This article was published in the Spring 1996
issue of The Themed Entertainment Association's Network magazine
Four Myths Keep FEC Industry from Success in a
Downshifting Society
by Randy White
In the 1980s, the dominant theme was getting and
spending. We kept track of the "right" brands of everything from kitchen
appliances to tennis shoes to clothes, and judged our worth by how much of the right stuff
we had. As it turns out, the 1980s may have been the last gasp of materialism, as a quiet
revolution transforms our priorities and puts increasing emphasis on the quality of our
relationships and experiences.
The Trends Research Institute of Rhinebeck, NY.,
has found that a top trend of the 1990s is people choosing to earn and buy less, called
"voluntary simplicity" or "downshifting." A nationwide survey of
Americans found that 28 percent had voluntarily cut back on their income in some way over
the last five years. Why? We'll look to Americans who have not yet downshifted for the
reason. When asked what they feel guilty about neglecting, the largest number (80 percent)
in a recent survey answered "my children." Leisure hours -- traditionally the
domain of the family -- have been shrinking. Most Americans say they do not have enough
leisure time, and a Roper Starch Worldwide survey found that 65 percent of Americans say
that being with family is a very important aspect of leisure time.
As more Americans downshift, consumer demand for
leisure experiences, both in and out of the home, will drive a steadily increasing
percentage of consumer spending of all kinds. What is not clear is whether the family
entertainment center [FEC] industry will be able to overcome four myths, incredibly
well-entrenched for such a young industry, that could cripple FECs at a time when societal
trends have them positioned for growth.
The FEC boom began five years ago, and since
then FECs have been one of the fastest growing segments of the leisure industry. They
already account for 30 percent of all amusement facility business (including amusement,
theme and water parks). Their growth has been fueled by downshifting along with other
basic shifts in American society, such as the echo baby boom and a perceived lack of
safety in neighborhoods and parks.
Many early FECs ignored proven principles of
consumer marketing, facility design and environmental psychology. Unfortunately, there
were enough of these FECs, and they enjoyed large enough opening crowds and survived long
enough (Discovery Zone included) to give later developers the impression that theirs was
the successful formula. In most cases, however, these FECs did not survive long enough to
pay back their capital. The paradigm that guided the early FECs is still, to a large
extent, the one used today, at great cost to operators and the industry.
The four greatest myths that continue to plague
the FEC industry are:
- An FEC should appeal to people of all ages.
- Teenagers will be the largest market segment.
- FECs should promote family interaction.
- FECs should feature technologically driven events and experiences.
An FEC should appeal to people of all ages
Because they're called "family" entertainment centers, some believe that FECs
should have a little bit of something for people of every age. This is not the definition
of "family" in terms of FEC visitation, where family means children accompanied
by their parents.
It is difficult, if not impossible, to please
any market segment without focus. Our company has identified a minimum of twelve distinct
"ages of play": toddler; early pre-schooler; late pre-schooler; middle
childhood; early adolescence; adolescence; college age; young adult; young parent;
middle-aged adult; older adult; and senior citizen. Without an FEC the size of the
Kremlin, it is impossible to offer each age of play enough events to generate a sufficient
length of stay. Nor can you focus on and please so many groups at once, most with
divergent needs, wants, and tastes. Furthermore, many of these groups just don't mix,
particularly indoors. Families, especially mothers, are incompatible with teens, and teens
don't want to be mixed with adults and younger children.
Delighting guests and inspiring loyalty requires
focus through a mix of attractions and services and programs tailored to the defined
market niche. This is called "focused assortment," and is like shooting with a
rifle rather than a shotgun. Focus not only targets a narrow age range, but also a
specific socio-economic/lifestyle target market.
Teenagers will be
the largest market segment
Teens, especially boys, love arcades and the
thrills of amusement parks. In FECs, though, they are not big spenders and mostly enjoy
just hanging around with friends. Teens also are finicky and will abandon an FEC as soon
as some new destination gets popular.
In fact, the biggest spending potential is in
the market segment that brings its own personal bankers -- children eight and under
accompanied by parents. To attract and satisfy this market niche requires a mix of
attractions for toddlers through middle childhood. As an industry, we have focused
sometimes exclusively on soft modular play to the exclusion of other kinds of play, like
classic hands-on and imaginative play, that are also necessary to keep these young guests
coming back.
FECs should
promote family interaction
Most parents and children do not want FECs that promote parent-child interaction. Our
company's extensive focus group research repeatedly has found that the vast majority of
parents are delighted when their children are happy being entertained and playing, and the
parents have a comfortable place from which to monitor them.
And children are happiest playing with other
children because most parents have forgotten how to play like a child. For example,
younger children are process-oriented, while adults are product-oriented. The father wants
to build a sand castle; the child just wants to play with the sand.
A recent study of interactions between parents
and children was conducted at the Fort Worth Museum of Science and History. The study
identified seven categories of interactions:
Parents as players
- Co-players
- Parallel players
- Solitary players
Parents as
non-players:
- Stiflers
- On-lookers
- Teachers
- Disrupters
In most situations,
the parents' interactions were intimidating, destructive or developmentally inappropriate
to the children's experiences. It's no wonder that young children quickly learn to seek
out play environments away from the supervision of parents.
FECs should
feature technologically driven events and experiences
Most FEC customers are children and women.
Most FEC owners, equipment designers and suppliers are middle-aged men. Middle-aged men
get into high-tech toys; most children and women do not. What they want is actual, not
virtual, reality.
Just look at the most popular, time-tested
attractions. Indoors, we have bowling, bumper cars, and skeeball; outdoors, miniature
golf, go-karts, and water. People crave simple, high touch experiences. Younger children
don't need any technology to have fun -- their minds are virtual reality machines. All
they need is to impose their imaginations on the environment, and they crave open-ended,
tactile, physical, pretend and construction play.
Besides not meeting consumers' needs, another
problem with technology is its cost and rapid obsolescence. Long-term, successful FECs are
built on basics, not on chasing after the latest gizmo.
FECs can be significant players in the Third
Millennium, but not if they repeat these four disastrous myths. The surviving FECs will be
those whose operators truly understand what a community-based FEC catering to a
"family" market is all about.
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