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The Stinger Report #1231 - Vegas Amusement Gathering - Part 3

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Manage episode 477629150 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.

In Part Three of the #StingerReport coverage: The Amusement Expo International (AEI) 2025 showcased key trends shaping the amusement and entertainment industry, with a strong focus on immersive technologies, competitive socializing, and strategic shifts in event organization. Mixed Reality (MR) and Augmented Reality (AR) innovations were prominent, with companies like Verse Immersive and INOWIZE pushing AR experiences into entertainment venues. Competitive socializing gained traction, as exhibitors highlighted platforms such as connected darts, shuffleboards, and mini-golf tailored to social environments. Active entertainment also expanded, with products like Gel Blaster Nexus and Valo Motion’s ‘ValoArena’ gaining attention for their high utilization rates. Meanwhile, international exhibitors emphasized Japanese IP-driven merchandise strategies, leveraging collectible prizes to drive repeat engagement. Despite a slight dip in attendance, the event reflected a "changing of the guard" in leadership, with plans for major structural changes in 2026 to align with complementary trade shows and enhance market relevance.

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Chapters

1. Vegas Amusement Gathering Introduction (00:00:00)

2. XR and AR Experiences (00:00:32)

3. Social Entertainment and Competitive Gaming (00:02:27)

4. Active Entertainment Trends (00:06:07)

5. Future Changes for Amusement Expo (00:08:27)

6. Japanese IP in Amusement Markets (00:12:09)

412 episodes

Artwork
iconShare
 
Manage episode 477629150 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.

In Part Three of the #StingerReport coverage: The Amusement Expo International (AEI) 2025 showcased key trends shaping the amusement and entertainment industry, with a strong focus on immersive technologies, competitive socializing, and strategic shifts in event organization. Mixed Reality (MR) and Augmented Reality (AR) innovations were prominent, with companies like Verse Immersive and INOWIZE pushing AR experiences into entertainment venues. Competitive socializing gained traction, as exhibitors highlighted platforms such as connected darts, shuffleboards, and mini-golf tailored to social environments. Active entertainment also expanded, with products like Gel Blaster Nexus and Valo Motion’s ‘ValoArena’ gaining attention for their high utilization rates. Meanwhile, international exhibitors emphasized Japanese IP-driven merchandise strategies, leveraging collectible prizes to drive repeat engagement. Despite a slight dip in attendance, the event reflected a "changing of the guard" in leadership, with plans for major structural changes in 2026 to align with complementary trade shows and enhance market relevance.

  continue reading

Chapters

1. Vegas Amusement Gathering Introduction (00:00:00)

2. XR and AR Experiences (00:00:32)

3. Social Entertainment and Competitive Gaming (00:02:27)

4. Active Entertainment Trends (00:06:07)

5. Future Changes for Amusement Expo (00:08:27)

6. Japanese IP in Amusement Markets (00:12:09)

412 episodes

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