The Location-Based Entertainment Industry.
How the market is changing. The experience economy. Key industry
characteristics. Types of centers. The four different target markets.
Entertainment versus edutainment. Types of locations. Indoor attractions.
Outdoor Attractions. Common mistakes that led to roadkill.
The Market.
Defining the geographic market area. Why defining the market area by
distance doesn't work. Assessing competition. Analyzing demographics
and socio-economics. Defining a target market. Developed a focused assortment
mix.
Site Selection.
Essential characteristics. Establishing the size. Zoning and
other entitlement issues. Environmental assessment.
Feasibility & Economic Analysis.
Attendance projections. Per capita expenditure projections.
Expenses. Cash flow versus profits. Sensitivity Analysis. Determining
the return: cash-on-cash versus return on capital.
Cost Estimates.
The flaw of using square foot averages and industry benchmarks.
Getting into the detail early. Commonly missed costs.
Financing.
Financial statements: understanding their use and interpretation.
Types and sources of financing. Should you borrow or have partners?
How to put together a winning business plan and presentation. Understanding
the lender's perspective on your ability to service debt. Using personal
guarantees to your advantage. Venture, angel and investor capital.
Design - Outdoor Facilities.
Determining peak period demand and entertainment capacity requirements
in order to right size the facility. Creating the proper mix of attractions
and sizing them to fit the market. Developing a site layout and attraction
placement to maximize thru-put and impulse sales. Maximizing entertainment
value. The design process from concept to final plans, plus governmental
approvals and selection of contractors. The value of go-karts, miniature
golf, bumper boats, arcades, batting cages, paint ball, skate parks,
food service, group areas and related elements in an attraction mix.
Design - Indoor Facilities.
Determining peak period demand and entertainment capacity requirements
in order to right size the facility. To use or not use existing buildings.
Design constraints. Creating the proper mix. Establishing a flow to
maximize sales. Improving impulse sales. The design process from concept
to final plans, plus governmental approvals and selection of contractors.
Theming. The value of bowling, miniature golf, rides, indoor go-karts,
soft-contained-play, laser tag, games, and other indoor attractions
in the attraction mix. Game room mix, layout and dynamic clusters.
Cash & Inventory Management.
The symptoms of silent partners. Causes of shrinkage and theft. Effective
key control systems. Holding employees accountable. Electronic control
systems. POS and debit card systems.
Food & Beverage.
An essential component for success. Establishing the menu. Kitchen design
and equipment selection. Setting your prices Setting up systems. Managing
for success.
Games.
Types of games. Industry trends. Optimizing the mix, layout
and number of games. Redemption: game ticket payout, hit frequency,
win percentage, entertainment value, perceived value versus cost. Owning
or revenue share? Analyzing collection reports.
Safety.
Training. Equipment. Preventive maintenance. Operating manuals. Crisis
management.
Marketing.
Developing an effective marketing plan. What should you spend? Types
and advantages/disadvantages of different media. Promotions that work.
Birthday Parties.
General overview. For an in-depth seminar on birthday parties, we recommend
you attend Birthday Party University www.birthdayuniversity.com.
Group Business.
The corporate and not-for-profit market. Lock-ins. Fund raisers. School
field trips.
ADA & Universal Design.
What are the legal requirements and how do they apply? Moving beyond
accessibility: making your facility user friendly with universal design
concepts.
Operations.
Hiring and training a winning staff. Essentials of customer service.
Creating repeat appeal. Establishing your standards. Using policies
and procedures to create consistent guest experiences.