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The LBX Show #92 - Rerun: Annual Predictions Episode 2026!
Stinger Report Kevin Williams August 25, 2026
Interest in the rising influence of transmedia in entertainment, exemplified by the integration of arcade IP, movie tie-ins, and merchandise, notably in gaming, toys, and theme parks. The resurgence of retro gaming and arcade crossovers, supported by major licenses like Street Fighter and Sonic, underline a strategic shift towards nostalgic IP-driven growth. Meanwhile, innovations like “Everyday Prizes” in crane gaming and privacy concerns surrounding AI smart glasses highlight evolving consumer preferences and regulatory challenges. Notably, the sector faces headwinds from AR/VR restructuring, delays, and cost increases, signaling a cautious outlook for immersive technology investments.
This crowded report looks at the deployment of transmedia investment into the entertainment mix. A major development impacting Eatertainment poster boy Dave & Busters’, along with how the explosion in claw machines are seeing new developments in prize placement, along with technologies intrusion into privacy.
We previously discussed the ascendance of retro gaming within the amusement scene, and the move from early classics to more modern amusement properties. This nostalgia for the arcade market fuelled by the investment by the movie industry in IP licensed films. The success of the videogame-based properties driving much of the new production – as we touched on the recent exclusive license between Universal Pictures and ATARI for ten of their golden age videogame IP’s.
All this comes as big budget films are released based on more recent classic game content. Along with a new ‘Mortal Kombat II’ movie, we also have the release, of a new live action ‘Street Fighter’ film. This film based on the CAPCOM 1991 brawler that set the standard for the popular genre, receiving a big budget production. And is being supported by an extensive merchandising line. It was revealed that Hasbro will be releasing a range of six-inch action figures inspired by the characters portrayed in the movie.
The cross over between the movie, the IP and the merchandising becomes incredibly blurred. Only recently Arcade1UP – now the subsidiary of Tastemaker LLC, revealed during San Diego Comic Con, their new range of home arcade cabinets (in 3/4-scale). Riding on the popularity wagon, Arcade1UP revealed their new ‘Street Fighter Supreme’ series home arcade machine, containing 14 CAPCOM classic games from the era. Supported by an online feature for a global leaderboard. While the new release feeds off the nostalgia for the fighting game, it also is leveraging off the movie release and accompanying publicity. This is also true of their other new release with a version of ‘OutRun’ from SEGA, this classic arcade racer is also in active development by Universal Pictures into a big budget movie. Riding this marketing buildup a factor in game licensing. After a messy financial period, and messier asset acquisition by Tastemaker, Arcade1UP is looking to reestablish its home arcade line.
Alongside Hasbro, another toy manufacturer that has been drinking heavy from the arcade well is LEGO. The company already known for releasing several toy sets based on amusement themes. Most recently launching a ‘Pac-Man’ arcade cabinet set, the company has continued this theme with a partnership with Nintendo, to release a ‘Donkey Kong’ toy set – comprising a workable arcade cabinet based on the legendary 1981 retro arcade release. Along with the arcade nostalgia, the LEGO release is also feeding off the popularity of the ‘Super Mario Bros.,’ movie series. This in turn, also sees the success of the Universal Studios ‘Super Nintendo World’ theme parks in Japan and America, which have seen the opening of the new ‘Donkey Kong Country’ areas expansion (first opened in Japan in 2024). This a perfect example of the “Transmedia” application of arcade gaming – able to navigate across different mediums.
Riding the movie licensing IP train has been a constant in amusement, charted back to the botched 1975 ‘Shark JAWS’ video game developed by ATARI under the Horror Game brand, to avoid a legal claim from Universal Pictures. The early amusement trade playing fast and loose with IP finally grew up. Now IP and especially movie properties plays’ a vital aspect in new releases. STERN Pinball devoted to their movie property releases. An example of which with the new ‘Transformers’ pinball table launch, coinciding with the Hasbro’s ‘The Transformers: The Movie’ re-release in theaters for its 40th anniversary. Likewise, we see other manufacturers investing in movie tie-ins. The news from TrioTech, announcing a partnership with Sony Pictures on a new ‘Jumanji’-themed interactive experience to their ‘XD Dark Ride’. Or again with Sony, Zero Latency announcing that they will be bringing the ‘Jumanji’ franchise to their VR arena platform. All these deals in time for the latest release of the ‘Jumanji’ series of movies in theaters.
The transmedia application of videogaming, and especially the early retro IP seen from corporations such as SEGA Japan. The operation having opened their new ‘SEGA Store’ chain in Japan and China, (recently opening a second China store in Beijing), offering a retail venue promoting toys, apparel, and merchandise embracing popular SEGA and ATLUS characters and IP. Their new line store will be riding the wave of their own movie success with the ‘Sonic the Hedgehog’ series of features. SEGA having promoted their wider IP aspirations, sponsoring licensing lounges during recent IAAPA Orlando expos. Other Japanese amusement factories have thrown open their IP libraries towards creating product lines. Bandai Namco Experience have also opened their own chain of ‘Bandai Namco Cros Store’. As sister operation BANDAI has announced a strategic partnership with company, Twin Engine to co-create new IP. All this while GENDA announced a joint venture with LDH Japan to establish a new operation called Tokyo DDI to the planning and development of IP in the region.
Transmedia offering a direct route from popular cultural influence through previous arcade releases, then crossover to videogame and console. Then embracing toys, boardgames, collectables, fashion apparel and merch. With the culmination of a move to film property, streaming series and eventually retail store and entertainment venues. Nintendo and SEGA leaders in this trifactor of Transmedia penetration. Though other videogame corporations are looking with greedy eyes towards following this.
As seen with the Universal Pictures deal by ATARI, they have clearly worked hard to establish their own Transmedia empire. This ATARI is not the original operation from 1972 – that corporation and its IP was sliced up to Warner Communication, Tramiel Technology, Tengen, WMS, and Hasbro Interactive. And finally, a selection of the assets and the brand name were acquired by Infogrames, in 2000. And it is that operation that has branded itself ATARI, acquired some of the original IP and is working so hard to establish an empire built on the brand recognition and nostalgia. But it has proven difficult to steer this ship of state and attempts to move into the facility business with a ‘ATARI Hotel’ concept, announced for Phoenix with construction starting in 2026, but has yet to materialize. This following an abandoned 2020 plan for an ‘ATARI Hotel’ in Las Vegas, part of an eight-city concept.
The difficulty of restructuring a classic amusement and videogame brand and positioning it for Transmedia greatness is very hard. This can also be seen with the SNK property. After imploding in the 2000’s, the operation was acquired by gaming operation Playmore, who also drove the newly branded SNK Playmore group into the ground. Assets would be acquired by Leyou Technologies in 2016, then the whole operation, assets and brands would be acquired by an organisation owned by the crown prince of Saudi Arabia in 2020. His royal highness an avid fan of the brand and its iconic amusement and videogame properties, the new owners having restored the SNK corporation and have attempted to release new content and establish their IP. This was seen with the corporation breaking into the toy market, with the release of ‘Tag Team: SNK Arcade Legends’, a tag battle board game that features SNK characters. Broadening their reach further and Like ATARI; SNK plans to create their own hotel and entertainment facility concept that has proven equally elusive to establish.
Which amusement IP will strike gold next is up for grabs. We will be reporting from the coming Brand Licensing Expo in a few months’ time that will represent several of the leading IP’s from the amusement scene looking to broaden their market penetration. We can expect some surprise development in the face of the latest gold rush.
One of those corporations that has invested heavily in cross promotion and movie IP licensing is that of the “Eatertainment” chain Dave & Buster’s – having been in the news over two years ago for a messy departure of their senior executives, at the beginning of August the corporation was once again in the news with executive woes.
It was announced that the current CEO incumbent (Tarun Lal) had approached the board of D&B and informed them that he had to resign his position. Siting family issues, and his increased need to spend time with his family in India. Comparably new to the “Eatertainment” sector, the executive had been parachuted into the role only just over a year ago (June 2025). Coming from a background in fast food with two years with KFC USA, and nine-years with Yum! Brand (operators of Pizza Hut, Taco Bell, KFC and several other chains). The board choosing this executive after the resignation of his predecessor (Chris Morris) under a cloud.
At the time of taking on the CEO role, Lai had stated that the company’s struggles were attributed to the previous executive team’s implementation of too many strategic changes simultaneously. Stating the previous management executing of strategies all at once that were ineffective and contributed to a broken operation. Root and branch reversals were undertaken by the new chief executive. With the social bay strategy, failure to select new game exclusives, and suspension of marketing investment reversed. All this in the face of mixed results with 6-percents same-store sales declines. The new CEO’s lack of “Eatertainment” experience was dismissed as new executives were brought into the operation to reverse the decline and sooth stockholders’ qualms. With Lai’s now sudden resignation over just 12-months from being appointed will now reignite concerns on the viability of the multi-activity and hospitality chain of some 183 D&B venues franchised and self-operated. Along with their also owned Main Event chain of over 70-venues.
Rather than appointing again an interim CEO, the D&B board announced that their Chief Financial Officer (Darin Harper) would now be taking up the role. He comes from two years with D&B, along with some six-years with Main Event. His predecessor agreeing to stay on as an advisor to the company during the hand over until possibly 2027. That the new CEO comes from a more extensive background in both financing and entertainment venue involvement may be the only silver lining to this sorry situation. The stock market will be looking to see that this leading “Eatertainment” chain can plough a successful path and return to black and not continue to cause serious doubts to the viability of this sector.
Many are aware of the explosion in popularity, once again of crane machines, especially from an Asian perspective. We have started to see new aspects of the deployment of crane gaming trends, taking on unusual new turns that may be unique to the Japanese approach to this vendortainment – but also may turn up on Western shores.
This new trend has been dubbed “Everyday Prizes” – with a selection of new crane game speciality stores populating the machines, alongside the more common merch, filling machines with everyday items such as food and beverages. Turning a shopping trip into a visit to the local crane store! This has taken many observers outside of Japan by surprise. One of the first speciality crane venues to be promoted employing this new prize metrics was the ‘GiGO Crane Game Oasis’ opened in Nagasaki, Japan. Part of the successful GENDA GiGO Entertainment operation, the new store replete with 130 crane and prize machines included an extensive selection of “Everyday Prizes” – consisting of household cleaning products, instant noodles, soft drinks and candies.
Another speciality crane venue employing this approach is the new ‘Crane Yokocho Kiwami’ in Kagamiishi, Fukushima, Japan. Part of the AEON Fantasy operation of crane stores and amusement sites, opened in July and comprises a large selection of what the company calls “easy-to-play” crane machines. Many of which are loaded with a wide selection of “Everyday Prizes”, ranging from detergents, yogurts, potato crisps and other convenient store items. As with the ‘GiGO’ store, the ‘Crane Yokocho’ store offers patrons shopping carts to carry their prizes.
This is not the first time that consumables have been used as prizes in machines. During a recent visit to the Japanese Amusement Machine Manufacturer Association (JAMMA) Expo, we saw the TAITO new refrigerated prize crane machine filled with ice-creams, along with another unit filled with soft drinks, as prizes to be won. In the West the candy claw machines are a popular adaptation of the confectionary crane piece. But the inclusion of a full shop in a crane venue takes this approach to a whole new level. Yet we have not seen a confectionary store approach to crane and claw prizes, though over the years some operators have shown inspiration in what prizes were offered. Many long-time readers of the service will be familiar with “Frank-The-Crank” (well-known amusement industry operator). Who offered luxury women’s shoes as prizes in his crane machine, to attract female guests.
The question is how widespread this practise will become in Japan; will GENDA and AEON instigate this prize selection across their other sites. And the big question, will Western amusement operators look to this “Everyday Prizes” trend as one they can emulate at their venues. For the Stinger Report, there are two other questions – which is there any legal issue in offering these kinds of items as prizes (remembering previous national legislature (Diet) complaints of offering cigarettes as prizes. And finally, is turning shopping into a vendortainment experience indicating financial pressures impacting local citizens?
Apple was the latest corporation to reveal concerns regarding the privacy issues surrounding AI smart glasses usage. It was reported from well-placed sources that the corporation had postponed the release of their own AI smart glasses, codenamed N50 as they undertake a review of how to improve the privacy features of their platform. Apple benefiting from the blackeye that Meta has sustained with their platform, having to roll back subscription plans, and forced to install a mandatory update on all systems to address hacking of recording indicator lights. Another humiliation for the Meta executive team was the announcement that they would be rolling back plans to charge subscription of smart glasses apps for the time being. The backlash to the news of implementation forcing the reversal.
The backlash continued for Meta during July regarding the reaction to the privacy and security element of their smart glasses. It was announced that most public expos were changing their policy for attendees to events. This saw the banning of the use of camera equipped smart glasses – along with the previous banning of photography without accreditation. Seeing numerous Comic Con events schedule for the rest of the year updating their policy. This following close behind to court houses and government building in the States banning the wearing of smart glasses. Both for the privacy of individuals, and for ensuring the security and confidentiality of information within these premises. Other major corporations are following close behind on this policy to protect the confidentiality of their business. Remaining Meta management scrambling to try and address this latest media disaster.
Samsung unveiled their new AI smart glasses and confirmed that they would be premium releases but decided not to reveal the price of the units. Sporting an impressive claimed nine-hour battery life, and including a Google Gemini AI assistant, developed in partnership. These non-display glasses also pair with smart phone and smart watch towards capturing images from the camera on the glasses. The lack of any pricing, and a list of features that seem still short of competition above other platforms. Concerns starting to be raised over the effective business opportunity of pure AI over AR feature sets for consumer interest. Many manufacturers of planed AI smart glasses releases now pairing down their initial roll out plans as they read the room. Consumer backlash to privacy issues, and the continued labelling of the devices by some media as “Pervert Glasses”, causing pause for thought.
The AR sector saw further restructuring and job upheavals, with the news that once prominent poster-boy of the AR revolution back in 2018, Magic Leap had pivoted once again from their original aspirations to release an AR smart glasses platform, and now have ended all plans to build headsets, focused on selling their patents, and building “waveguide” units. These are the units responsible for the pathing of the photons to create the miniature imagery needed for AR display glasses. This latest pivot sees the laying off of some 270 staffers, and the abandonment of several operational divisions. Having sold off many of their patents to Google. ML is a shadow of the operation that raised $4b since its inception in 2010, on its promises to lead AR development. With only their poorly received glasses release to show for it. With the current investment in AR, many observers are wondering if history is about to repeat itself.
The situation regarding the remaining XR sector also saw major reversals. Returning to Meta Reality Labs – it was revealed that the operation’s coming September Connect presentations would see new headsets revealed. But the message was manged with the reveal that these headsets would not be the fabled Quest 4 replacement to the nearly three-year-old Quest 3 hardware. Sources discussed that Meta were focusing on a MR spatial computing approach with a puck-based headset (using a cable connected battery and compute pack). Emulating what had been seen with Apple Vision Pro and Samsung Galaxy XR, or the new PICO Swan and HTC Elite XR. This news sent shockwaves through the consumer VR community – felt as a betrayal of the promised Quest 4 release, now tentatively kicked back to a 2028 release (if ever!) Much now rides on Connect to sooth the expectations of the loyal userbase, or if Meta intends to burn all their bridges at the event.
Uncomfortable news for the consumer XR community kept on coming with reports from processor developer Qualcomm that they had informed their customers representing most of the smart phone, smart glasses, and VR / MR standalone headset manufacturers that they would be raising their prices. Sources suggested a double digit increase in the price to purchase these processors would be forced upon these manufacturers. A situation that would seriously impact the consumer price of these products shipped after September 1st, 2026. This is expected to place incredible strain on those hoping to establish consumer XR.
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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