Digital Out-of-Home Entertainment Event Emphasizes New Technology
By Rob Scott
November 1, 2012
November 1, 2012
- Entertainment industry reps gathered at the second annual DOE Network Association (DNA) Conference earlier this month at USC.
- The DOE industry includes business interests involving theme parks, education and edutainment, retail and mall advertising and enhancement, exergaming and more.
- “Many of the attendees are involved in pressing the limits of digital technology and physical design to greatly expand the storytelling and engagement possibilities of out-of-home venues,” reports Phil Lelyveld for ETC@USC (the event was covered as part of the ETC’s service to its membership).
- Consultant Randy White of White Hutchinson Leisure explained that 60 percent of arcade dollars have shifted to home entertainment in the last five years.
- “Americans go to the movies on average four times per year. But they eat out approximately 167 times per year,” Phil writes. “Dining is a highly social experience. The top 20 percent of income households account for 48 percent of out-of-home spending.”
- White suggests that arcades retool facilities to “attract this upscale market with restaurants, Wi-Fi-equipped lounges, and games that allow for more group social and competitive activities.”
- Kevin Williams, organizer of the DNA conference, discussed the industry’s need to better embrace technology.
- “There is no reason, he argued, why devices could not recognize players when they return to a facility, coordinate communications as they interact with devices throughout the facility, and — if they opt-in — connect them with people who have similar interests and skill levels anywhere on the planet,” notes the post.
- “The DOE industry can compete with rapidly improving home and personal entertainment options by offering attractive, safe locations to socialize, access high-end specialized devices, and have location-specific blended physical and virtual experiences.”
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