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The LBX Show #92 - Rerun: Annual Predictions Episode 2026!
Stinger Report Kevin Williams July 7, 2026
The Asian amusement sector is rapidly evolving, with IAAPA Asia 2026 showcasing increased investment in media attractions, immersive XR experiences, and frictionless cashless payment systems driven by Chinese government support and regional demand. Despite a 25% decline in attendance, the event highlighted a surge in active gamified play, innovative VR/AR attractions, and social entertainment models gaining traction. Chinese funding shifts from consumer to location-based XR projects signal a strategic pivot, fueling large-scale Virtual Adventure installations. The upcoming AWE USA event promises to further accelerate this XR momentum, underscoring a transformative period for global attraction innovation and investment opportunities.
It seems only a matter of weeks since we were last covering the Chinese amusement and attraction scene, and now we have a new report from IAAPA’s Asian gathering. A show reflecting current economic conditions but also revealing the latest trends shaping the international theme park, water park and resort sectors, and all in between.
A matter of weeks after the expansive AAA Expo (which we have covered exclusively in previous Stinger Reports) the 12th IAAPA Expo Asia 2026 opened in Hong Kong Convention Centre, China. IAAPA Asia would open with some 300 exhibitors – along with holding several conference educational sessions (EDUTalks), dedicated to expanding investment and development in the region. And promoting the shows’ theme of “Pursue the Wonder”.
The region has doubled down on attraction and amusement, with the Hong Kong Tourism Board (HKTB) announcing some 14.31m visitors, which represented a 17-percent year-on-year increase during the first quarter of 2026. As was stated in our AAA expo coverage, the Chinese government seeing tourism and entertainment as vital powerhouses for both local and export investment. The IAAPA Asia show floor promoting the investment in working with Western corporations, and the exporting of new designs from the region globally. After the vibrant opening ceremony, (seeing to be a compelling component of all IAAPA conventions recently), attendees moved to the show floor.
Media attraction development plays a vital part in the path to innovation in the sector. Exhibitor and sponsor DOF Robotics ran an example of their ever-green ‘Hurricane 360’ VR inverted ride attraction, in its four-rider configuration with Pico headsets. The company was also talking about its other new attraction concepts in development including their new mini sub 4D attraction.
While Brogent Technologies – an event exhibitor and sponsor – unveiled during the show their new ‘R-Ride’ motion theater platform offering 360-degree LED panorama screen and a rotational motion platform. In revealing the new system at the Asian show, the corporation confirmed the first installation will be in 2027 at ‘VinWonders’ in Vietnam – along with a new ‘o-Ride’ flying theater. Brogent also announced their new partnership with Toho Global, applying their famous monster IP to create a flying theater attraction called ‘Godzilla the Ride: Great Clash’.
Media attractions were represented from market powerhouses such as MACK Rides, along with Simtec Systems and TRIOTECH. This included media based interactive attractions are a growing facet of the modern attraction scene and key exhibitors leading this charge were present in Hong Kong including Lagotronics Projects, and Alterface – who announced on the show floor their partnership with fellow exhibitor Fantawild Holdings. An agreement towards developing interactive attractions based on their gamed dark ride platform for destination development.
But there were major developments taking place off the show floor that would rock the immersive media attraction business and would have considerable ramifications in the shape of the business. We will cover these developments later in this report.
While the largest Chinese amusement trade event had held only a matter of weeks earlier in Guangzhou at the AAA Expo 2026, the IAAPA Asian event still attracted amusement representation, at what is mainly a theme attraction facing event. UNIS Technology came to the IAAPA Asia event with only one machine, their ‘Pickleball Rival’ active motion tracked video, in its’ single player option. The booth being operated by the local Hong Kong division of the corporation. While the IAAPA event is not really a heavenly amusement leaning entertainment gathering. The majority of theme and water parks in the region operate extensive amusement holdings on their property. These sites looking for the latest trends in amusement to attract audience spend.
Other regional developers exhibiting included ACE Amusement – fresh from their big booth showing in Guangzhou, the company decided to bring ‘Jet Ski Racer’ and their ‘Hover Rush’ motion DX pieces. Also exhibiting Mecpower Technology, and Dreamfuns Amusement, along with Yuto Games – with examples of their ‘Combat Heroes’ four player VR gun visor piece, and the racer ‘Crazy Drift’. Oculeap, also fresh from AAA’26 had decided on an interesting selection for their booth, with the new release ‘Ion Strike’ video pinball concept with foot controllers – and the previously released ‘Zombie Frenzy’ VR gun visor shooter upright. As well as promoting their extensive catalogue.
Sharing a booth with LaserForce International, Pixel Games presented their Interactive Illuminated Floor (IIF) platform. A strong active entertainment experience, the IIF platform has also found favor with older audiences, as seen with some systems deployed in social entertainment venues, an aspect of the market also represented at the event, as covered later. Along with media attractions, the emergence of active play with gamification was also charted across the show floor. Exhibitor Pico Play was promoting their ‘PlayMAXX’ environment, supported by interactive targets within the playspace and wristbands, creating an active game zone.
While many exhibitors were focused on the more traditional approaches, the continued growth in Phygital investment was represented at the show, with a strong showing of XR investment. As we charted in our AAA’26 coverage, the Chinese market was migrating from Phase Two tethered VR, towards the growth of Phase Three and beyond free-roaming areas.
Exhibitors such as FunInVR brough their latest VR to the Asian show, including their ‘VR Attack’ two-player tethered game, and their VR ride-on theater attraction. Many of the exhibitors offering product, and full turnkey installation of VR arcades for franchise consideration. At the IAAPA Asia event, leading VR free-roaming arena franchise operation and developer BATTLE START was in attendance. With some 428 deployments globally. The operation offering franchise installations of their Meta Quest 3 VR headset powered standalone VR arena with a selection of game experiences.
Why many of the more traditional Western VR scene is not as familiar with the Latvian corporation is broken down to a myopathy regarding Eastern European VR development. Several EU and US venue operators have installed BATTLE START systems, most recently the Karthaus Zweibrücken, eKarting center installed a VR arena in their location. The ability to offer an effective standalone VR arena package for the modern amusement operation has seen many entrants presenting proven platforms. InstraVR Go and their arena system made landfall at the Chinese event. We reported on their standalone six player portable arena system in our AEI’26 coverage earlier in the year.
Crossing into the attraction and resort aspect of IAAPA Asia, the exhibitor Virtual Reality Slide & Snorkelling promoted their water-based VR platform for flooms and pools. The company giving live demonstrations of their system pool side at the adjacent Harbour Grand Hong Kong hotel. One of those Chinese XR developers that had made it hot foot from AAAE’26 was MIXR (Denexr), the corporation representing a selection of VR and MR systems, including the XR 4D theater attractions. Other developers of such platforms included FlyFun Amusement, Flame Stone, and Movie Power, who brought their twin rider parachute VR game system.
Regarding those that did exhibit with a MR approach to headset entertainment, and AStation presented their Apple Vision Pro powered mixed reality experience platform. With seven locations in China running the experience, including their flagship Beijing MR service boutique. Another IAAPA Asia exhibitor that was using Apple Vision Pro headsets was Sota Robotics, promoting control of their ‘Curi Gen 2’ humanoid robot. We had expected to see a lot more of the “Digital Karting” MR systems that filled AAA’26 represented at the IAAPA Asia event, but they seemed to be holding their powder dry. Partly due to the venue restrictions and costs in bringing projection mapped karting systems to the Hong Kong show – but also because some developers look to make a big splash in November.
One aspect of the Asian market and odds with the Western alternative is the accelerated embracing of cashless and full frictionless ticketing and payment systems. Including the usage of electronic smart point-of-sale (ePOS) applications, and along with this the inclusion of AI agents in the supporting infrastructure. The IAAPA Asia show reflected this with exhibitor and sponsor accesso Technologies. Fresh from recent acquisitions, such as the slew of AI and analytics platforms, like Dexibit for $12m, and xAI for an undisclosed amount. Both developers of platforms that will grow accesso‘s internal AI-driven analytics services, alongside their payment infrastructure, to its global customer base.
Other developers making an appearance in Hong Kong included ROLLER an exhibitor and sponsor. While amusement payment systems were seen from Embed, Intercard and exhibitor and sponsor Semnox Solutions. A growing powerhouse in the payment, booking and facility development aspects of the business in Fever, and they came for the first time to the IAAPA Asia event, exhibiting and promoting their “live-entertainment discovery platform”. We have reported on many Fever powered attractions in the market, as well as new entertainment projects such as the growth of the ‘Fever Hub’ chain. As the company said their growth is fuelled by data collection and strategic partnerships, and it is expected that the Fever empire will prove a colossus in the international sector.
The growing inclusion of a Social Entertainment (Competitive Socializing) lineup to the exhibitors list, becoming incredibly telling on the growth and importance of this emerging aspect of the entertainment business. What recently had been dismissed as an aspect of the industry; even the most hardnosed IAAPA gatekeeper grudgingly can see as a new aspect of business investment, (expect a sudden appearance of a Social Entertainment EDUTalk in coming events).
Leading the charge on the IAAPA Asia 2026 show floor for the social scene was industry stalwart 501 Fun promoting their ‘Interactive Darts’ and ‘Augmented Darts’ platforms, the company also showed their ‘Interactive Mini Golf’ system. Other social entertainment facing suppliers included Qubica AMF, and Brunswick Bowling. Other developers of social entertainment platforms were also seen walking the show floor, arranging meetings with key Asian operators looking to add this new element to their mix.
The pushing of self-contained franchise operations has gathered momentum in the current social entertainment frenzy, and at IAAPA Asia, operations exhibited offering such turnkey solutions. One such as Brass Monkey, with their franchise division promoting their social hub venue incorporating bowling, social entertainment. A hospitality model already opened in Dubai. This operation supported through ASI Research. Another facility operation exhibiting at the Hong Kong event was CA SEGA JOYPOLIS – both operating in Japan and China their ‘JOYPOLIS’ chain of indoor entertainment and sports venues. The operation is looking at broadening their franchise reach. Having recently launched their new ‘JOYPOLIS SportsX’ active entertainment chain, the time seems right for the growth of the chain outside of Asia.
In Conclusion – the IAAPA Asia 2026 gathering attracted a verified attendance of 5,477 according to organizers, this comparing to last year’s Shanghai attendance of 7,093. Initially no word was given for the near 25-percent decline in attendance. Though the previously covered factors of expo saturation and global economic conditions played their part. The shows 300 exhibitors were split over three main and one mini halls of the convention center – proving an interesting trek between exhibitors
Along with the trade show, the convention included several high-level networking opportunities at locations around the Hong Kong area directly linked to attraction investment, such as the opening reception at Hong Kong Disneyland. Along with the Asian expo supported by the new EDUTalk educational summits. At the end of the event, it was confirmed that IAAPA Asia 2027 will be held in Osaka, Japan from the 28 of June to the 1 of July. The holding of a Japanese convention will be an interesting event adding to the crowded 2027 trade show calendar.
The Stinger Report reached out to the trade association organizers of IAAPA Asia 2026 for their observations on the reason for the drastic decline in attendance following last year’s show. Sadly, no response was received before we had to go to the wire. While we understand the need for a measured and positive response – it is incredibly hard to place a positive spin on a drop of some 25-percent in verified attendance. While the Middle East conflict and Global Economic conditions are obvious impactors, a short fall over just 12-months of this level also speaks to greater issues closer to home. One association member spoke of concern over the spiralling expense to exhibit, and the additional association events, feeling pressured with more and more conventions calling on their budgets for less and less actual sales generation. Closer scrutiny will now be made on the attendance numbers at IAAPA EMEA in London in a few months’ time.
One piece of information that added a final piece of the jigsaw to information the Stinger Report had been given at the AAA Expo; was regarding why in the last twenty-four months, LBE XR and especially the installation of Virtual Adventure projects, have mushroomed in the Chinese scene. It was revealed that much of the funding that had previously been allocated to consumer VR hardware development by the Chinese Ministry of Industry and Information Technology (MIIT) governmental action plan set up to support this, had now changed. The funding now reverting to the support of subsidised LBE XR projects across regions of China. This represents an incredible injection of financial support into the home-grown Chinese VR arena scene and explains the rushed catchup to Phase Three and Four VR application in LBE. We can expect to see more Virtual Adventure large audience installations supporting local regions in China.
This is just one indicator that in China, as can be expected Globally, while the consumer VR sector may now pivot towards AI, and much of the subsidies have ended, commercial still has support. This decision process reflecting what has happened in the West with the abandonment by Meta and subsequently investors in the over-hyped consumer VR opportunities. However, in China, these allocated funds have not disappeared but are now being redirected into a sector that has an established business model, proven revenue generation, and offers a means to pivot away from the failed hype-cycle of the consumer VR scene for the LBE XR landscape. How long will it take Western investors to realise this strategy and follow suit? One man’s loss is another man’s gain!
As stated previously there were major developments impacting the media-attraction scene off the IAAPA Asia show floor. Officially confirmed a few days after the end of the show – but known to several executives during the Hong Kong event. It was revealed that Simworx, the UK based immersive media attraction designer and developer had been acquired by a proxy of Intamin Attraction Rides, (ETF Ride Systems). An accelerated merger and acquisition process to rescue the UK company, was led by BTG.
Simworx was founded in 2005 and claimed over 130 attractions installed and developed globally. The company had been a prominent UK promoter of media-based attractions, though had been known to have been in financial difficulties for some time. Non-appearances at key trade shows, such as the recent IAAPA Asia even indications of trouble at home. A new operation called Simworx Attractions had been founded wholly owned by Intamin Attraction Rides, to acquire all the assets of the company, working closely with Intamin owned ETF Ride Systems. In what was called a “job-safeguarding pre-pack deal.” We expect further information on the scope of the acquisition in coming reports.
Following further investigation, it was revealed that Simworx affiliate RoboCoaster (acquired back in 2015) had not been part of the merger acquisition, with news services reporting that the company, originally established in 2000 had been placed into joint administration. The company had been created to design and build robotic immersive attractions and trackless ride vehicles. But had later been rolled into Simworx sharing branding and booth space at numerous events. RoboCoaster had collaborations with KUKA and Dynamic Attractions (who also went into insolvency in 2023), the operation was also known for supplying props for several Hollywood films including the 2002 James Bond movie ‘Die Another Day’.
With the end of the Hong Kong event, all eyes turn to the new event shaping the LBE XR scene. The Augmented World Expo (AWE), partnering with Stinger Report owners KWP, to establish a LBE XR Zone and conference session to the venerable AWE USA gathering. The event seeing support from key providers and suppliers in the sector and looking to establish a dedicated foundation for the promotion of innovation and application of all aspects of XR into the attraction, amusement and location-based arena. The AWE 2026 event also included a new LBE XR category of the august “Auggie Awards” – with KWP invited to judge finalists in the section. A full and exclusive report of what was seen, and the trends defined, coming in following coverage.
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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