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Why gamification is no longer optional

Today's guests expect interactive, personalized experiences shaped by gaming and digital culture, making gamification an increasingly essential part of attracting, engaging, and retaining visitors in modern theme parks.
Written by
Ben Griffith
Published on
23rd July 2026

The theme park industry is in the middle of a generational shift, and most of the people running it know it. Attendance at the top 25 parks recovered to pre-pandemic levels by 2024 according to the TEA/AECOM Theme Index, but per-capita engagement is changing shape underneath the headline numbers. Guests are younger, more digitally native, more likely to be travelling internationally, and dramatically less tolerant of passive entertainment than the cohort that built the modern industry. The parks that adapt will compound. The parks that do not will be operating very pretty museums. The shift is accelerating demand for guest engagement, interactive experiences and immersive entertainment across the attractions industry.

Three trends are doing most of the work.

The first is the attention economy. The global gaming industry is now worth roughly US$200 billion a year, with more than 3 billion active players worldwide close to 40% of the entire human population. The average teenager spends seven to nine hours a day on a screen, and the underlying mechanic of those screens variable rewards, persistent progression, social comparison is exactly the mechanic that gamification borrows. These gameplay loops have become the benchmark for modern guest experience expectations. Roblox alone reports around 80 million daily active users, the majority under 16, with average sessions of more than two hours. A theme park that does not offer a comparable loop is not competing with other theme parks; it is competing with TikTok, Roblox and Fortnite for the same hours and the same dollars. This is a fight you cannot win with bigger queues for better roller coasters alone.

The second is the rise of the FEC and the hybrid attraction. Family entertainment centres laser tag arenas, climbing gyms, escape rooms, hybrid bowling-and-arcade venues were a US$30+ billion segment globally even before the pandemic, and they have grown faster than traditional parks every year since. Almost without exception the FEC operators leading this growth are the ones who treat the player profile as the product. A guest who has a persistent identity, a points balance, an achievement history and a friend leaderboard across laser tag, escape rooms, climbing and bowling is a guest who comes back four times as often as one who does not. This approach creates personalized experiences, strengthens guest loyalty, and drives repeat visitation through gamified experiences that extend beyond a single visit. This is no longer a hypothesis; it is a P&L line.

The third is the expectation of continuity. A guest who visits a Disney park and uses MagicBand, then visits a Universal park and uses the Datapad, then visits your park and gets a paper map and a stamp card, has a very specific reaction. They do not articulate it as insufficient gamification. They articulate it as this place feels old. The bar has shifted partly because of what gaming has trained audiences to expect Pokémon GO, with more than a billion lifetime downloads, taught hundreds of millions of guests that walking around in the real world should drop loot, unlock characters and remember them next time. It remains one of the clearest examples of successful phygital experiences and real-time guest engagement at scale. Merlin's recent investments in interactive overlays at Legoland and Madame Tussauds are a quiet acknowledgement of the same shift, and any operator opening a new park in 2026 or later is being measured against that bar whether they like it or not.

This is where the regional operators have an unusual opportunity. The incumbents Disney, Universal, Merlin are extraordinary at what they do, but they are also constrained by enormous installed bases, decades of legacy systems and the political weight of in-house teams. A new park, or a brave existing operator, can leapfrog. Warner Bros' soon-to-open Riyadh park is being built with gamification as load-bearing infrastructure rather than a retrofit, and the result is a guest experience that simply was not possible at parks built ten years ago. It represents a move toward story-driven experiences and playable attractions designed around participation rather than observation. The technology has matured to the point where the cost-of-entry is no longer the limiting factor; the limiting factor is creative ambition.

The honest argument is not that gamification is a nice addition. It is that the underlying expectations of the audience have already changed, and parks are now being built and judged in a market that assumes interactivity by default. The operators who treat this as a passing trend are making a 20-year capital decision against a 20-year demographic trend, which is rarely a winning move. The future of playable attractions will increasingly favor operators who build interactivity into the core of the experience rather than treating it as an optional layer.

The good news is that the work is fun. Gamification is, after all, the part of theme park operations that most resembles theme park operations. Supported by visitor analytics, engagement metrics, and data-driven operations, it gives operators a practical framework for measuring and improving guest behavior at scale. It is play, applied to itself.

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.