora’, supporting multiple users.
The new phase three of VR adoption was seen at AAA’26 in full force, with a slew of VR arena (free-roam) systems, the leading Western VR developer VEX Solutions actually exhibited for the first time at the Chinese exhibition, with their ‘VEX Play’ arena in full swing during the show – and drawing a crowd. Another Western VR developer that made the trek to AAA was VRCave. Taking a booth with their Asian partner PlayLink, the company hope to grow an Asian presence. While Laserwar also showed their VR arena platform at the Chinese expo.
A new name in this Asian explosion in VR free roaming was Arena Shift, who had an example of their latest enclosure multiple VR user environment. The system offering 10 distinctive VR adventures. Show exhibitor VR Arena had their very compelling arena system operational, offering a wide selection of unique game experiences in both children styling and for older players. Other entrants into this sector, with turnkey VR arena installations was exhibitor NeoPlayer.
Long term readers of the Stinger Report will be familiar with our previous visits to China and the AAA convention. One of the companies that we have had previous association with at these events is LEKE VR, first established in 2017. Previously with strong association with HTC and Chinese governmental investment in growing their phase two and three VR interests. The company was at AAA’26, with its original leadership and still investing in VR development, though now moving away from HTC support. Promoting some 600+ Global Stores. With on their booth their new entry into the market with a ‘VR Karting’ platform, along with demonstration of their MR free-roam arena system.
One of the unique free-roaming experiences at the China show was from MI JING SHI – with their walk-through VR attraction. Emulating the haunted house approach seen from other developers, players wearing VR headsets traverse through corridors setup within the enclosure, shooting virtual zombies, while experiencing physical effects such as spray, wind and rumbling floor. A theme park style experience in an amusement size package. An experience that impressed many that tried it during the show. While at AAA’26, Miaoyinshuke presented their multi-purpose enclosure, called ‘Immersive XR Arena’ including free-roaming and fx.
Iweier Technology had their own VR arena, as well as entering the “Virtual Adventure” (Phase Four) large audience scene with their ‘VR Adventure’ system. Other exhibitors followed this path with Hyper Exhibition showing their own range of Virtual Adventure platforms for installation in museums and galleries. Exhibitor Longcheng presented their ‘MRCS (Mixed Reality Counter Strike)’ platform, offering an arena based free-roamer blaster employing more of a MR than VR approach. While another exhibitor to AAA’26 promoted their ‘MR Sports Arena’ – with an archery and normal VR controller in a PVP experience.
Many Chinese developers coming to grips with the Pass-Through capabilities of the PICO headset system. The functionality that being able to see the real world and players while in a virtual experience, greatly increasing the engagement that immersive technology can offer with the right experience. From our observations, the application of MR in the LBE scene will achieve greater adoption, against the handful of demonstration apps seen in consumer.
As can be seen above MR integration in arena a gaming has snowballed, the application of the technology also finding a home in new attractions at the Chinese show. Exhibitor Inkele were giving private demonstrations of their new ‘MR Lasertag’ platform, part of their ‘Ammo Battlefield’ system. While MR tech was in evidence with a new interpretation of an old idea. On the MiXR booth was their ‘MR Racer’ – RC cars with mounted cameras racing round a model racecourse. Players sitting at driving positions using race sim controls and see on screen the view as if driving the car. This was also repeated on the Molly booth, with their own MR miniature driving experience. By no means a new idea, able to trace its origin back to ‘Sega Super Circuit’ in 1988. But now made easier to implement, and much more cost effective, using the latest drone racing rigs for control and visuals. The company was also promoting their MR arena platform, under the ‘XR Infinite Space’ brand.
The big trend in MR across the AAA’26 show floor was that of projection mapped karting experiences. A serious trend that has gained momentum across local manufacturers in the region. Examples included Zhiqu Entertainment ‘Projection Bumper Car’ – Anchi Amusement and their ‘Active Projection Drift Car’ – and Gooest showing their ‘ViroKart’ with their karting and bumper car projection mapped platform. As well as Chuangyu Amusement who showed their own projection mapped kart’er. We can expect to be inundated with what we are called “Digital Karting”, new Chinese developments will be going toe-to-toe with Western developers Battle Kart and Chaos Karts, and the new release planned from Triotech – IAAPA’26 will be interesting!
The AAA’26 show’s dedicated VR component was a major indicator of the continued interest in the sector for VR and MR investment. There were some that had expected head mounted display applications to have soften though AAA seemed to indicate there was still life in this application, even though phase four development seemed more of interest. AAA took place only a matter of days before the VR AR World 2026 exhibition in Shanghai, China – and some exhibitors had a presence at both shows. It was interesting how much Virtual Adventure platforms made an appearance across both shows. Though the AAA’26 was interesting in not having any outward AR product representation.
Active Entertainment using projection systems was also another strong trend on display at these expansive Chinese attractions event. Exhibitors such as Sindrax demonstrated their “social sportstainment” – such as with their ‘Super Striker’ football screen kicking experience. Along with their ‘Quest Arena’ interactive ball throwing enclosure, and other activities.
Another active entertainment attraction was from Wetop, showing their ‘Super Grid’ illuminated floor game system, along with gamified ‘Interactive Football’ and ‘Ministrike’ ball throwing game and ‘Active Game Master’ shooting attraction. Exhibitor Junson Technology had their selection of interactive ball throwing screen games, along with a interactive arena game using computer image – heavy influenced by the ‘ValoArena’ style platform.
The Chinese exhibitor at the show Esport (interesting company name) showed their selection of active attractions such as ‘Shooting Race’ and their actual bow and arrow ‘Archery’ attraction. This was one of two archery attractions seen across the show. With Nebula Entertainment showing their archery and shooting experience. These Sportainment experiences were a growing trend at the show, with exhibitor Funtech showing their shooting, archery and a novel ski simulator game. While exhibitor Liangjia Sports Technology showed their active ‘DigitalSkiing’ platform, along with their walking and horse racing sim. While Chfuntek also exhibited with their ball kicking screen game.
Social entertainment has started to grow in China, with AAA’26 reflecting this drive, a number of bowling corporations exhibited at this year’s show, such as sales agents Xusmido Manufacturing, with their string bowler. Also showing Flying Bowling with their string bowling platform. And Yuanxiang Bowling also presented their string bowler platform with dedicated screens. Another of the interesting developments on the show floor was from the company Detective Box, showing a range of mini enclosures for up to four players. These automative puzzle rooms offering a unique spin on the entertainment, in a turnkey package, so any entertainment space could include puzzle gaming.
The application of projection, LED displays and gamification is a constant emerging element of all Western trade expos, and AAA’26 was no different. Though the Chinese event offered a more defined snapshot of where this element of the XR market could be heading. Show exhibitor Digital Technology offered projection mapped kiddie game environments, digital ball pits, and active play environments. Elements we have seen in standalone installations like from Hello Park in the West but now productized for wider circulation.
The perfusion of LED theater attractions at AAA’26, marked a pivotal point in the attractions sectors history. The expo had a selection of large immersive flying theater systems on display from a selection of exhibitors such as APEXLS with their eight-seater 4D motion platform – and Fly Over the World, and their LED eight-seater attraction. Other examples of immersive theater business were seen across the extensive show floor, such as from B.Duck Gamelab and their ‘Over Future’ shooting gallery theater environment.
As we mentioned previously, as from Movie Power, there were several 4D theater attractions on display that included the latest trend of full water effects. The audience having to don pakamacs to protect them from being drenched during the watery experience. Companies such as Owatch, 10D and Fuhua Technology Virtual representing these “extreme water” attractions. This seemed to be the latest “extreme immersive” application in the theater scene – very popular with show attendees. If this will be a trend that will make Western landfall will be dependent on answers to questions raised on the need for correct water handling and sanitisation needs in the US and EU scene. One of the Chinese exhibitors’ sales agents explaining that their system used a direct, (rather than stored), water system, which raised its own water recycling and conservancy issues.
One aspect of the AAA’26 extravaganza are the other trends; we see that can only lightly touch on regarding this exhaustive coverage. Along with the tourist, attraction and leisure components of the show – one of the big exhibition elements is the Billiards contingent. A major showing of the latest tables, cues and supplies supporting an avid player base for the game in China. The show had leading international players promoting key exhibitors. One aspect we expected to see was the latest AI and MR applications. One exhibitor showed an AI scoring and LED illuminated billiard table release. Though we had expected to see a projection mapped table as seen on previous years at AAA.
The key trends seen at the show, along with VR free-roam arena, LED Flying Theaters and amusement development. The Expo had a strong showing of humanoid robots. The AAA’26 opening saw an impressive on-stage presentation from dancing robots, with several of the latest units being presented on the show floor from exhibitors such as SparkRobot. While the latest robotic vending machines kiosks were also on display including full-service coffee and ice-cream vending units. A novel appearance at the show was on the Yifun Life booth, with a robotic artistic platform, creating caricatures of guests sitting in front of the robot.
In Conclusion – Wow! After soaking our poor feet, we can say that the three days only allowed us to lightly touch the over 4,000 exhibitors. The AAA’26 expo attracted according to organizers a staggering 240,000+ attendees. This sobering number of attendance places into stark relief the importance of this business sector to the Chinese economy. We thank as always, the show organizers for the opportunity to be part of this event and will continue to monitor its growth. We feel that the snapshot possible from attending this event, as one of the few invited trade specialists will shape not just our work in the Western sector. But also, a need to achieve a better cross-communications between the innovation of the Chinese market, and the needs of the Western operators.
One thing that struck all of us was the proximity in days that the May AAA’26 had to the June IAAPA Expo Asia 2026, to be down the road in Hong Kong. The burden for exhibitors that want to hit the largest audience, the daunting aspects of the perfusion of high-level expos and summits must be near impossible to navigate. Obviously, IAAPA representing Western membership would see themselves more focused for attraction, and waterpark representation – but still has a considerable amusement and mid-scale element. But it is the share profusion of trade events, while the market is buffeted by the current economic conditions. Begging the question of how the even more expo laden 2027 landscape can be effectively navigated?
The emulating of designs across the show floor added to concerns from some Western visitors regarding copyright infringement and a return to the bad-old-days of Asian amusement development. As we touched upon in the extensive coverage of AAA’26, memories of the chaos of the Japanese amusement verse American amusement factories, and the imitation and emulation in video game designs. How some US attendees to the show commented off the record regarding the similarities of some games seen at the Chinese show to recent releases. We can expect if certain games are brought over to IAAPA 2026 in Orlando, the trade associations IP enforcement team will be very busy dealing with disputes!
As reflected in the main coverage of AAA’26, the number of Western executives that made the trip to the show seemed to have ballooned. Not just distributors looking to represent the latest innovation and opportunities but a strong showing of operators – both independent and chain operations. We bumped into our friends at TEEG, as well as Funlabs! and others. And off the record, some exhibitors confirmed that, even in this tariff confused market, they were still seeing increasing direct sale business. This marks what some have called a slowing in “reliance in local distribution”, as some large (and small) facility operators turn to direct machine purchase, even with the inherent dangers. Dangers such as picking poor quality, availability of spares, and resale value – weighed against the real value of added 25-percent distribution fees, and a feeling of a lack of support. This adding to the importance of shows such as AAA Expo but also placing a spotlight on the viability of the current distribution landscape.
The LBX Collective aims to inform and educate, create opportunities to connect with industry peers, and to spur collaboration, discourse, and cross-pollination of ideas in the location-based entertainment and experience industry.
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