Emerging
Technology: It's Time To Embrace It
Gerald J. Merola
Chief Financial Officer
Amusement Entertainment Management, LLC
email: profitwizz@aol.com
Having recently spent three full days on the IAAPA show floor in
Atlanta, I find myself bubbling with a host of impressions and feedback
generated from both attendees and exhibitors alike. One of the most
common comments I've heard at the last few shows has been a general
perception regarding the lack of newly introduced products. This
may be true, but from my vantage point, there's a tremendous amount
of new technology entering our industry, some seen and some unseen.
Years ago, it was not uncommon to observe a manufacturer's "work
in progress" at an industry trade show. It was usually a giant
hulk of a contraption that provided some new twist on entertainment,
and ended up getting the creative juices running in all of us. How
could we improve on the design? Where could it best be used? Was
there a way to produce it at a lower price point? The feeling back
then was to provide the buying contingent with a glimpse of what's
coming and, if possible, generate feedback that would help to enhance
the design of the final product. Today, however, there are concerns
about showing a product too early in its development for fear of
eliciting comments ranging from "half baked" to "not
ready for prime time". During this time when the industry's
growth curve is looking a bit flat, we genuinely need the creative
talents of these manufacturers to bring us new concepts and ideas
so that, as an industry, we can compete with the wealth of technology
that has infiltrated the consumer markets. Supporting the "up-and-comers"
as I call them.
Determining "What's Next"
At present, my firm is working with no fewer than eleven new manufacturers
that have developed technologies for use within the amusement marketplace.
Some don't actually have a product application yet, but instead
have created new technology that can be applied to a series of different
potential offerings. A few are so vastly superior to the current
market offerings that I would classify them as entirely new entertainment
styles. But new technology takes time, and yes, it is expensive.
Some of these products may not debut for two or more years, yet
we know about them today. Is this a reason to defer current purchases?
In my opinion, absolutely not. The reality is that, today, we must
provide as high a level of entertainment for our patrons as possible
with the current products most capable of getting us there. The
evolutionary process tells us that new products will probably always
exist, improving upon the foundations of their predecessors. Our
entertainment patrons expect this, and in many ways, understand
it. If we keeping waiting for the "final product"by deferring
our purchase decisions, we may find ourselves without a manufacturing
base to rely upon in future years.
Part of the problem results from our exposure to high-end custom
attractions found at many of the upscale venues and theme parks.
After experiencing a $10 million virtual reality attraction, it's
hard to get excited about the content contained in a $25,000 off-the-shelf
unit. All of this is about to change, however. Much of the new technology
entering our industry has been spun off from non-entertainment based
manufacturers, such as government-backed defense contractors and
medical and laboratory testing equipment manufacturers, each of
whom have been using such componentry for very specific applications.
The good news is that their product R & D has long since been
paid for, leaving just the hard costs and marketing costs as the
variables in determining retail pricing. In fact, many of these
non-entertainment based manufacturers are "chomping at the
bit" to explore new markets for their once design-specific
products.
Price Has Become A Determining Factor
Few members of our industry will acknowledge purchasing games or
attractions without first examining the cost vs. return ratio, and
rightfully so. After all, games and attractions are investments;
your portfolio should include those selections that are most likely
to offer you the greatest returns while at the same time protecting
as much of the core capital as possible. For many industry participants,
it has been difficult to commit to the purchase of a new $150,000,
$50,000, or even $25,000 attraction for fear of achieving less than
stellar earnings results necessary to substantiate the purchase.
Some will blame poor results on the attraction not being "good
enough" to sustain interest, but most of the time our firm
finds that a facility has not adequately introduced and marketed
the unit to its patrons. How many of the facility's patrons actually
have tried it? What incentive was provided to them to gain their
interest? Often, attractions will not sell themselves. Sometimes
it takes a little more effort to get the ball rolling, such as a
"2-fer" for a capsule simulator or a coupon good for a
free seat in a motion theater. We're not giving away the entertainment,
just expanding our potential user base.
Smarter Purchasing Through Independent Testing
In both 1999 and 2000, Amusement Entertainment Management has done
more product testing for manufacturers than I can recall in the
prior three years combined. One of the reasons I believe, stems
from the existence of a much more informed buying contingent within
our industry. Gone are the days of "going on a hunch"
in selecting attractions; this has been replaced by hard data and
up front investigation of attraction performance under varying conditions
and within multiple venues. During our independent testing of products,
many of our manufacturing clients have learned a great deal about
their products that their own testing had not uncovered. These issues
ranged from reliability to entertainment value to operator skill
requirements. In turn, these same manufacturers have been able to
understand where their true market niches are, the types of facilities
that can best support the product, the quality of parts and componentry
necessary to sustain continued operation, and the price point target
necessary to substantiate end-user purchases.
Facility owners and operators also benefit from this process, as
they can now more accurately evaluate the potential performance
of these new attractions against their existing attractions. In
a controlled environment, an attraction's performance can be manipulated
to achieve record results, but when placed in an unbiased environment
(the real world), can fail miserably. By performing independent
testing, manufacturers are building more effective products and
purchasers are making more informed and predictable decisions. All
in all, industry participants benefit by getting the most out of
every purchase, having received products that are more accurately
matched to their market, and therefore capable of achieving the
revenue levels necessary to sustain their existence. Manufacturers
too, succeed, as their R & D investments are more finely tuned
and ultimately convert to stronger unit sales, as now the manufacturer
and purchaser have eliminated much of the risk in their decision
processes. Wouldn't it be great if every purchase came with a money
back guarantee? Well, we're not there yet, but I believe we've doing
the next best thing.
Best wishes to all for a happy and healthy holiday season. |