How to Spot the Industry’s Seven-Year Cycles and What You Should Be Doing to Take Advantage of the Current Cycle and Prepare for the Next.

What’s Hot…And What’s Not –– Part One
If we want to talk about trends in the industry, we should first discuss those seven-year cycles that seem to surprise and haunt us simultaneously. Those mangy cycles usually have to do with a new technology and how long that technology takes to gain traction (approach utilization of 20% of the market) and increase market share.

But a cycle can also be a repackaged existing concept using either a new or even an old technology. Once a new idea or technology does gain traction, it will continue to penetrate the market at a high inclined curve to a peak in relevance and profitability. But by the time you hit the fifth year, the incline slows down, starts to flatline, and then most often decreases sharply known as “falling off the cliff.”

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The EAG Seminar Programme – Delivering Real Benefit To Your Business

On 16th-18th January 2018 several thousand  decision takers from the amusements and leisure sectors will converge on ExCel London for EAG International and Visitor Attraction Expo. The show’s draw is such that many will make the journey from Europe and beyond whilst the event, now in its ninth year, has inevitably come to mean different things to different visitors.

Wednesday 17th January

The implications for new virtual reality technology and how it has a direct impact on the amusements and attractions sector in the UK and beyond.

KWP’s Kevin Williams will host an extensive session with contributions from Inmotion’s Paul Collimore, Tom Hamilton of RUSH VR, Simon Reveley of Figment product, Amplified Robot’s Steve Dann and Bob Cooney of Cooney Consult.

This wide reaching session will include an overview of the immersive entertainment scene, choosing an appropriate games platform and the opportunities and pitfalls that exist for VR arcades in the UK.

The afternoon session will focus on the operational opportunities around operating VR arcades and their inclusion in theme parks and mixed leisure destination. The session will close with a review of some of the steps the amusements industry needs to take to prepare for new immersive entertainment technology.

 

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Technology increases attraction spend, says new report

Some 85 per cent of UK visitors say they often or occasionally decide against buying food and drink at a theme park because of queues, while 67 per cent take the same view with regard to buying merchandise, according to a new report.

Research by Omnico has found that UK theme park visitors would spend up to four times as much on food, drink, and merchandise if theme parks installed consumer-friendly technology.

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Intel’s VR chief expects virtual reality to divide into multiple gadgets and markets

Virtual reality hasn’t taken off in a big way with consumers, but Intel believes in its potential. It’s not clear just yet what will be VR’s biggest hit, but the platform will produce a huge amount of data that will have to be processed in the cloud using Intel infrastructure, said Frank Soqui, general manager of virtual reality at Intel.

Soqui believes that the market for headsets will separate into distinct segments, including mobile, standalone headsets; PC-based systems; and heavy-duty location-based entertainment.

 

 

 

 

 

 

 

 

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Virtual reality gamers give Hollywood Bowl a boost

Investors in Hollywood Bowl hit a strike on Monday after the ten-pin bowling firm unveiled its first special dividend alongside a full-year sales surge, boosted by customers using new virtual reality games in its arcades.

Boss Stephen Burns said a big investment was made to open a new installation at its O2 Greenwich branch in the summer. Customers pay £5.50 to put on virtual-reality goggles and play multiplayer game Hospital Escape Terror.

Read More at Evening Standard

Stinger Repory LIVE – 002

NFL Experience Times Square Immerses You In Football Through Tech

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Stinger Report LIVE – 001

Chinese Theme Park Seeks to Ride Boom in Demand for Virtual Entertainment

Giant robots and futuristic cyberpunk castles rise out of lush mountain slopes on the outskirts of Guiyang, the capital of one of China’s poorest provinces.

Welcome to China’s first virtual reality theme park, which aims to ride a boom in demand for virtual entertainment that is set to propel tenfold growth in the country’s virtual reality market, to hit almost $8.5 billion by 2020.

Staff members wearing virtual reality goggles sit in a motorized cart while performing an inspection of the attraction "Fly Over Guizhou," at the Oriental Science Fiction Valley theme park in Guiyang, Guizhou province, China, Nov. 16, 2017.

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VR RC Racing Becomes Reality!

LiveDrive™ RC Racing from N-Flatables.