The Improvement of the Quality of Amusement Equipment is Inseparable from these Points!
With the continuous development of society, people have put forward higher requirements for amusement equipment, from the initial satisfaction of entertainment to people’s emotional communication, skill training, parent-child interaction and so on. This also puts higher requirements on the amusement equipment manufacturers, and the corresponding amusement equipment designers must also respond to the market and meet the demand! From the feedback of current market demand, the design of future amusement equipment should focus on meeting the following five requirements.
First, high cost performance
According to the popular explanation, the more the number of visitors playing at the same time in the devices at the same price, the higher the price/performance ratio. Regardless of whether the merchant purchases of the product or the manufacturer researches of the product, the cost-effective product should be considered. The cost-effective product can bring a more heated atmosphere to the venue, and can also become a high life cycle product of the manufacturer. For example, flying chairs, carousels, etc., in rotating equipment, the products have been enduring for a long time, and can be said to be the necessities to the venue. These products are always ahead of other similar products in terms of technology maturity and cost performance.
Second, parent-child competition
This concept is rarely mentioned at present. At present, the situation of “children playing amusement parks, parents playing mobile phones” has become a common phenomenon. Despite the “parent-child park” and “parent-child equipment” everywhere, it did not really achieve the effect of parent-child. As a result, the demand for parent-child competitive products has emerged. Such products need to be completed by manufacturers and merchants. First, manufacturers need to provide amusement equipment that parents and children can use at the same time. Be sure to have a competitive element so that the merchant can use the device to organize the game. Secondly, the merchants should design relevant game activities, let the parents, children, and the families play the game and interact, and provide certain prize and gifts.
Third, the subject equipment
Teenagers are always the main consumers of animation products. In the future, there will be more anime and film elements infiltrated into the park. Children can see the familiar items in the cartoons become real, seeing, touching, and even moving and playing images. Children can walk into the cartoon scene. At present, in the amusement park industry, the pirate ship of One Piece, the pineapple house of SpongeBob, and even the time and space drawer of the robot cat have a distinctive representative image, and have been made into equipment to enter the park. We believe that there will be more cartoon elements to enter the park equipment in the future.
Fourth, system equipment
With the development of technology, there will be more Internet of Things devices in the future amusement park, that is, networking communication between devices will greatly improve playability. In addition, amusement equipment can interact with personal wearable devices to generate data. For example, the frequency of children playing a certain device, calories burned, health data, etc., can also achieve remote interactive games with the device. And this information can be added to the member points system, or the achievement system of the children’s games. There are already some prototypes, such as the virtual currency system in some professional experience halls. In the future, such systems will be more and more, and will be combined with the functions of the device, so that players can become more sticky to the device.
Fifth, team equipment
As the name implies, it is a device that can organize team playing. This kind of equipment, interspersed in the park, is generally set up in a larger venue as team-like equipment, or organize team games, designed to train children in a mixed-age structure such as park, to understand primary social relationships. Team games is of great help to train children’s personality, cultivate emotional intelligence and promote children’s growth.