Dropping In
95% of Product Launches Fail – How to Launch like SpaceX
Thirty thousand new products launch every year. Most of them fail. And according to Harvard Business School professor Clayton Christensen, it’s because companies fail to understand how their product fits in the market. I’ve worked on dozens of product launch strategies, including some of the most successful in the location-based entertainment industry. I’ve been watching SpaceX launches…
Read MoreThe Truth About Star Wars Lightsaber VR Game Earnings
One of the only companies brave enough to launch a product into the teeth of the pandemic was VRsenal. In October, the company announced that the VR lightsaber game would be available globally after delivering to Dave and Busters for their chain-wide deployment. Since then, operators have installed close to 200 units. It’s been challenging to…
Read MoreIs VR Safe for Kids?
With the success of the Oculus Quest 2, and so many AAA games coming to virtual reality, kids everywhere are asking for a VR headset. But Facebook (the company that owns Oculus VR) states that nobody under 14 should use the Quest. Parents might be wondering why can’t kids do VR? Despite the warnings, there…
Read MoreIt’s Your Time to ShowUp
After six months of design, planning, sweat, sleepless nights, and a fair bit of exhaustion, we are ready to launch what many people are saying is the first virtual event they’re actually excited about. By the time you read this, the event will be underway. Click here to get a ticket. Your friends are there.…
Read MoreTransformation: JUMP into the Future of the Experience Economy
In 1998 Joe Pine and James Gilmore wrote a now-famous article in the Harvard Business Journal and predicted The Experience Economy. During my lifetime, I’ve watched consumer preferences shift from goods to services to experiences. But Pine and Gilmore went on to predict what’s beyond the Experience Economy. What’s next? Read on…
Read MoreEsports: Don’t Miss Out On the Next Big FEC Trend
In February 2016 I started covering virtual reality’s third wave featuring The VOID, VRcade (now VRstudios), and Zero Latency. A year later I wrote that the third wave was shaping up like a tsunami. Five years after VR’s reemergence as a legitimate FEC attraction, it’s become a staple attraction in FECs. What’s next? Read on…
Read MoreNew Year, New Mind, New Reality
What if we could develop a practice that enabled us to continuously and instantly recognize our cognitive state, determine if it served us, and changed it immediately if we decided to?
Read MoreHope for Suppliers Amidst Amusement Expo 2021 Continued Rescheduling
Amusement Expo, the largest arcade-focused trade show in the US, has postponed for a second time due to COVID-19. Normally held in March, the show was moved to early May, and now has been pushed to June 28-30th 2021, in Las Vegas. If you sell to the amusement trade, read on. Research from Firestone Financial…
Read MoreLet’s Get Social
I miss your smiling face. By the time the week of IAAPA gets here it will have been 8 months of no travel for me. Six of those months have been in near-total lockdown in Melbourne, Australia. I’ve spent the time in isolation researching and experimenting with virtual event technology and design. I was hoping…
Read MoreDid Covid-19 Kill Location-Based Virtual Reality?
When I talk to manufacturers, distributors, and operators, there’s a clear sense they’re afraid of opening up their location-based VR attractions due to risk of consumer blowback. It feels like a hangover from social media shaming that was happening early in the COVID-19 outbreak when some locations decided to stay open while others shut their…
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