Épisodes

  • Entertainment Social Arena #15 - Social Entertainment's Galloping Growth
    Feb 19 2026

    The evolving landscape of social entertainment is significantly reshaping the amusement industry, as evidenced by EAG 2026 in London, where a record number of exhibitors showcased products blending amusement with immersive social experiences. Key trends include the integration of competitive socializing venues with traditional amusement offerings, exemplified by innovations from SEGA Amusement International, GameVolt, and newcomers like Battleup and TRIOTECH. The event highlighted a surge in gamified activities such as mini golf, shuffleboard, shooting galleries, and AR-based games, reflecting a shift towards highly social, shareable experiences. Additionally, the rise of frictionless payment systems and service robots signals technological advancements supporting this trend. The industry’s recognition of social entertainment as a crucial growth area is further emphasized by upcoming US trade discussions, including a keynote on “Social Entertainment: Amusements Competitive Edge” at AEI 2026. This convergence signifies a strategic move for investor focus, as traditional amusement operators increasingly embrace social-driven revenue streams amid a competitive global market.

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    17 min
  • Sound Off #110 - Leader Shake-Ups, iQIYI Land, Vitruvian VR & More!
    Feb 17 2026

    Sponsored by Intercard!
    Sponsored by Alan-1!

    On this week's show we discuss how leadership changes ripple across our industry as CFOs step into CEO roles, raising questions about vision, risk, and long-term brand health. We weigh Disney’s shift, Six Flags’ policy pivots, VR’s LBE momentum, and the transmedia race between Netflix Houses and iQIYI Land.

    • CFO-to-CEO executive shakeups and brand risk
    • Disney leadership change, parks strategy, pricing reform
    • CEC’s CIO transition and operational tech alignment
    • Moonshot closure and competitive socializing lessons
    • Rent pressure, relocations, and Kung Fu Saloon
    • Regional park closures, debt load, and safety fallout
    • Expansion announcements, branding notes, and logos
    • LBE VR content trends, mini-games, and motion platforms
    • Distribution, licensing, and keeping libraries fresh
    • Funding flows to LBX and investor sentiment
    • AR and MR feasibility vs marketing claims
    • Six Flags online arcade and POV recording policy
    • Cashless operations and guest friction
    • IP crossovers: Bomberman, Pokémon pinball, Lego tie-ins
    • Sega’s physical footprint rumors and positioning
    • Netflix Houses vs iQIYI Land modularity and scale
    • Investor reports, best practice, and trade show plans


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    1 h et 12 min
  • The Stinger Report #1261 - Europe Amusement Race
    Feb 17 2026

    The start of 2026 has already delivered significant insights into the amusement and social entertainment markets, with the UK’s EAG 2026 standing out as a key indicator of emerging trends. The event showcased record-breaking exhibitor participation, highlighting innovations in amusement, VR, and gamified social platforms, including motorbike gaming and interactive shuffleboard. Notably, social entertainment sectors like augmented and projection-based experiences gained momentum, driven by companies such as 501 Fun, Game Volt, and Battleup. The show also underscored the importance of venue operations amid ongoing industry consolidation, with major players like Bandai Namco and Raw Thrills unveiling new titles. Meanwhile, music gaming experienced a resurgence, exemplified by Electrocoin’s debut of the ‘Dance Dance Revolution World’ in Europe. The event's evolving landscape reflects a shift toward immersive, social, and technologically advanced attractions, amid increasing international competition and logistical challenges, setting the stage for a pivotal year ahead in the global amusement industry.

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    17 min
  • The LBX Show #64 - Guest Gab w/Randy White on authenticity & more!
    Feb 16 2026

    Sponsored by Intercard!
    Sponsored by Alan-1!

    On this week's show we track how adult-focused, social, and authentic experiences are reshaping location-based entertainment, with Randy White from White Hutchinson sharing new data on spending, time use, and shifting tastes. Open & Shut with Kevin Williams maps the freshest openings, risky bets, and quiet closures across the U.S., Europe, Japan, and China.

    • birth decline and the shrinking kids market
    • educated households changing spending patterns
    • live events up, community venue time down
    • social games plus F&B beating attraction-only models
    • programming and seasonality driving repeat visits
    • alcohol moderation and the rise of zero-proof
    • food adventures as a core draw
    • authenticity over IP skins in guest choice
    • Taito, Genda, Round1, and Toca Social updates
    • space efficiency, dwell time, and revenue per square foot
    • mixed-attraction venues as the competitive edge
    • what fails fast: empty space and weak F&B

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    1 h et 16 min
  • The Stinger Report #1260 - Consumer VR Reboot!
    Feb 12 2026

    The consumer VR market faces significant headwinds amid major industry shifts, with declining headset sales and strategic retreats from key players. Valve’s unveiling of the ‘Steam Frame’ signals a high-end PC VR resurgence, emphasizing streamed infrastructure and extensive ecosystem support, potentially marking a last-ditch effort for mainstream adoption. Conversely, Meta’s scaled-back investment, staff cuts, and closure of Horizon for Business reflect a reassessment of VR’s commercial viability, shifting focus toward AI and AR smart glasses. Apple’s Vision Pro underwhelmed with disappointing sales and a scaled-down future roadmap, highlighting the challenges of premium headsets in capturing mass interest. Sony and Panasonic have also reduced VR commitments, signaling a broader industry retrenchment. Despite these setbacks, immersive enterprise and location-based XR applications offer a more promising avenue for growth, suggesting that while consumer VR’s mainstream prospects wane, the XR ecosystem’s commercial and enterprise sectors could drive future value for investors.

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    15 min
  • The Stinger Report #1259 - Entertainment Sector Starts at a Gallop!
    Feb 10 2026

    The opening of 2026 signals a turbulent yet dynamic year for the entertainment investment landscape, marked by major M&A activity, strategic restructuring, and technological innovation. Notably, Netflix’s $82.7 billion acquisition of Warner Bros. Discovery is expected to reshape content IP management and theme park strategies, exemplified by Warner’s rebranding efforts and legacy IP implications. Meanwhile, Netflix’s pivot into gaming and transmedia, exemplified by its acquisition of Ready Player Me, highlights a broader industry shift toward immersive, multi-platform experiences. China’s iQIYI launched ‘iQIYI LAND,’ echoing Western trends of integrating IP into immersive theme parks, while Sony’s recent IP acquisitions and venue closures reveal the volatility in the theme park and LBE sectors. The XR landscape remains vibrant, with innovations in mixed reality, headset technology, and neural interface advances showcased at UnitedXR Europe, but market unrest persists amid venue closures and financial challenges. Overall, 2026 promises significant restructuring, strategic M&A, and technological breakthroughs, shaping the future of entertainment investments.

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    20 min
  • Sound Off #109 - Inflection Point For LBE, Exec Leadership Resets, and more!
    Feb 10 2026

    Sponsored by Intercard!
    Sponsored by Alan-1!

    On this week's show we examine the inflection point in location-based entertainment, from Disney’s leadership reset to retail game declines, and why competitive socializing and IP-led experiences are setting the pace.

    • Disney’s CEO transition and creative leadership realignment
    • Videogame retail collapse as demand shifts to experiences
    • Chuck E. Cheese leadership change and experience versus finance background
    • Topgolf’s sim bay model and UAE flagship signals
    • Genda’s consolidation into focused umbrellas
    • Taito’s 55-year milestone amid rising competition
    • Dave & Buster’s Super Bowl promo via Fever and brand clarity risk
    • Boxpark’s identity gap and programming mismatch
    • Dine-in cinema closures versus cinetainment growth
    • Grand Prix Las Vegas as a transmedia blueprint
    • Sally dark rides, Zero Latency’s Jumanji, and IP strategy
    • Retro arcade IP on Apple and industry missed value
    • Upcoming Amusement Expo and AWE LBE XR sessions

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    1 h et 4 min
  • The LBX Show #63 - Brass Ring Winners, BW rants about IP, and more!
    Feb 9 2026

    Sponsored by Intercard!
    Sponsored by Alan-1!

    On this week's show we break down the IAPPA Brass Ring winners, why Hupalupa’s guest-first design stands out, and whether an immersive museum belongs in LBE. We unpack CEC’s CEO shift, BW rants about costly IP skins on proven earners, and scan global openings from VR arenas to clawcades and F1’s mega play in Vegas.

    • Brass Ring wins for FEC and LBE, with Hupalupa praised and Deutschlandmuseum LBE classification questioned
    • Hupalupa's layout, videos, and clear attraction mix driving pre-visit intent
    • CEC leadership change from David McKillips to Scott Drake and expansion goals
    • Skeptical take on branded clones like Ghostbusters wheel vs Big Bass Wheel
    • Sandbox VR Italy adding cocktail robots to lift per caps
    • Twist VR’s market fit in Palm Desert and Zero Latency inclusion
    • Experience Factory’s karting-plus model and Timemission tie-ins
    • Grand Prix Plaza as a brand-led entertainment platform
    • Clawcades scaling with social media and local activations
    • Dave and Buster’s Dominican Republic launch and mix choices
    • Resorts layering competitive socializing into captive-audience hubs
    • Cinema closures versus cinetainment resilience
    • Wahlap’s china footprint, asi teasers, and the importance of build quality
    • Alan-1’s pepper’s ghost cabinets and retro-tech comeback
    • Enter the gungeon support ending and lessons on industrial-grade hardware

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    54 min