Experiential Entertainment: A Gold Rush Amid Uncertain Commercial Success

WThe inaugural stage adaptation of the globally acclaimed book and film series The Hunger Games is set to debut in London next week, offering fans an “emotional” and “immersive” adventure for those willing to shell out up to £200.

Located at Canary Wharf’s specially designed 1,200-seat Troubadour, the production will feature Hollywood star John Malkovich portraying the nefarious President Snow, who oversees a televised spectacle of mortal teenage combat. This event is part of a recent surge in launches aimed at tapping into the growing consumer appetite for experiential entertainment tied to successful franchises.

From escape rooms and ax throwing to slumber parties and the Secret Cinema’s recreation of iconic scenes from Back to the Future at Olympic Park, the market for innovative and unique outings is booming. Recent pop-up attractions have been linked to Minecraft, Jurassic World, and Squid Game.

With significant investment flooding into this sector, companies are increasingly counting on proven intellectual properties to draw crowds, often with varying degrees of success.

“We’ve examined numerous immersive experiences,” says Hollywood investor Chip Seelig, who supports Come Alive!, a theatrical venture inspired by the 2017 film “The Greatest Showman.” “Even prominent intellectual property does not assure success. Attracting an audience without a globally recognized IP is quite challenging. We see this as a crucial factor for success.”

Seelig’s TSG Entertainment co-financed and produced the blockbuster film. Before its release, he sought ways to bring it to life through real-world experiences and reached a rights agreement with 20th Century Fox, which is now part of Disney.

Disney also has plans to present its more traditional theatrical interpretation of The Greatest Showman, which is set to premiere at Bristol Racecourse in the spring.

While productions like Come Alive! have shown promise, successfully extending performances for another year at the former BBC Earth Experience site, the commercial viability remains uncertain due to the high costs associated with live productions.

The challenges faced by traditional theater serve as a cautionary tale for the emerging field of immersive entertainment.

A recent report by The New York Times highlighted that none of the 18 commercial musicals that premiered on Broadway last season turned a profit, with at least three that had budgets of $20 million (approximately £15 million) closing within four months of opening.

Since the pandemic ended, only 3 out of 46 new musicals not based on existing, familiar IP have turned a profit.

An additional hurdle for the still-nascent experiential industry is that the gold rush mentality has led many operators to launch events that often fall short of expectations.

Last year, an unofficial event dubbed the “Detroit Bridgerton Themed Ball,” priced between $150 and $1,000, went viral for the wrong reasons when attendees were seen sitting on the floor munching Kit Kats while watching a lone pole dancer perform.

Similarly, Glasgow’s poorly executed Willy Wonka Experience, advertised as a “festival of chocolate in all its delightful forms,” garnered negative global attention when it was abruptly canceled, prompting police involvement due to angry families who had spent hundreds of pounds on an event that left children in tears.

The current productions have faced criticism. Ticket prices for Elvis Evolution, which premiered at London’s Excel Center in the summer, range from £75 to £300. It was initially marketed as a concert experience featuring “AI and holographic projection of stars.”

The original promise of a “life-sized digital Elvis performing iconic moments from music history for the first time on a UK stage” ended up showcasing AI-generated “luxury archival footage.”

Layered Reality, the production company behind the show, admitted that the hologram had not been included by the time tickets went on sale but claimed to be “overwhelmed” by positive feedback from attendees.

One attendee described the experience as “absolutely awful,” while a VIP ticket holder labeled it “a shambles from start to finish.”

While some fans appreciated it—one enthusiast claimed to have “Loved every minute”—reviews remain mixed. The Telegraph awarded it one star, while Time Out provided a slightly more favorable three-star rating, noting a “fair amount of booing.”.

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“The immersive arts and entertainment sector is certainly not on the verge of collapse,” declare analysts at Gensler Institute in their 2025 Immersive Entertainment & Culture Industry Report. “Nevertheless, confusion is beginning to arise as lesser quality offerings are filtered out.”

“The current trend in the industry is setting unrealistic expectations, exacerbated by a flood of AI-generated imagery and misleading marketing language.”

Gensler’s report estimates that the global immersive entertainment market is valued at £98 billion this year, with predictions of reaching £351 billion by 2030.

Little Lion Entertainment (LLE), responsible for the Crystal Maze live experience in London and Manchester based on the cult classic TV show from the 1990s, has secured a 10-year rights extension with production company Banijay.

“This isn’t just an expansion; it’s the start of a global adventure,” stated Tom Lionetti Maguire, founder and CEO of LLE. “We’re reimagining the Crystal Maze experience for future generations.”

The success of Secret Cinema, a pioneer in producing events themed around films and shows like Star Wars, Stranger Things, and James Bond, indicates that well-funded media executives remain optimistic about the future of this sector.

In September, news broke that Ari Emanuel, a Hollywood heavyweight who co-founded the US entertainment conglomerate Endeavor and currently leads World Wrestling Entertainment and Ultimate Fighting Championship, was nearing a deal to purchase the parent company of Secret Cinema.

Emanuel’s global events firm is close to finalizing an agreement with Todayics Group, a US-based digital ticketing company that acquired Secret Group in a $100 million transaction in 2022.

TodayTix co-founder Merritt Baer shared that the company opted not to launch any productions last year as it “reorganized and reimagined what our audiences want.”

“Many are throwing spaghetti at the wall to see what sticks,” he noted. “If they fail to meet audience expectations, it can create lasting damage and erode trust in the sector.”

“Secret Cinema boasts a strong brand and heritage, emphasizing its commitment to quality and aiming for the upper echelons of its industry. Numerous savvy individuals recognize that the experience is where the past connects with the future.”

“Companies like Netflix, Apple, Amazon, and others have significantly elevated the standards for both the quality and quantity of content entering our homes. Producers of live theater and events must similarly elevate their offerings to entice audiences away from their living rooms.”

Source: www.theguardian.com

Going Entertainment: The Rise of Toilet Games

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There are two types of individuals across the globe: those who engage in gaming while using the toilet and those who don’t. I proudly belong to the former group. This may not be the most “Guardian-esque” opening for an article, but let’s face it—everyone uses the restroom, and many of us enjoy games while we’re there. I’m merely drawing a Venn diagram of sorts.

In the past, we spent our time reading books in there. I even had a small bookshelf dedicated to my collection, but I can remember a time when an office was deemed incomplete unless every cubicle was adorned with the daily newspaper.

When we were certain everyone was reading in those moments, bathroom books became a publishing sensation. This was particularly true for titles like Qi, which offered bite-sized, intellectually stimulating entertainment that made bathroom breaks feel productive.

Then came the phone, which revolutionized everything. The adult version of myself played with a Nokia, diving into a different kind of snake game. The crinkly newspapers gave way to pixelated avians.

My own foray into toilet gaming began with Nintendo titles and clocks before it all shifted to mobile. My school friends were fortunate to have consoles, and there’s no greater testament to friendship than someone trusting you with their cherished handheld devices. Before that, I had the challenge of timing myself on my Casio digital watch, with my best time being 0.07 seconds. Ah, youthful days.

Curiously enough, dedicated handheld gaming consoles didn’t work well for me. The Game Boy was too bulky and eye-catching, with a battery that wouldn’t last even a single visit, making options like Game Gear or Atari Links impractical.

The Game Boy Advance SP changed everything in toilet gaming, being compact and boasting a 10-hour battery life. However, I soon learned the challenges of playing while on the throne. A game had to allow for short bursts of play. Advanced Wars almost led to my demise; during lengthy missions, I’d experience numbness in my legs and stumble out of the restroom like a fallen tree. Fortunately, no one else was around to witness my plight.

Today’s toilets offer a perfect environment for gaming—free from distractions. Nobody’s going to disturb you in there, and just as importantly, there’s no guilt involved. Parenting often comes with its share of guilt for gamers; you constantly feel the need to be more productive. Parents work hard to equip their kids for school and navigate life’s challenges. The bathroom becomes a mini oasis—an isolated haven where games cater to nature’s call rather than the demands of parenthood.




Zenith…Lego Hill Climb Adventure. Photo: Fingersoft

My gaming escapades in the restroom have only increased as my children have grown older. I stubbornly refuse to fix our noisy bathroom fan. Recently, games like Alto’s Adventure, Pocket Run Pool, Prune, NFL RB25, Pocket Card Jockey, and Marvel Snap have become the ideal companions for bathroom breaks—perfect for stolen moments of joy that don’t make you feel like time is slipping away. The pinnacle of my toilet gaming experience has been Lego Hill Climb Adventure, which offers a delightful escape from workplace stress.

This game engrosses me to the point where I forget about the outside world. Initially, we turned to books as a distraction to ease our minds. As a child, I found solace in a ZX Spectrum tucked away in my cupboard, escaping the constant conflicts of my parents in another life. That was the allure of gaming for me, and I’m thrilled that others can now enjoy the same experience in the smallest and safest room of their homes, nearly five decades later.

Source: www.theguardian.com

Are video games the most expensive form of entertainment ever, with multi-billion dollar budgets?

HHow much does it cost to make a video game? The development costs for blockbuster games are closely guarded trade secrets, but they’re rising year by year in preparation for Hollywood-style mega-spending.

Due to industry leaks, exposure How major video game budgets are ballooning to $100 million, $200 million, and even more. The cost of Call of Duty, one of the best-selling franchises, has ballooned to $700m (£573m), but it’s just a number It was recently revealed When reporters took a closer look at court filings.

But there’s one game whose budget is no secret at all. Vast multiplayer space simulator Star Citizen releases funding on the website And they are updated in real time. Currently, that amount is $777,145,107 (this number will be outdated as soon as this article is published). It will quickly surpass $800 million, and will probably break through the roof within a year or so, becoming the world’s first billion-dollar video game.

Unless we lose another big game – and then Some of the things in productionThe cost is likely not disclosed, but if it were, it would be the most expensive piece of entertainment ever produced. Star Wars: The Force Awakens, most expensive movie ever madecosts about half that.

Star Citizen’s numbers are public because the PC game is being funded by players themselves, not investors.

“The heart of Star Citizen is fandom,” says Rhys Elliott, a gaming industry analyst at London-based market research firm MIDiA Research. “This is more of a movement than a game. There’s a mutual commitment between developers and players to create something cool and innovative that hasn’t been seen before.”

British-American video game developer Chris Roberts – famous figure in the 1990s wing commander spacecraft Fighting Series – Started as Star Citizen Crowdfunding project In 2012, it promised to create a digital universe so large, yet so detailed, that players would “forget it’s a game.”

He raised his first $2 million on Kickstarter and has since grown that amount, driven by fans willing to invest in plans so ambitious that profitable, deadline-focused publishers wouldn’t consider the risks. continues to grow.

Years later, early versions of the game were available for fans to test, but they were almost always unplayable, constantly freezing or crashing. It’s only recently that Star Citizen has started to look and feel like a real video game.

YouTube is full of videos of players cruising around the Star Citizen world. Their spaceship flies seamlessly from a space station, descending through the planet’s atmosphere and landing in a sci-fi style city, before heading on foot into caverns deep underground. Warp holes have been added to the game, allowing players to jump between two solar systems.

“Space games are so easy to get excited about,” says Oliver Hull, who runs events focused on the games. YouTube channel The number of subscribers is 1.56 million. “It’s a very beautiful game. Visually, I think people look at it and think, ‘Oh, what’s this all about?'”

Hal, 32, used to play a lot of other games like Grand Theft Auto, but now he mainly plays Star Citizen, where he has to mine asteroids and attack space pirates. Most of the videos are posted of them running around looking for things to do. In Hal’s videos, you can often see him getting frustrated when things don’t go his way. But that’s part of the interest, he says.

“Frankly, this game is still in development,” he says. “When something doesn’t work as intended, it doesn’t bother me too much because it’s like a work in progress. If anything, I think it’s very interesting from a game development perspective.”

What drives fans of Star Citizen is the rough edges of the game, the promise of what the future holds, and seeing the game slowly move in that direction. “I can’t think of many games like Star Citizen,” says Hull. “It’s not finished yet, but I think it’s very appealing, the fact that there’s nothing else that can match it.”

It may not be over yet, but people have continued to pay for Star Citizen. Starter ships cost $45, and the game currently includes over 80 flyable ships. The most expensive ones currently available cost over £500.

Pre-release versions allow development team Cloud Imperium Games (CIG) to test how the game works with live players during development. But it also gives funders a tangible glimpse into the long and complex process of game development, rather than waiting years for a full release.

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As time goes on, it becomes increasingly important to satisfy the community. Many fans are currently donating large sums of money, including through a controversial money-making scheme in which CIG pre-sells future spaceships online. Some so-called “superbackers” Spent well over $10,000.

Elliott, the industry analyst, said fans are “putting so much money into it, and they’re really emotionally invested.”

The Star Citizen website displays ships for sale. Photo: Roberts Space Industries

The development team is also feeling pressure from the community. Allegations in industry media CIG management was criticized for imposing long working hours. a A 2016 survey by gaming website Kotaku It quoted a former employee who described “crisis” practices in which development teams were asked to work overtime before major milestones, such as gaming tournaments. Roberts told Kotaku at the time that he didn’t want “crunch as a culture.”

CIG describes Star Citizen as “the largest open development game in existence,” but its ambitions have meant the game has been in development for more than a decade, with frustrating delays. In a 2012 interview with Roberts, the Guardian reported that the game was planned to be released two years later, in 2014. Questions are regularly asked on fan forums about whether the game will be released properly.

But late last year, signs of hope began to appear. For the first time, C.I.G. Revealed what the final launch version will look likeprovides a clear vision of what is and is not included, even if no date is specified.

But what they offered was a 2026 release date for Squadrons 42, a standalone single-player game. It’s a story-driven tale set within the broader Star Citizen universe, starring a Hollywood voice cast including Mark Hamill, Gillian Anderson, and Robinson. Andy Serkis.

We can certainly expect more delays, but the end may finally be in sight.

A game made traditionally through an established publisher with investors expecting a return couldn’t survive 13 years of development without a finished product. Star Citizen was able to buck the trend of other industries in the grip of rising costs and regular layoffs. Its main backers are players rather than investors, and their motivations are different.

“I think Star Citizen’s funders saw this as a direct way to fight back against corporatization and support a passion project of the highest order,” Elliott says. “Success isn’t about maximizing value and return on investment through spreadsheets alone, it’s about putting fans at the center.”

Source: www.theguardian.com

RHUNA Revolutionizes Event and Entertainment Industry with Fintech Innovation: Embracing Blockchain Technology – Latest News, Analysis, TV, Career Opportunities

Bucharest, Romania, February 19, 2024, Chainwire

Luna is a visionary fintech platform dedicated to revolutionizing the events and entertainment industry through innovative technology.

By integrating Web 3.0 and blockchain technology, RHUNA aims to improve user experience, improve security and transparency, and foster closer and more engaged communities around the world.

UNTOLD Universe is one of the top five music festival organizers in the world, with over 1.5 million attendees each year. Rhuna combines CryptoDATA's innovative technology development expertise and experience with this pioneering platform.

One of the key features RHUNA offers is the introduction of a decentralized ticketing system that leverages the power of blockchain, where tickets are issued as non-fungible tokens (NFTs). This ensures authenticity, ownership, and a secure and transparent secondary market. This system effectively eliminates common problems such as fraud and scalping, providing a fairer and more reliable ticketing experience. The modular functionality structure within the ecosystem means that even large event organizers can customize event management, especially ticketing and payments, with incredible speed and accuracy.

The platform also features an integrated digital wallet that supports various cryptocurrencies, allowing seamless trading of tickets, goods, and services. This not only caters to a growing crypto-savvy audience, but also reduces fees and simplifies the payment process.

Smart contracts automate key transactions and contracts, from ticket sales to performer payments, ensuring efficiency, transparency, and trust across all transactions. Additionally, RHUNA values ​​user privacy and control, allowing participants to securely manage their personal data through decentralized identities.

As an industry first, RHUNA introduces a token-based loyalty and rewards program, giving users the opportunity to earn tokens on a variety of activities. These tokens can be redeemed for special experiences, merchandise, or discounts, fostering a strong sense of community and engagement within the RHUNA ecosystem.

The platform also pioneers the use of decentralized autonomous organizations (DAOs) in event planning, giving the community a voice in the decision-making process, from event themes to artist lineups. This democratized approach ensures that RHUNA remains closely aligned with the desires and preferences of its user base.

“The Rhuna project is not just a technical solution. It is an adaptable and dynamic system that interconnects social and technical elements, providing opportunities through solutions that address a wide range of needs. Architecture, Technology, implementation methods, and usage modes are factors that influence the optimization of resources when performing activities.In the current movement, resources such as time, people, materials, and costs are multifaceted within a 3D system. Rhuna is the perfect tool to give everyone access and control. Rhuna is a way for everyone to visualize and actively intervene in them. Luna is a catalyst that makes the abstract tangible and essential for everyone involved in the entertainment industry.” – Bogdan Marunšiš, Global Head of Strategy, CryptoDATA

Bogdan Radulescu, co-founder and CBO of UNTOLD, put it succinctly: “We are pushing the boundaries of festival finance into the 21st century, redefining event organization and engagement for the benefit of organizers around the world.”

The interface will be accessible to participants of all technical backgrounds and will be unveiled at the 9th UNTOLD festival in Cluj-Napoca, Romania. RHUNA aims to introduce new innovations to the “World Capital of Night and Magic” to enhance the festival experience for over 400,000 attendees.

About crypto data

A leader in technology innovation, CryptoData develops solutions that address real-world challenges and pushes the boundaries of technology to advance society.Users can learn more at cryptodata.com.

About Untold Universe

Known for creating transformative experiences through music and entertainment, UNTOLD Universe invites you to explore enchanting realms. untold.ae.

Users are welcome to join this thrilling journey. RHUNA.iotechnology and entertainment come together to create an unforgettable experience.

For more information and updates, please see below. discord | twitter | Instagram | Facebook | Moderate

contact

Bogdan Radulescu
Hello @rhuna.io


Source: the-blockchain.com

From “Classy Boy” to TikTok Sensation: Henry Lawrie’s Rise to Stardom | Arts and Entertainment Headlines

Henry Rowley truly enjoys the recognition that goes viral more than anything else.

“I really love it,” he says. “Partly because I’m a show-off!”

The 25-year-old was an exceptional performer. This year’s Edinburgh Fringe was a prospect that not too long ago probably made him laugh more than his own jokes.

No longer just a marketing executive after gaining fame with tick tock whose ever-growing collection of comic skits and impressions, each personifying a part of pop culture and society that we can all relate to or make fun of, has over 1.3 million followers. I am.

“It was pretty cool,” he said of his first big hit video.

“The fact that so many people watched your video every time you hit a numerical milestone is so surreal.

“But I think they also kept in mind that a lot of people probably wouldn’t find it funny or even find it annoying. That’s the nature of comedy, especially online.”

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Since sharing her first video last year, Laurie has developed her own cast of characters, doing countless celebrity impressions and film parodies.

There’s Minty and Hugo, the “after music guy” and the “walking sick”, and the delicatessen, a classy girl with a husky voice.

Nothing more popular than his clips are his sometimes self-deprecating riffs on the British upper class, spoken in a tone that embarrasses even himself. jack whitehall and boris johnson.

and, this most wonderful time of the yearhe certainly won’t forgive his feelings when Love Actually is as inevitable as mince pies and turkey. Hugh Grant and keira knightley Impressions will be wasted.

“I grew up there leicester “He was one of the classiest of my friends, and he was always thinking about something a little disgusting,” he says.

“Then all of a sudden I was in it.” bristol The university was surrounded by these classy kids and the moment they heard I was from Leicester they looked at me like I was this little town urchin. Not really! So a lot of it is based on the friends I made there and sometimes myself. ”

Lowry doesn’t care about negative feedback at all. Comedians who do that probably won’t stay on the circuit for long. However, posting all of your material online definitely makes you an easier target.

Those who aren’t enthusiastic “usually just hate me from afar,” he says. “that’s OK!”

image:
Love Actually’s Hugh Grant is a regular source of inspiration. Photo: Peter Mountain/Universal/DNA/tentative title/Kobal/Shutterstock

simple formula

His videos have racked up 69.1 million likes on TikTok and he has fans all over the world, and it’s safe to say he’s mostly a passionate audience.

Few things can safely be embedded in a family-friendly news story, but each clip strives to resonate in some way.

As someone who had the misfortune of watching the Twilight Saga all the way through this year, his recreation of the Twilight Saga is painfully accurate.

The discreet selfie-style framing and sharp runtime also make it a perfect fit for the platform.

When Lowry’s fans see him out and about, it’s always fun to hear how much they enjoy his work.

“It’s a great interaction when you meet someone and you know they think you’re interesting and enjoy what you’re doing,” he says.

read more:
TikTok’s Tube Girl quickly rises to fame
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But he insists there’s no real formula for success.

Well, there’s nothing more cliche than doing what he loves. And he now makes a living from it.

“If you don’t enjoy making the video or don’t like the final product, what’s the point of doing it?” he says.

“People always say to me, ‘Why do you always laugh at your own jokes?’ And I say, ‘Because I think it’s funny. If it wasn’t, I’d laugh at my own jokes. You won’t say them.”

Well, that and he’s a useless so-and-so.

Source: news.sky.com