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What Kind Of Indoor Sports Park Products Do Young People In Generation Z Like?

Author: Lucyan Ye     Publish Time: 2022-09-17      Origin: Site

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As the Z generation has become the main customer group of indoor parks, this generation is seamlessly connected with the Internet information age, and is greatly influenced by digital information technology, instant communication equipment, smart phone products, etc., the theme, equipment and services of indoor parks. and other aspects put forward higher update requirements. How to capture the hearts of Gen Z people and attract them to visit actively has also become a key issue for indoor parks in the new era.


CHOWCHOW as a professional indoor park equipment production, construction and franchise company, we have a wealth of store resources. To this end, we have specially investigated our franchised stores in recent years, the cases we have built, and combined with the operating experience of our directly-operated stores, and summarized some topics on how indoor sports parks should "catch" the young generation of Z. This article will introduce in detail through the selection of indoor sports parks, what kind of sports entertainment products the Z generation people like.

What Kind Of Indoor Sports Park Products Do Young People In Generation Z Like?

To capture the hearts of Gen Z people, we must first understand what kind of sports and entertainment products this group likes. Compared with traditional indoor park customers, Gen Z people are more inclined to "improve the quality of life" and pursue a better life, value personal feelings in consumption, and are willing to pay for rich and diverse cultural experiences. The entertainment and consumption focus of Generation Z crowd is the pursuit of immersive and empathic experience, and they are keen to pursue "trend and play". Also willing to promote to others, more willing to refer to other people's opinions.


The pursuit of freshness and excitement by the Z generation has gradually led the new trend of the indoor sports park economy. Therefore, new forces are formed with new models and new gameplay, creating a win-win situation between hardware strength and content innovation. In addition, Generation Z people pay more attention to consumer price and consumer experience, and are used to experiencing amusement products in an immersive, in-depth experience and alternative way. Videos, recommendations in the circle, etc.


The amusement and consumption needs of Generation Z are more personalized and diversified, and they are more willing to pay for their own preferences and form their own communities according to their different hobbies. Generation Z pursues the ultimate sense of interaction and experience, and pays more attention to the seamless integration of reality and virtuality, online and offline, and their entertainment and consumption choices are easily influenced by the emotional value of IP. When they choose amusement products, they pay more attention to the two-way travel between network impressions and personal preferences.


CHOWCHOW is actually an upgrade based on the traditional trampoline park. In order to cater to the preferences and consumption habits of the Z generation crowd, it has incorporated more novelty, adventure, immersive experience and other projects. According to the survey, 65% of the experiencers of these new projects we have added are Gen Z people. Our stadium equipment can be basically divided into three parts: 50% sports competition, 30% amusement and 20% adventure experience.


There are some sports competitions, such as breaking through levels, rock climbing, trampoline and these unpowered sports are combined with some digital sports, such as interactive archery, urban basketball, football and so on. Then Amusement and Amusement Basically, the typical representative of amusement is the slide carnival. Then entertainment entertainment equipment, such as laser CS, VR, including this mechanical carousel, etc., are called amusement and entertainment equipment. We recommend that 30% of the matching is enough. We also need to use the remaining 20% of the space to put some of the high-altitude Equipment includes mini bungee jumping, including some high-altitude expansions, including this jump tower, including high-altitude swings, jump slides, and more. Among them, the proportion of new and upgraded projects has reached 60%, such as immersive experience VR, naked eye 3D, interactive digital sports, etc., high-altitude expansion of adventure experience, indoor mini bungee jumping, high-altitude swing, etc.


Project equipment is the foundation of an indoor park. When your park's play items or playability can't keep up with the trend of the times, then you will be more than enough to do more work in other areas. . Another thing that is closely related to the product itself is the decoration design of the overall environment. This is related to whether tourists are willing to take pictures and punch in, and this is more related to how many people will be guided in the later stage.

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