#1259 – Entertainment Sector Starts at a Gallop!

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AI Constructed Brief

The opening of 2026 signals a turbulent yet dynamic year for the entertainment investment landscape, marked by major M&A activity, strategic restructuring, and technological innovation. Notably, Netflix’s $82.7 billion acquisition of Warner Bros. Discovery is expected to reshape content IP management and theme park strategies, exemplified by Warner’s rebranding efforts and legacy IP implications. Meanwhile, Netflix’s pivot into gaming and transmedia, exemplified by its acquisition of Ready Player Me, highlights a broader industry shift toward immersive, multi-platform experiences. China’s iQIYI launched ‘iQIYI LAND,’ echoing Western trends of integrating IP into immersive theme parks, while Sony’s recent IP acquisitions and venue closures reveal the volatility in the theme park and LBE sectors. The XR landscape remains vibrant, with innovations in mixed reality, headset technology, and neural interface advances showcased at UnitedXR Europe, but market unrest persists amid venue closures and financial challenges. Overall, 2026 promises significant restructuring, strategic M&A, and technological breakthroughs, shaping the future of entertainment investments.


Full Stinger Report

Entering the New Year, and we drop straight into the deep end, as the market sees seismic shifts, and increased investment and restructuring across the market. This first report of 2026 – the year of the fire horse, and looks at the major developments charted, and the path ahead.

Merger and Acquisition

The news with the start of 2026, was an indicator of how hectic the year is looking to be, regarding restructuring and general merger and acquisition expectations across the social entertainment landscape. Theme Park, LBE, cinema and the technology there in all seemed to be the center of this chaotic condition that would meet the New Year.

First out the gates and continuing from the initial rumbling of the previous year, the full implications of the announcement by Netflix to acquire Warner Bros., Discovery – for a reported $82.7b – finally hit. The cinema industry exploded with concerns regarding the future of the theatrical release sector, as well as a backlash against the streaming services ownership of such an influential IP library. And attempts to counter the acquisition erupted.

One of the most forceful counter bids came from Paramount, who launched a series of hostile bids for Warner Bros., that were rejected by the board. The Warner management countering that the attempts to offer higher share buyback deals did not offer a realistic counter to the Netflix proposal and rejected these attempts. By the end of January, it looks to be inevitable that the streaming service will be successful and Warner Bros., has started a comprehensive restructuring ahead of the completion.

An example of the impacts of these redevelopments was the announcement of the closure of ‘Cartoon Network Hotel’ in Pennsylvania, shuttering at the beginning of the year. The venue now scheduled to be rebranded to ‘Dutch Wonderland Inn’ in March 2026. The original hotel attraction first opened in 2020, a victim of the expiration of the licensing agreement between Palace Entertainment and Cartoon Network. A subsidiary of Warner Bros., Discovery., and it was expected that other Warner IP usage would be coming under strict restructuring ahead of the completion of the acquisition.

Historically for the amusement and attraction trade, Warner Bros., has been an instrumental element of the evolution of the videogame scene and the bleed into amusement. It was the previous Time Warner that acquired Atari and shape the continued coin-op investment and even their “Eatertainment” offspring. While later Warner operation and their properties would be turned into instrumental theme park attractions and video amusement titles. This rich history and the legacy of these IP now under a possible Netflix executive team could be applied and re-appraisal on a level that would send shockwaves through the commercial entertainment landscape.

Concerning further acquisitions in growing market position, and Netflix acquired Ready Player Me – an avatar creation platform startup, that in 2022 had raised some $72m. The move to acquire this operation was seen as part of a pivot by Netflix into videogame development in support of their streaming entertainment services and their moves into Transmedia development (see ‘Netflix House’). Sources suggesting that Netflix game division would be looking at growing its position in the industry, just as the videogame industry suffered major changes in its business structure.

China’s leading streaming and online entertainment service, iQIYI revealed their transmedia aspirations with more concrete information of the opening of ‘iQIYI LAND’. The operations first global offline entertainment park – scheduled to open in Yangzhou, Jiangsu Province in February 2026. In the announcement it was revealed that the venue will comprise seven zones, including immersive XR technology experiences. This was a clear analogue to what was being seen with the opening of ‘Netflix House’ in the USA. The ‘iQIYI LAND’ however also ignited equivalency with the early theme park investment by Walt Disney in the 1950’s – leveraging television and movie IP into a venue offering a chance to immerse within the environments depicted. We wait to see the level of immersion the Chinese operation will be able to achieve.

The first two Netflix House venues opened in the last two months of 2025 in the US. They offered a fascinating glimpse at the thinking by Netflix regarding their permanent entertainment venue aspirations. The venues in Philadelphia and Dallas also revealed different approaches towards the LBE platform by this Transmedia corporation. A mixture of off the shelf repositioned entertainment and unique creations based in Netflix IP populated these spaces. The LBX Collective podcast (SoundOff with Kevin Williams) was able to obtain exclusive behind the scenes access to the Dallas venue and their unique ‘Netflix Replay’ arcade, which was critiqued upon.

The acquisition of IP continued a pace with the beginning of the year with the news that Sony Pictures had acquired a controlling stake in the Peanuts brand and properties. The comic-strip, animated film and merchandised character brand has proven incredibly popular since the first appearance in the early 1950’s. Going on to even migrate into the theme park sector with the ‘Camp Snoopy’ and ‘Planet Snoopy’ entertainment spaces seen at several parks in the Six Flags / Cedar Point / Knott’s Berry Farm properties. Sony did not comment at the time of acquisition on the amount paid to current parent company.

Sony Pictures were also in the news regarding their own transmedia aspirations, it was revealed in an announcement on the social media feed for ‘Wonderverse’ that the venue would be closed the starting of the year, and that they would be withdrawing from operating the Illinois venue. The self-styled “world of immersive adventure” was opened in 2023 covering some 80,000-sq.,ft., and offering several attractions and refreshments based on popular Sony Pictures IP. The venue had housed the last remaining VR free-roaming attraction based on The VOID technology, redeveloped for the space, as well as Ghostbuster licensed VR hardware from HOLOGATE. Along with bumper cars and other amusement attractions based on films.

The closure of ‘Wonderverse’ came as an embarrassing blackeye for the aspirations of the corporation into the LBE sector. The concept offering grandiose aspirations to roll out a chain of sites internationally based on the initial flagship. But it was clear from the start that the concept was holed below the waterline with errors in judgement regarding placement and development of the entertainment, pricing and general promotion of the concept. The embarrassing failure of the concept ignited memories of the doomed the previous Sony venture into the LBE scene, with their aborted ‘Sony Metreon’ concept that opened in San Francisco, Tokyo and Berlin back in 1999, and eventually closed in 2001 for similar reasons. We hope the Sony C-Suite will learn from these two black-eyes.

News regarding another hurried closing following a major fanfare came early into the new year as news revealed from sources that the new ‘Chuck’s Arcade’ in Kansas City, Missouri, opened in June 2025 has closed permanently after only 194-days of operation. The site had originally been opened in Peter Piper Pizzaria Express in June 2023. And was rebranded to the new Chuck’s Arcade brand, part of the 10-facility rollout last year. Currently, no information from CEC Entertainment for the reason for the sudden closure of the retro amusement venue. By the time of writing, the retail unit had been completely stripped with all signs of the ‘Chuck’s Arcade’ erased from this location. Well-placed sources suggest that this was a difficult site, and that the other 10-venues in the chain were not in danger.

The embarrassing fall of a test concept was mirrored with news that Hasbro’s first of a kind ‘Planet Playskool’ venue in New Jersy, closed its doors just over 12-months since its opening in 2024. The Kingsmen Xperience developed venue licensed by Hasbro to create and operate this and the ‘Nerf Experience’ venue at this location. This had been an ambitious first venue for a planned roll out across the country. Sources spoke of appalling audience attendance numbers and play experience. The venue included attraction zones based on key toy brands from Hasbro and was aimed at a 3 to 7 age group, including toy brands like Playdough and Transformers.

Continued M&A seemed to be ongoing for the theme park and attraction sector, with the fallout from IAAPA 2025 seeing an undercurrent of information regarding the status of certain large operations and exhibitors.

It was revealed that Falcon’s Beyond Global was facing a liquidity challenge to meet theme park project commitments. The company following the consolidation with Oceaneering was facing a short fall in cash flow towards completing signed projects. It was stated that “revenue remains lumpy” because of the pressure of compacted milestones to complete projects. These developments did not dampen the corporations’ plans, with Falcon’s Beyond Global and CD PROJEKT RED announcing an agreement to create defined concepts for themed venues based on the ‘Cyberpunk 2077’ videogame IP. This IP part of the 30m worldwide unit selling game series – a series that has already entered the amusement scene through a licensed product developed with LAI Games.

Developers of media attraction were also in the news with the announcement that Brogent Technologies (based in Taipei), global provider of flying theater ride systems and immersive attraction technology. Had entered into a definitive agreement to acquire Flyover Attractions from Pursuit Attractions and Hospitality for a sum of $78m. The ‘Flyover’ chain of four visitor attractions based in Iceland, Canada, Nevada and California. This will see the operation and its intellectual properties consumed into the Brogent operation, making their entry into self-owned installations of their theater attraction hardware.

This is rumored to be the first of several media-attraction operations looking at running their own venues, (as we reported on in our IAAPA’25 coverage). As well as the beginning of a spate of M&A developments in that sector, as well as in the consolidation of VR content and operations business in the coming months.

XR Growing Dominance

One of the last activities for the XR landscape in December of last year was the holding of the UnitedXR Europe convention in Netherlands capital Brussels. The combination of the two leading XR events in Europe – combining AWE Europe and Stereopsia into UnitedXR. This new combined event attracting 267 exhibitors.

An important event in charting the reality going into the new year of the VR scene, and the reality of the business, along with the growth in commercial applications and the hybrid investment in MR and AR technology. Regarding the VR tech on show and Xelerate VR – showed their ball bearing mounted floor system, using special shoes to create an omni-directional system for navigation in the virtual world. The system looking to go up against established competition from the likes of Virtuix and KAT omi-direction treadmills.

Unique immersive motion systems, but this time aimed at location-based entertainment deployment were seen with the ‘Skyjet VR’, developed by iRALTA – the system mounted on a unique standing motion platform, using an HTC headset, and Air Flow fx elements. Winning the best in show award, this was an interesting new entrant into the unique application of tethered VR for compelling immersive experience. Regarding the VR free-roam attraction scene and another recipient of a show award, Entr – presented their VR museum. A special immersive enclosure was constructed to allow groups of guests, wearing HTC Focus 4 headsets, to traverse a virtual museum experience. The whole enclosure developed with partners Backlight VR and FEVER. A demonstration of their actual venue developments.

Exhibitor 2Sync GmbH demonstrated their ‘SyncArena’, representing a configurable free-roam installation that can be placed in any size and configuration of space at a facility even mapping in structures like pillars into the game experience. While the company was using Quest 3’s during their demonstration, they confirmed the move to Pico soon. The platform currently being represented by SynthesisVR. Also presenting their free-roaming VR capabilities was 5D VR with their Egyptian FEC business interests – looking at a wider international deployment of their platform.

During UnitedXR several conference sessions were held. One of those included the “LBE XR Panel Session” – moderated by Stinger Report owners KWP. The session was entitled “Building the Global Stage for LBE: Platforms, Open Tools & New Markets”, and saw representation on the panel from UNIVSEXR Roam, Excurio, and venue operation Muzeverse. The audience was treated to an informative discussion on the next phase of VR application in LBE, and how shared reality (large scale audience based interactive immersion) was driving new business development.

This session was a taster of what will be planned in June at the Californian Augmented World Expo in June 2026. Which will include a dedicated conference session and a LBE XR Zone for exhibitors and attendees from the industry to gather. It is felt that this event in June, will become a benchmark for the LBE XR sector, offering a dedicated event to help define and grow the business. Rather than crowding this sector in with other events, not focused on growing the XR technology landscape.

At the UnitedXR’25 event other shared reality style platforms being presented included Wevr and their ‘The Little Princess’ launched free-roam across platform in Japan. Free-roaming VR had been in the news at the end of the year with a selection of arena developers announcing new content, such as HOLOGATE adding the ‘Smurfs’ VR to their list of titles. Along with Synthesis VR – announcing the release of ‘Superhero VR’ a six-player free-roaming game experience available. Zero Latency VR – announcing ‘Outbreak 2: Mall Mayhem’ officially live across the Zero Latency VR network. And Sandbox VR – announcing ‘Deadwood Valley’ just crossing 1m tickets sold with $62m sales to date. These developments underpinning the continued bankability of the LBE VR sector.

The volatility in the original VR arena business, however, was reflected on the latest venue closings. 2025 ended with the latest reversal from our sources, Dreamcast Immersion, one of the first of a new wave of LBE VR free-roaming arena startups, launched in 2016 by previous film producers and events specialist. It was revealed the closing of their first and only European venue – Dreamscape Genevia, first opened in 2022, announced its permanent closing in December, this following the Los Angeles site closing in 2024 – leaving the Riyadh, Saudi venue as the last operational venue.

The company had been a poster boy for the concept of VR venues, seeing considerable funding from investors including major studios such as Warner Bros., 21st Century Fox, Metro-Goldwyn-Mayer (MGM), and IMAX, along with director Steven Spielberg. But like fellow hopefuls’ Nomadic VR and The VOID who fell by the wayside, Dreamscape failed to hit to ambitious targets, and in the end decided to pivot into the educational sphere creating Dreamscape Learn – while sidelining their LBE VR aspirations. A salutary lesson that has taken over six years for the LBE VR sector to learn.

Returning to the UnitedXR’25 event and we saw one of the most impressive immersive demonstrations from ImmersiX Format from V-NOVA Studio. Presenting a cinematic photorealism and six degrees of freedom for real-time navigation in pre-rendered scenes. This latest software application taking existing movie experiences and creating compelling immersive experiences based on the captured sequences. This technology being eagerly sort by movie studios and streaming services for the application of content suitable to be watched on consumer VR and MR headsets and should spark a new level of immersive regarding the movie viewing experience.

The big names on headset and smart glasses exhibited at UnitedXR’25 with Pico, HTC and Meta taking space to present their latest developments. Newcomer HyperVision presented a unique lens system offering a hyper-wide field of view – technology the far surpassed current technology and offers a glimpse at the future of headset development. One of the big developments charted by the convention was the Mixed-Reality (MR) invasion – mixed reality as a new approach to engagement. Several exhibitors at the show offering MR rather than VR applications. This was seen in the LBE sector with the launch of Oceanogràfic Aquarium in Valencia, Spain, the largest aquarium in Europe, reveals the launch of a MR experience with ‘Inmersión’ – 65 audience members wearing Meta Quest 3 headsets to interact with the immersive experience.

Augmented Reality also had its place on the UnitedXR’25 show floor with Spectacles division of SNAP showing off their latest production prototype AR smart glasses (similar to those reported on during IAAPA’25). The company recently announcing the launch of Spec Inc, a subsidiary within SNAP that will enable new partnerships towards driving commercial adoption of the smart glasses. These new platforms and apps to support an AR populated world were presented by exhibitor and sponsor Niantic with their ‘SPATIAL’ application, running their AR animal experience in the halls of the convention venue.

One of the unusual presentations at UnitedXR Europe 2025 was the appearance of what previous sci-fi writers have called “wetware”. Neural Balance Innovations, which stimulating my inner ear, not only completely removed motion sickness, but it was able to fully control the sensations. The ability to directly interact with a user via stimulation of their body offered a glimpse of a science fiction approach to immersion, and a peak into the near future for the technology.

In Conclusion – UnitedXR’25 proved an incredible snapshot at the health and drive in the commercial XR landscape, as well as the innovation being applied towards future developments. The show attracting some 200 exhibitors and over 2,500 attendees for the show floor and well attended conference program. But it was clear that there was unrest ahead as the XR market vied with the aspirations of the consumer VR market. And that the coming new year and in particular CES’26 would chart the developments of this aspect of the technology.

About the author

Kevin Williams

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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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