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Sound Off #71 - Smart Data Collection, Third Place Consumer Shifts, and more!

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Manage episode 479819001 series 3650329
Content provided by Brandon Willey. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brandon Willey or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ppacc.player.fm/legal.

Sponsored by Intercard!

Wristbands and smart tracking technology are transforming how guests engage with location-based entertainment venues while providing operators with crucial data on visitor behavior and preferences.
• Super Nintendo World's wristband technology pairs with mobile phones to track movements and collect scores
• Tracking systems help operators identify "hot areas" but many fail to properly utilize the valuable data collected
• Recent Gensler Research Institute study shows immersive experiences top visitor interests with consumers willing to pay premium prices
• Third space entertainment venues seeing 35% of consumers pivoting toward competitive socializing experiences
• Companies now marketing ROI metrics over technology specifications with Sandbox VR celebrating $200M in lifetime sales
• COSM's "shared reality" venues offer premium viewing experiences for sports and films in contrast to Sphere's $800M debt struggles
• Tourism slowdowns affecting entertainment venues with decreased international visitors, particularly from Canada
• Supply chain issues potentially impacting new entertainment machines from manufacturers like Sega and Bandai Namco
If you found today's discussion valuable, please share this episode with your peers in the entertainment industry, and don't forget to subscribe for more insights on location-based entertainment trends.

  continue reading

Chapters

1. Changing the Game of Guest Engagement (00:00:00)

2. Tariff Updates and Tourism Slowdowns (00:06:57)

3. Music Game Machines and Manufacturing Challenges (00:11:50)

4. Immersive Entertainment Market Trends (00:16:14)

5. Chuck E. Cheese Superhero Rebrand Debate (00:19:36)

6. COSM vs Sphere: Immersive Experience Showdown (00:26:38)

391 episodes

Artwork
iconShare
 
Manage episode 479819001 series 3650329
Content provided by Brandon Willey. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brandon Willey or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ppacc.player.fm/legal.

Sponsored by Intercard!

Wristbands and smart tracking technology are transforming how guests engage with location-based entertainment venues while providing operators with crucial data on visitor behavior and preferences.
• Super Nintendo World's wristband technology pairs with mobile phones to track movements and collect scores
• Tracking systems help operators identify "hot areas" but many fail to properly utilize the valuable data collected
• Recent Gensler Research Institute study shows immersive experiences top visitor interests with consumers willing to pay premium prices
• Third space entertainment venues seeing 35% of consumers pivoting toward competitive socializing experiences
• Companies now marketing ROI metrics over technology specifications with Sandbox VR celebrating $200M in lifetime sales
• COSM's "shared reality" venues offer premium viewing experiences for sports and films in contrast to Sphere's $800M debt struggles
• Tourism slowdowns affecting entertainment venues with decreased international visitors, particularly from Canada
• Supply chain issues potentially impacting new entertainment machines from manufacturers like Sega and Bandai Namco
If you found today's discussion valuable, please share this episode with your peers in the entertainment industry, and don't forget to subscribe for more insights on location-based entertainment trends.

  continue reading

Chapters

1. Changing the Game of Guest Engagement (00:00:00)

2. Tariff Updates and Tourism Slowdowns (00:06:57)

3. Music Game Machines and Manufacturing Challenges (00:11:50)

4. Immersive Entertainment Market Trends (00:16:14)

5. Chuck E. Cheese Superhero Rebrand Debate (00:19:36)

6. COSM vs Sphere: Immersive Experience Showdown (00:26:38)

391 episodes

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