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Sound Off #74 - Jukebox Dilemma, Competitive Socializing Phase Three, and more!

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Manage episode 483899192 series 3650329
Content provided by Brandon Willey. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brandon Willey or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Sponsored by Intercard!

Kevin Williams & Brandon Willey kick off this week's episode by debating how traditional jukeboxes are becoming less visible in entertainment venues as karaoke and live performances gain popularity, signaling a need for reimagined approaches to music delivery in public spaces.
• Economy watch shows tariff situations creating uncertainty for merchandise and prize deliveries
• Genda's Gigo Entertainment continues acquisition spree with 13 Japanese arcade facilities
• Lane 7 expands with multiple brands including ML7, Gutterball, and Level X
• Competitive socializing enters "Phase 3" with new entrants SuperSocial, Rivals Social, and Pool House
• True Gamers secures $15 million funding to capture 10% of MENA esports market
• Six Flags confirms closure of Maryland water park and staff reductions
• Velocity Esports files for Chapter 11 bankruptcy protection
• Go-karting experiencing gamification wave with new projection-mapped and VR systems
• Creative Works, VRCave, and Another World expanding free-roaming VR presence
• Consumer VR market showing concerning signs with top-selling applications being older titles

  continue reading

Chapters

1. Introduction to Location Entertainment (00:00:00)

2. Is the Jukebox Dying? (00:00:38)

3. Economy Watch and Tariff Impacts (00:04:32)

4. Business Acquisitions and Growth (00:09:29)

5. Competitive Socializing Evolution (00:18:22)

6. Esports Market Development (00:27:24)

7. Six Flags Changes and Velocity Bankruptcy (00:31:52)

8. Tech Trends in Go-Karting (00:42:12)

9. VR Industry Developments (00:49:26)

10. Consumer VR Market Challenges (00:54:26)

406 episodes

Artwork
iconShare
 
Manage episode 483899192 series 3650329
Content provided by Brandon Willey. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brandon Willey or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Sponsored by Intercard!

Kevin Williams & Brandon Willey kick off this week's episode by debating how traditional jukeboxes are becoming less visible in entertainment venues as karaoke and live performances gain popularity, signaling a need for reimagined approaches to music delivery in public spaces.
• Economy watch shows tariff situations creating uncertainty for merchandise and prize deliveries
• Genda's Gigo Entertainment continues acquisition spree with 13 Japanese arcade facilities
• Lane 7 expands with multiple brands including ML7, Gutterball, and Level X
• Competitive socializing enters "Phase 3" with new entrants SuperSocial, Rivals Social, and Pool House
• True Gamers secures $15 million funding to capture 10% of MENA esports market
• Six Flags confirms closure of Maryland water park and staff reductions
• Velocity Esports files for Chapter 11 bankruptcy protection
• Go-karting experiencing gamification wave with new projection-mapped and VR systems
• Creative Works, VRCave, and Another World expanding free-roaming VR presence
• Consumer VR market showing concerning signs with top-selling applications being older titles

  continue reading

Chapters

1. Introduction to Location Entertainment (00:00:00)

2. Is the Jukebox Dying? (00:00:38)

3. Economy Watch and Tariff Impacts (00:04:32)

4. Business Acquisitions and Growth (00:09:29)

5. Competitive Socializing Evolution (00:18:22)

6. Esports Market Development (00:27:24)

7. Six Flags Changes and Velocity Bankruptcy (00:31:52)

8. Tech Trends in Go-Karting (00:42:12)

9. VR Industry Developments (00:49:26)

10. Consumer VR Market Challenges (00:54:26)

406 episodes

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