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The indoor playground industry has great potential for development

Views:0     Author:Site Editor     Publish Time: 2020-07-31      Origin:Site

The indoor playground industry has great potential for development

China's indoor playground industry is an emerging industry in a period of rapid growth. With a large population of children and young people in China, the high consumption capacity of Chinese families and the development of large shopping malls and supermarkets in China provide opportunities for the development of the industry. Indoor amusement parks in China have huge development potential.

The fierce competition urges large shopping malls in China to try their best to broaden their business scope. Their business idea is to build a diversified business integrating leisure, entertainment, shopping, tourism and residence. Their target customers are young, fashionable urban white-collar workers and new-type families with certain purchasing power.

Large indoor parent-child amusement park plays an important role in improving the city grade of shopping malls and gathering popularity for shopping malls. A successful large indoor amusement park is a successful "cultural brand", and also a necessary facility in every city business district. Its multiple benefits are obvious.

At present global indoor amusement park industry maturity gradually rise, the production technology is relatively developed, with the industry technology matures, the enterprise will be faced with superior bad discard situation, on the whole, the bank has already from a fragmented industry pattern development gradually formed a now relatively concentrated and reasonable industrial layout, but compared with developed industry, still need to be further through restructuring and competition in the market, strengthen the competitive strategic alliances, have not eliminated relatively competitive strength of enterprises.

At present, there is a huge gap between China's per capita entertainment consumption and that of developed countries. With the development of economy and the improvement of people's income level, people will spend more time on leisure activities, and the proportion of consumption expenditure on culture and entertainment will greatly increase. China is entering a golden decade of entertainment consumption, as Japan did in the 1970s. China's demographic characteristics have also entered a stage where the intergenerational effect of consumption is prominent. Young people have a higher willingness to spend on entertainment consumption.

Compared with other recreational activities, people now prefer to go to amusement parks, which can not only release their mood, but also exercise their body. It is more healthy and interesting than watching movies and playing games at home. For children, playgrounds expand the scope of children's communication, not only to entertain the body and mind, it is also very helpful to integrate into the society in the future, so many parents also like to take their children to play.

Only when sunshine games become the mainstream, the management of sunshine games can continue to develop, the prosperity of the game industry will be healthy and orderly.

It is a trend of sunshine game management to promote the deepening of games and the growth of management through marketing means such as machine events and activities.

Investment in the game field, the development of the sunshine game industry, social responsibility should be placed first.

Relevant government authorities can learn from the successful management experience of large supermarkets, Internet cafes, taxis, movie theaters and other industries. According to the current operating situation and the development trend of the industry, the operation nature of game and entertainment venues should be raised to the threshold of limited liability companies, so the sunshine health brand chain operation mode is imperative. To promote the healthy, orderly and standardized development of games and entertainment venues in China, and to meet the increasing demands of the people for cultural and entertainment consumption.


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