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Stinger Report

Results 101-108 of 108 remove Page 11 of 11

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#1110 – Competitive Edge for Entertainment

Those long-suffering readers of The Stinger Report will have begun to see a consolidation of the various elements of the immersive / interactive entertainment landscape that we have made our focus for over 28-years. In looking at immersive entertainment in the Out-of-Home Entertainment scene, we have seen competition evolve into eSports. Competition in the Frame An aspect of the competitive socializing landscape is the tournament and championship element of the business. This is personified by the overall term of eSports – a perception that all competition revolves around this term. The reality is that a true understanding of how Out-of-Home Entertainment can embrace and profit from this genre was recently discussed. Amusement would seem to have already cut its teeth in the origination and adoption of competitive play, in an industry that established collection and promotion of players’ stats (first […]

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#1109 – Social Entertainment Gets Real!

The explosion in new entertainment facility development continues apace, with moves by some corporations towards a “Digital/Physical” strategy. This report looks at the convergence of the new social entertainment blend, while at the same time charts the appearance of new active entertainment investment and repositioning from the latest leading corporations to embrace the metaverse. Competitive Entertainment Culture The rise of Social Entertainment has been personified by the explosion in popularity of the hospitality-centric entertainment venues seen with Puttshack, FlightClub, Topgolf, Swingers, and other brands. However, the descriptor for this new phase of entertainment experience is better described as “Competitive Socializing” – a term first coined in the UK, gaining mainstream popularity as far back as 2015 and initially defining pubs incorporating a circus entertainment vibe, or bowling and F&B brands. Moreover, it is a blending of a hospitality atmosphere married […]

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#1107 – The Tiger Eye’s Entertainment!

Moving fast into the Chinese New Year of the Tiger, and investments and developments have sprung into action, with major corporations pouncing on big opportunities. This report will start with a look at the investment in eSports, and the marriage with interest in cryptocurrency and beyond. Then we will turn to the Japanese amusement and gaming scene and view the upheavals, restructurings and new investments hoping to keep this market relevant in the modern time.  Electronic Sports and Payment Considerable investment in the eSports sector was made by the Saudi Arabian government, through their Public Investment Fund (PIF) through Savvy Gaming Group (game industry investment corporation), who acquired ESL and FACEIT groups for the sum of $1.5b. The groups run tournament competitions, as well as running apps for players to organize independent tournaments. This development marks one of the largest […]

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#1108 – Game Space Under Pressure

There are momentous developments across the social media, videogaming and location-based entertainment markets. The time for acquisition, restructuring and more is at hand. Looking beyond the changing perspective of entertainment investment, we see another major acquisition take place and start a bidding war across the sector.  The Acquisition Game Only a matter of days after the videogame industry was rocked by the momentous deal by Microsoft to acquire Activision Blizzard and their associate components for $68.7b (as well as the fallout from the Amazon acquisition of MGM Studios for $8.4b), a feeding frenzy erupted in the industry that seems to mark a pivotal point in its history – what some have labelled the “Videogame Consolidation”. However, it may be better to see this as an “Entertainment Consolidation”, as the ripples widen towards creating true multi-media corporations.  Announced just at the […]

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#1106 – Building the Bedrock of Immersive Entertainment

While the world still reels from the impact of the Global Health Crisis, other momentous developments seem to fly past. But it is important to take time and take stock of where the industry has come from, and where it is going. In two far reaching observations, we first look at the anniversary of the videogame market, and then at how the next generation of entertainment looks to embrace high brands. Birth of the Interactive Nation The video amusement industry represents the oldest facet of the digital interactive entertainment landscape. This is the originator of most of the game strategy, gameplay, competition, and nomenclature that has gone on to establish the vast $175b consumer games industry. 2022 marked the 50th anniversary of ‘PONG’ – the phenomenally successful first mainstream video amusement release, and a game that would cement video amusement […]

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#1104 – Innovation Driving the Entertainment Market

The New Year started, but some of the old issues that plagued the previous period seem to still be haunting the industry. However, first we need to conclude the last physical event of the 2021 period, before giving a detailed rundown of the amazing developments across the immersive landscape. Simulation Concludes Year There was one last show event development from 2021 – with the all-important 54th I/ITSEC (Interservice/Industry Training, Simulation & Education Conference), for military and commercial simulation and training. The event took place only days after the IAAPA cornucopia at the same Orlando convention center; with several of the amusement trade exhibitors crossing the aisle and taken space at ITSEC’21 to represent their other business in simulation and training. As with the entertainment sector, the simulation sector has seen its share of recent mergers and acquisitions, one such being […]

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#1105 – Entertainment Investment Frenzy

The culmination of development and investment towards creating a changed landscape for the consumption of entertainment, has been personified by the start of 2022. The conditions seem to be right for leading entertainment brands towards consolidation, mergers, and growth. The market, through increased investment, sees major corporations looking towards creating franchised ecosystems across the leading platforms, and a physical presence is now becoming as important as a digital, online and connected presence. Amusement Investment Developments in the Out-of-Home Entertainment venue scene have continued to pick up speed. Much of this is fuelled by a growth in investment in this area, with the Family Entertainment Center (FEC) business projected to grow to $40.8b by 2025, according to industry analysis evaluation. This growth has continued since the valuation of $18.9b in 2017 (revealed in corporate reporting by Launch Trampoline Parks). This has […]

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#1103 – The New Year Dividend for Entertainment

The New Year sees an incredible movement of interest and investment into the Out-of-Home Entertainment landscape, although some of these developments have taken some time to consolidate. The previous attempts in the 1990s, to define a new era of amusement and entertainment space for a more diverse audience, took on a new relevance as the ghosts of those attempts raised their heads again, both in the final consolidation of one, and the re-emergence of concepts from another. The Location-Based Entertainment (LBE) market and the emergence of Social Entertainment are about to see a new phase of activity, and we hope the lessons from the last failed attempts have been learned.  Collapse Of Hollywood Arcade Chain Speculation had been high that the true manifestation of the impact of the Global Health Crisis and lockdown on the entertainment scene had not yet […]

The brainchild of two location-based experience enthusiasts, Christine Buhr and Brandon Willey, 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.

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