Concept of an interactive battle arena. Image courtesy of CAVU Designwerks.
Levels of engagement What’s new with interactive attraction design interviews by Joe Kleiman
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nteractivity and gamification are ever more integral to visitor attractions. At the new Star Wars: Galactic Starcruiser experience at Walt Disney World, elements of analog game playing, technology-based interactivity, live action role-play, and hospitality blend into one cohesive experience. Industry leaders Benoit Cornet, Founder & CEO of BoldMove Nation; Mark Stepanian, President of CAVU Designwerks; and Dina Benadon and Brent Young, respectively CEO and President of Super 78, spoke with InPark’s Joe Kleiman about trends and technologies shaping the next generation of interactive attractions. What have you learned from past experience that you’re applying to attractions now? Benoit Cornet: What I’ve learned from the past 20 years is that we have to be judicious in gauging people’s interests and preferences when it comes to
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Benoit Cornet Founder & CEO BoldMove Nation
Mark Stepanian President CAVU Designwerks
Dina Benadon CEO Super 78
Brent Young President Super 78
interactivity. Sometimes, we’ve put elements into gameplay that were overly complicated. As a result, people missed the fun in their experience. Our work needs to be a humbling practice. Our sole agenda and reward should be that people enjoy a great experience. It can be exciting and immediately gratifying while also being smart and simple. Interactivity should be based on feedback and movement, with a superfast learning curve and easy to grasp, so people can focus on doing what they want to do right away. Walk in their shoes. Don’t overthink it. If you give them a shooting device, they will shoot. For certain rides and attractions guests do not need an extensive explanation or tutorial but want to just dive right into it and enjoy the experience. Mark Stepanian: Nine out of every 10 requests we get for new attractions reflects the desire for more interactivity. With “Battle for Eire” at Busch Gardens Williamsburg, we used basic eye tracking and head tracking with the VR headsets. “Twilight Saga: Midnight
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