The following is an unedited version of
the article published in the September/October 1995 issue of Family Entertainment Center,
by the International Association of Amusement Parks & Attractions (IAAPA).
Surviving the Children's Entertainment Center
Shakeout
by Randy White
It wasn't so long ago that
children's entertain-ment and pay-for-play centers were as scarce as a babysitter on New
Year's Eve. Just since the late 1980s, at least 500 CECs have opened in the U.S. and
Canada. And, almost as quickly, markets have become saturated and overbuilt. Growth has
slowed and existing centers are closing. Does this signal the end of the CEC industry? No.
What it means is that the inevitable CEC shakeout has begun.
It's
clear the industry has entered a new phase. Discovery Zone, the dominant industry player,
dropped its U.S. center opening rate to about 10 percent of the past year's. Independent
stores also are opening at a slower pace, and many CECs--both Discovery Zones and
independents--have shut down altogether.
What
does this mean to such a young industry? Will existing CECs survive? Will new ones drive
the old CECs out of business? What the Sam Hill is going on here?
While
there are no easy answers, looking at similar industries gives a clue as to what CECs can
expect.
Whatever
Happened to Burger Chef?
There's a
pattern to location-based industries like fast food and video rental that is playing
itself out within the CEC industry. It goes like this: A new idea pokes its head over the
horizon, and begins a period of slow growth. Slow growth is followed by explosive growth,
and soon the landscape is covered with outlets. Explosive growth leads to over-building
and a shakeout, followed by a period of sustained growth and prosperity for companies that
find formulas that are much improved from the initial concept.
Let's
take the fast food industry for example. McDonald's started things rolling, and most of
the early restaurants--McDonald's and other chains, and independents--were pretty generic.
Everyone jumped on the bandwagon with what they thought was the winning formula, and fast
food chains were everywhere. Then there was the shakeout. Even huge chains, like Burger
Chef, were casualties when they didn't innovate to stay competitive. The loss of Burger
Chef didn't mean the end of the industry, just a readjustment before a period of increased
growth.
The
shakeout proved that you can't have a bazillion restaurants all functioning with the same
formula. With readjustment came fast food places targeted to a specific niche. The first
formula was simple--inexpensive fast service built around a menu of burgers, fries and
shakes. With saturation, smart chains held onto the "inexpensive fast service"
part of the formula, but built a menu that appealed to different parts of the market.
Thus, Wendy's, Taco Bell, Subway, KFC, and Arby's, among others, specialize in a
particu-lar kind of food or in serving a particular customer.
Another
example is the video rental market. Video rental stores started as small corner shops that
were swamped with customers. Wannabe entrepreneurs saw video rental stores as The Next Big
Thing, and jumped on the bandwagon. Stores blossomed on almost every corner, until the
market was saturated and the shakeout began.
Meanwhile,
some smart businesspeople looked at the early formula and saw it was lacking. They planned
improvements in merchandising, selection, location, parking, cleanliness and service. Mega
stores popped up even in markets that were overbuilt with corner shops, and began drawing
customers. Then Blockbuster appeared and took the mega store concept nationwide. While few
of the early stores survived, those that followed the later formula continue to be built.
In fact, while Blockbuster is the largest player, most video rental stores are owned by
independents and smaller chains. That's right, Blockbuster just controls 17 percent of the
market, and new formulas are showing up that include other media, like music cassette
tapes and CDs, video CDs, game cartridges and computer CD-ROMS along with
videotapes.
Most
other location-based concepts have hit a similar cycle of slow growth, fast growth,
saturation, and specialized evolution. The same pattern can be seen within the motel/
hotel industry, specialty clothing industry, and even toy stores.
Tracing
the Cycle Within the CEC Industry
A closer look
at the origins and evolution of CECs shows whether the same cycle is in effect. And, if it
is, it opens up some interesting questions about what it will take to survive the coming
shakeout.
The
foundation of CECs were the outdoor family entertainment centers with miniature golf,
go-karts and game rooms. The FEC formula shoots for broad appeal, not unlike early motels,
fast food places, and retail clothing stores. Then, driven by growth, societal changes and
the echo baby boom, some outdoor FECs added new attractions like kiddie rides, redemption
games, or two-seater go-karts to broaden their appeal to families with younger children.
Meanwhile,
several entrepreneurs saw that children accompanied by parents--the true
"family" unit--was a substantial segment of the FEC market and had the potential
to be a profitable niche for specialize centers. The real estate recession of the late
'80s and early '90s simultaneously made good retail space available cheap; the indoor
centers had the added bonus of attracting families year-round rather than the outdoor
FEC's Memorial Day to Labor Day season.
The
first CECs fit within one of two formats: 1) larger 20,000+ sq. ft. centers with
children's rides as the main attraction, like Jungle Jim's Playgrounds in San Antonio in
1988; and 2) smaller 10,000+ sq. ft. centers with soft modular play as the prime
attraction, like Tickles Fun Factory in Colorado Springs in 1986 and the first Discovery
Zones in 1989 in Kansas City. When no-hassle birthday parties were added, both concepts
were instant hits and the pay-for-play industry took off.
In
particular, aspiring entrepreneurs, including many laid-off corporate middle managers with
savings or severance bonuses, quickly opened up soft modular play [SMP] centers. What made
that format so popular? First, the entry cost was from about $500,000 to $700,000, far
more affordable than the $1.5 million needed for the larger CECs. Second, vacant 10,000
sq. ft. stores were far more plentiful than ones upwards of 20,000 sq. ft. And third, the
original founder of Block-buster Video latched onto the concept as one that could be
rolled out rapidly nationwide to give them "first mover" advantage. They
acquired the capital-strapped Discovery Zone [DZ] company and through their capital and
chain expansion expertise into the ring.
The
Beginning of the Soft Modular Play Shakeout
Unfortunately, the early
concepts for any new industry rarely are the long-term winning formula. In other words,
there's no advantage to being the "first mover" with a flawed concept.
Why
wasn't this evident with soft modular play? It's common sense. When the SMP centers
opened, they were a novelty, and usually the only game in town. Naturally, customers
checked them out, like they did Burger Chef and corner video rental stores. The mistake
came when Blockbuster's/ Discovery Zone and copycat independents stuck with the first,
flawed concept rather than find the later, more viable version. What made the situation
worse for DZ was that it was so obsessed with gaining first mover advantage in all major
U.S. markets, their sole objective was rapid expansion. They paid little or no attention
to perfecting the concept first, in part through the arrogance that came from
Blockbuster's success.
"A long habit of not thinking a thing wrong gives it the
superficial appearance of being right."
Thomas Paine
Today,
most of the 400 or so SMPs are in deep trouble. Many have closed, including many Discovery
Zones. The DZ company has never made money, has cut back expansion, and seen seven of its
top execs recently fired by Viacom, Inc., new owner of Blockbuster's. (DZ's response has
been to experiment with different concepts, including laser tag, electronic bells and
whistles added to SMP equipment, and strategic marketing alliances like Mighty Morphin
Power Ranger themed birthday parties.)
Saturation
is only part of the problem. The root cause is that the initial concept was seriously
flawed. Children require environ-ments with wider and more age-appropriate varieties of
play and entertainment than just the gross motor (physical) play offered by SMP. The
current market for SMP centers is limited, basically, to kids from six to nine years old,
when pre-adolescent children include at least four ages of play--toddlers, early
pre-schools, late pre-schoolers, and ele-mentary age children. Research shows that these
four sectors don't mix in the same environment and in the same play events, especially
physical play.
The
problem with physical play is that children from pre-school through six years, given a
variety of options, will choose physical play only about 15-20 percent of the time. SMP
centers don't offer the kind of variety that brings kids back. It's like having a
restaurant with only meat loaf on the menu. It may be the world's greatest meat loaf, but
eventually you gotta branch out. Children are no different. They want variety and they
want play options that meet their needs. Also, SMP centers focus almost exclusively on the
SMP equipment and fail to address the needs of children and parents for comfort and
enjoyment, and a market-appropriate level of atmosphere and service.
Will
Small SMP Centers Be Squeezed Out of the Market?
Two new
competitors--the "super CECs" and free play--threaten to shut down the small SMP
operator.
Newer
and larger children's entertainment concepts are appearing that better capture the
imagination and magic of children. These third-generation "super CECs" are
carving out unique niche market positions based on hybrid combinations of children's ages,
socio-economics, and play and entertainment events including rides, edutainment and
program-ming. These centers are much larger--from 20,000 to 30,000 sq. ft.--and
development costs exceed $1.5 million. While many include SMP, it's just one item on the
menu.
At
the same time, free children's entertain-ment is growing more prominent. Fast foot chains,
McDonald's in particular, are adding larger free children's play areas featuring SMP
units. Newer McDonald's include "glass boxes," indoor play ares of 1,200-3,000
sq. ft., some of which include three-story, $100,000+ SMP units. These new indoor units
narrow the customer's perceived gap in value between free play at McDonald's and $5 or $6
for a ticket at a pay-for-play SMP center.
SMP
centers are being squeezed between two options: bigger and free. What can they do to
compete? Unfortunately, not much. Most are functionally obsolete because they lack the
physical space needed to add new play options. Making it worse, many SMP centers are
following Discovery Zone's lead and adding laser tag and electronic gizmos, a move that
blurs a center's image right when a focused market position is essential. Even attempts to
survive by increasing service are likely to fail if the root cause of the problem, a
faulty mix, can't be addressed.
Forecasting
the Future for CECs
The problems with SMPs don't
mean death to the CEC industry any more than the demise of Burger Chef signalled an end to
fast food. The same catalysts in society that began the CEC industry, like concerns about
safety and the continuing high birthrate (about 4 million births per year), will sustain
it far into the future.
Most
that survive into the third millennium (less than 5 years away) will be different than
current CECs. They'll be based much more on fun with educational (edutainment) and
high-touch interactive and hands-on events instead of technological hardware. There are
four emerging trends that make this so: 1) parents' increased desire to expose their
children to enriching learning experiences; 2) a craving for community-based, shared
family experiences; 3) the fact that true play oppor-tunities are becoming a luxury for
American kids; and 4) the growth of an entirely new aspect of leisure.
Let's
look at leisure. It used to be that people thought leisure was the reward for hard work.
Work was associated with self-improvement and leisure with relaxation that had no
prac-tical use. Today, people with the least leisure time--educated white-collar and
knowledge-able workers, which includes most harried parents--are using their scarce
leisure hours differently. They see leisure as another avenue for improving themselves and
doing worthwhile things, rather than popping a brewsky and reading a trash novel. And this
carries over to their children.
Parents
are choosing to spend their limited time with their children in activities that they see
as enriching their children's lives and the bond between parent and child. New research
showing that children through age six learn best by play will reinforce this trend.
"Anyone who thinks education and entertain-ment are different
doesn't know much about either."
Marshall McLuhan
Given
that, the White Hutchinson Entertain-ment Group has its own vision for the many CECs we
are producing for clients. Although that vision hasn't been fully achieved (and maybe
never will, since the ideal is a moving target), we believe it captures the essence of the
successful formula.
In
our vision, CECs have a diverse yet focused mix of age-appropriate, high-touch and
hands-on interactive edutainment fun and play. They have quality, thematically-integrated
designs where all components--events, programming, environment and operations--are woven
into a seamless whole that is targeted and tailored to the needs and tastes of the
center's market niche. Natural spaces and components provide comfort for parents and, more
importantly, satisfy a bio-logically programmed need for children to interact with and
explore the natural world. The dominant form of entertainment and play is not events, like
rides, that children experience passively, or that force children to conform to adult
ideas of appropriate play, like games and SMP. Instead, children have a rich environment
that they can act upon, manipulate and control, allowing them to enjoy the playful magic
of childhood through their imaginations and sense of discovery, both as individuals and
with others. In our vision, children are given the tools and license to play and be
children.
Randy
White is CEO of White Hutchinson Leisure & Learning Group, a Kansas City,
Missouri-based consulting and design firm that assists children's and family entertainment
centers with market feasibility, concept development, design and operations consulting
services for new starts, remodels, and expansions. Randy can be reached at (816) 931-1040.
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