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The business case for play

A better guest experience is, on its own, a slightly soft argument for the people signing the cheques. This piece converts the engagement and story case into the language of dwell time, per-cap spend, sponsorship and repeat visitation the levers a CFO actually moves.
Written by
Ben Griffith
Published on
23rd July 2026

Walk through any major theme park on a Saturday and you will see a curious thing: thousands of guests holding the most powerful entertainment device ever invented a smartphone and using it almost exclusively to take photos of the experience they paid to be inside. The screens have won the attention war almost everywhere except, paradoxically, the one industry built entirely around attention. The global video game market is now worth roughly US$200 billion a year comfortably four times the size of the global theme park industry and the gap is widening, not closing. That is not just a guest-experience problem. It is a balance-sheet problem, and it is why gamification has quietly become one of the most discussed topics at every IAAPA conference of the past five years.

The numbers are instructive. The global theme park and amusement park market is worth somewhere north of US$50 billion annually, and the TEA/AECOM Theme Index has shown that the operators investing most aggressively in interactive layers Disney with MagicBand, Universal with TapuTapu and the Galaxy's Edge Datapad are the same operators consistently outperforming their peers on per-capita spend and length of stay. Look sideways at gaming and the lesson is even more pointed. Pokémon GO, a single mobile game built on a player profile and a map, has generated more than US$8 billion in lifetime revenue from people walking around outdoors. Fortnite has crossed US$25 billion. The mechanism is not mysterious: a guest who is mid-quest in a story-driven experience is a guest who has not yet decided to go home, and a guest who is still inside your gate at 4pm is a guest who will probably buy dinner.

Gamification is, at its core, a way of converting passive footfall into active participation through gameplay, and active participation into measurable economic outcomes. Done well, it lifts four levers at once. It increases dwell time, because there is always one more zone to unlock. It increases guest loyalty and repeat visitation, because progress persists between trips. It opens new revenue streams sponsored quests, branded mini-games, bowling-style redemption tickets, season-long competitions with real prizes that simply do not exist in a non-gamified park. And it generates a continuous stream of behavioural data, visitor analytics and engagement metrics that lets operators tune queue placement, F&B pricing, and capital investment with a confidence that traditional surveys never could.

Sponsorship deserves a specific mention. A snack brand paying to put its logo on a printed map gets very little. A snack brand whose mascot becomes the antagonist in a park-wide treasure hunt collected, defeated, and shared on social media by tens of thousands of guests is buying something closer to a small cinematic universe. The model already exists in gaming. Travis Scott's in-game concert in Fortnite drew 12.3 million concurrent players and reportedly generated over US$20 million in a single evening, and brands from Nike to the NFL now run permanent activations inside Fortnite, Roblox and Minecraft because the engagement metrics and real-time guest engagement dwarf traditional digital advertising. The unit economics are different, the renewal rates are different, and the pricing power is meaningfully different. Several PlayMaxx operators have already used this model to underwrite the cost of the gamification layer itself.

The redemption economy is the second big lever, especially for FECs and hybrid attractions. Laser tag, ten-pin bowling, mini golf, climbing walls and arcade floors all become more engaging as playable attractions when scoring is persistent across visits and tied to unlockable rewards. Operators we work with in this segment routinely see double-digit lifts in repeat visitation once a player profile is in place, because the guest is no longer paying for a single game they are paying for a season-long progression they have already invested in.

There is, of course, a harder question buried inside the business case: whether to build or to partner. Building a custom RFID, sensor and identity stack from scratch and supporting the required attraction technology is a multi-year, multi-million-dollar undertaking, and the operators who have tried it in-house tend to underestimate the ongoing software cost by an order of magnitude. The Australian JV behind PlayMaxx exists precisely because the theming and technology disciplines almost never live comfortably under the same roof, and the most elegant, gamified experiences and guest experiences happen when both sides are equal partners rather than vendor and client.

The operators who understand the future of location-based entertainment (LBE) are not asking whether to gamify. They are asking how quickly they can do it without disrupting next quarter's numbers. The answer, increasingly, is that the disruption is what they were already losing to a phone screen they just hadn't seen it on a P&L yet.

Ben

Ben Griffith is PlayMAXX’s technology expert with over 30 years of experience understanding, planning, architecting, and delivering complex solutions across the full production lifecycle. Having contributed to more than 500 commercial projects since 1996, Ben brings deep, hands-on expertise from working closely with production teams and stakeholders to define, build, and deploy innovative outcomes across the entire engineering stack. Known for his “eternal student” mindset, he continuously explores new methods to improve processes and elevate project delivery. As a business leader, Ben has been at the forefront of recognizing the convergence of physical and digital experiences, and through 2dm Digital, he has fostered an environment where teams and clients collaborate to create next-generation online and phygital platforms, immersive attractions, and interactive activations that inspire people to engage, play, and connect.