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#1223 – IAAPA 2024 Trade Show Bonanza – Part 3

Loading the Elevenlabs Text to Speech AudioNative Player... This third part of our four-part coverage of the at IAAPA (International Association of Amusement Parks and Attractions) Orlando 2024 – and we focus on the social entertainment mini-golf scene, and on amusement applications revealed. AI Constructed Brief Part Three – At IAAPA Orlando 2024, the focus was heavily on the burgeoning social entertainment sector, particularly through innovative mini-golf applications and interactive amusement solutions. Companies like Greenspan introduced tech-infused platforms such as ‘Puttify,’ enhancing traditional mini-golf with digital scoring and social interaction capabilities, showcased notably through their partnership with Topgolf's new facility. Numerous exhibitors demonstrated advanced interactive systems, from AR-enabled games to gamified experiences like 'Neon Bowling' and ‘PlayBox.’ Recognizing the shift towards competitive socializing, traditional amusement manufacturers like ICE and Jersey Jack Pinball unveiled products designed to attract a more social […]

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#1222 – IAAPA 2024 Trade Show Bonanza – Part 2

Loading the Elevenlabs Text to Speech AudioNative Player... In the second part of our four-part coverage we continue to look at the IAAPA (International Association of Amusement Parks and Attractions) Orlando 2024 – this session focuses on the Immersive entertainment and Competitive Socializing aspects of the show, and developments being made in the industry. AI Constructed Brief Part Two - Investors in the amusement and entertainment industry should take note of emerging trends and innovations highlighted at IAAPA Orlando 2024, particularly in immersive entertainment and competitive socializing. Key developments include the rollout of advanced VR attractions such as Ballast VR's 'DIVR+' and Bay-Tek’s 'HyperDeck,' showcasing the growing integration of edutainment within immersive experiences. Notably, Immersive Gamebox parent announced troubling news of entering administration, despite ambitious expansion efforts and partnerships with notable franchises, indicating potential volatility in the sector. Additionally, there's […]

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#1221 – IAAPA 2024 Trade Show Bonanza – Part 1

Loading the Elevenlabs Text to Speech AudioNative Player... 2024 concluded with the major trade events shaping the 2025 plans for the international amusement and attraction sector. In this first part of our four-part coverage, we will look at the Orlando mega-show IAAPA and try to chart the key trends and developments. AI Constructed Brief Part One - The IAAPA Orlando 2024 event served as a pivotal gathering for the global amusement and attractions industry, showcasing approximately 1,100 exhibitors across various segments, including waterparks and family entertainment centers (FECs). Key trends highlighted include significant mergers and acquisitions, notably Falcon’s Beyond's acquisition of Oceaneering Entertainment Systems, and emerging developments in immersive experiences, particularly in VR and eSports attractions. The introduction of Minecraft-themed experiences by Merlin Entertainments, and the ongoing evolution of free-roaming VR platforms, underscores the industry's shift towards integrating gaming with […]

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#1220 – Interactive Entertainment Bonanza!

Loading the Elevenlabs Text to Speech AudioNative Player... The latest trends and developments marked the last few months of the year. IAAPA Expo Europe 2024 (IEE’24) is a major event defined as IAAPA EMEA (Europe Middle East and Africa), held at the RAI Convention Center in the middle of Amsterdam, in the Netherlands. The touring event returning to the venue six years since its last visit to Amsterdam. AI Constructed Brief The IAAPA Expo Europe 2024 (IEE’24), held in Amsterdam, showcased emerging trends in the amusement and attractions industry, drawing significant attendance from Europe, the Middle East, Asia, and the US. The event highlighted innovations in media-based and immersive technologies, with exhibitors like Lagotronics and DOF Robotics unveiling groundbreaking attractions and AI-powered solutions. The rise of Competitive Socializing was evident with new concepts in mini-golf and gamified experiences, while the […]

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#1219 – The Changing Entertainment Landscape

Loading the Elevenlabs Text to Speech AudioNative Player... Further issues regarding XR adoption in the consumer sector have started to appear. There is an opportunity for the consumer VR sector to redefine itself after over eight years in trying to achieve the promises made by the much-hyped technology’s latest incarnation into the consumer electronics market. AI Constructed Brief The VR/AR market is experiencing significant turbulence, with Meta Reality Labs facing substantial challenges in consumer adoption and market positioning. Despite reporting Quest 3 sales as "outpacing expectations", Meta is experiencing quarterly revenues of $353 million against a $4 billion loss and has made strategic cuts including closing Read at Dawn Studios, shelving the GTA VR game, and abandoning the Meta Quest Pro 2 development. Competing manufacturers like PICO, DPVR, and Pimax are positioning themselves in the market, while other major players […]

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#1218 – Defining Immersive Investment

Loading the Elevenlabs Text to Speech AudioNative Player... Looking at one of the important territories in the amusement universe and, in Japan, the amusement operation (locally known as Game Centers) business was in the spotlight regarding its reported first quarter financial results. AI Constructed Brief The Japanese amusement operation industry, known locally as Game Centers, is undergoing significant transformation. Despite a sharp decline from 87,000 centers in 1993 to 10,000 in 2021, the market has shown signs of growth since then. Major players like BANDAI NAMCO, SEGA, GENDA, and TAITO are adapting to attract younger audiences, particularly Generation Z, with new concepts and competitive socializing developments. BANDAI NAMCO reported a 17% increase in amusement operation sales, while GENDA GiGO Entertainment saw a 15% rise in business profits. Companies are diversifying their offerings, with TAITO announcing plans for "amusement parks" and […]

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#1217 – Entertainment Round Up

Loading the Elevenlabs Text to Speech AudioNative Player... As we play catchup on the news that has taken place while we have been on the road, we start this coverage with the events that took place as we move into the later part of 2024 – and leading the charge is the European consumer videogame blowout. AI Constructed Brief The 2024 Gamescom and GTI-China events highlighted significant shifts in the gaming and amusement technology landscape, with key observations for investors: Virtual Reality (VR) technologies are experiencing market restructuring, marked by reduced exhibitor presence and cautious industry investment. Sony's PlayStation VR 2 platform faces challenges, including price increases and speculation about potential hiatus, while Chinese manufacturers are pivoting towards motion-based VR experiences with a focus on passive ride attractions. The events revealed a cooling consumer enthusiasm for VR. The market appears […]

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#1216 – Social Entertainment Dines Out, Part 2

Loading the Elevenlabs Text to Speech AudioNative Player... Continuing our coverage of the “Eatertainment” sector and its growing impact on the market, we look at the involvement in the Social Entertainment aspect of the business and the need by the market to expand into new territories. At the same time, we look towards the Theme Park and Resort sector, and how changes in branding and the movie sector are reflected in changing business conditions. AI Constructed Brief Imbiba-backed Clays secured £6m in new investment to support expansion, with plans to open its first regional venue in Birmingham, UK. The digital clay pigeon shooting concept is poised for significant growth. Another Imbiba-supported chain, F1 Arcade, announced plans to roll out 30 venues in the US over 5 years, partnering with D-BOX for haptic technology. Sixes Growth, a new cricket-themed venture, raised […]

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#1215 – Social Entertainment Dines Out, Part 1

Loading the Elevenlabs Text to Speech AudioNative Player... The explosion in developments and new openings in the Social Entertainment sector have been immerse in recent months. The interest in what has been defined as “Competitive Socializing” has only been disrupted by the upheavals that are impacting the “Eatertainment” sector. In the first of a two-part report on these developments, we look at the reality of falling revenues and the restructuring of the business currently underway. AI Constructed Brief The "Eatertainment" sector is facing significant challenges due to inflation and declining sales, with various chains like Dave & Buster's and Topgolf reporting drops in same-store sales. Dave & Buster's saw a 5% decrease earlier this year but rebounded with a 2.5% revenue increase in Q2 2024, supported by facility renovations and new openings. In contrast, Topgolf reported an 8% decline in […]

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#1214 – Big Strike for Entertainment Future!

Loading the Elevenlabs Text to Speech AudioNative Player... While the bowling industry and even the Japanese leisure sector all get their chance to shine in the sun, we see the realities of how social entertainment is impacting the sectors from bowling scene, alongside the Japanese market’s need for reinvention and investment towards its new future. Reflecting a momentum in the evolving leisure entertainment sector before the holidays and the rest of the years expected surprises. AI Constructed Brief The International Bowl Expo (IBE) 2024, held at the Gaylord Rockies Resort in Aurora, CO, marked a significant gathering for the bowling and amusement sectors, celebrating its 92nd anniversary. The event highlighted a shift towards social entertainment, with exhibitors showcasing innovative bowling technologies – such as QubicaAMF's 'NeoVerse' and Brunswick's 'SyncOne' media platform. The focus was on creating engaging experiences, such as […]

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