How to build the must- visit items in a theme park?
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- Issue Time
- Aug 6,2024
Summary
How to build the must- visit items in a theme park from an equipment supplier's perspective
1. Commonality of the must- visit items: science and technology, culture, and the senses
The must- visit items are important for shaping the core attraction of cultural and tourism attractions. In order to present the leading level in the field of science and technology, culture and sensation, it should have the characteristics of high quality and originality.
Jego pays great attention to originality when creating must-see projects, such as the "Deep Sea Labyrinth" project that we created for the Zhuhai Hengqin Stargazer Tower Unpowered World, which was the first giant three-dimensional labyrinth equipment in China to incorporate elements of the ocean theme and culture, and was also the largest single-person unpowered equipment in China at the time! --With a total height of 20 meters and an area of nearly 2,000 square meters, the project set up 4 exploration paths with different levels of difficulty, accommodating more than 80 game nodes and more than 100 kinds of games, taking into account the needs of families of different age groups.
In addition, the "Rabbit Pulling Carrot" combined play equipment created by Jego for Shanghai Disney in 2019 was the only large-scale sculptural play equipment in Shanghai at that time that utilized the polyhedral splicing style, taking into account thematic, functionality and landmarks. The most recent must-visit item created by Jego is the pancoat tower in the Jego Rabbit's Nest Pancoat Park at Moon Lake, which Jego will independently invest in and operate in 2022. This is the first large-scale non-powered ride in China to be co-branded with an internationally recognized IP. In addition to the landmark shape of the park, the equipment also adopts a new exterior decorative material that allows the tower's multiple surfaces to display different colors under the same lighting conditions, creating a varied visual effect.
2. "must-visit" project building method: customer group positioning, play experience, catering to trends
Jego believes that the key point of the must-punch card program is to let users have the impulse to "punch card". This impulse comes from the "scarcity value". That is, "first", "only", "the most" and other absolute terms, these are the "scarcity value" provided by the project. These are the "scarcity value" provided by the project. This "scarcity value" has 4 elements:
1) Appearance
People are emotional creatures, and a project without a beautiful design will not be attractive.
2) Volume
Paradise equipment, and generally have a differentiation, the volume of equipment is also differentiated, and the large volume of equipment is not only more visually stunning, but also has more space to accommodate more play functions.
3) Theme
Theme and appearance and volume are highly related and integrated. Thematic means visual and experiential orientation, combined with the creation of the scene, can make users produce a strong sense of immersion.
4) Play
After attracting users through appearance, the originality and richness of gameplay will superimpose and amplify the "scarcity value". For users, the experience provided by the game can include three dimensions of excitement, richness and fun, one of which can become a "must punch card" program if it is the best, if it can be balanced, it will be more sought after by users.
3. "must-visit" program freshness method: operation, security, update
Then, to make the must-visit project fresh or to have the ability to manufacture must-visit facilities and equipment, the first thing that needs to be strengthened is the "internal strength" - such as the understanding of the user and the market. If you do not understand the market, it is impossible to know which products are not currently on the market, but also can not create a "must-hit card" program. At the same time, understanding the user's demand, close to the user's aesthetic, in order to drive things in the right direction.
Both suppliers and cultural tourism attractions need to have strong original design and implementation capabilities in order to design and realize projects that users like and are highly original. Through the experience accumulated from past projects, even the imperfect and failed experience, we can know how to build the "must-visit " project for ourselves. On this basis, we should also be brave to innovate, do what others have not done, not afraid of failure, not afraid of waste, not afraid of internal debate, all around the final results to carry out the work, that is, the "originality" mentioned above.