OCTOBER
1994
BY MAUREEN PACINO
The interactive entertainment industry is taking
off as clients are learning participation is
the key to successful event recreation.
Somewhere back in the 80's, the tide started turning
on event entertainment. Clients were tired of watching
their guests sit behind tables, and guests were
tired of watching the same staged entertainment
from their seats.What was missing was fundamental
involvement, and the challenge for event planners
and entertainment professionals was to find a way
to make events a participative experience for guests,
rather than something that just happened to them.
Companies like Napa,California-based Total Rebound
were some of the first to answer the demand, however
accidentally in some cases. For Total Rebound,
the path to interactive entertainment turned off
the main business road the company was following.
Beginning in the '80s as the first OSHA-approved
provider of bungee jumping, the company enjoyed
booming business during the summer for just this
one achvity. Total Rebound's president,John Wilkinson,
watched the fearless jumpers line up to take the
plunge, and he scratched his head, wondenng how
he could get them to spend more money while they
waited.
The solution was the company's first interactive
game, the Orbotron, three steel rings that spin
independently of each other. A person strapped
in the middle provides the speed 'We figured we'd
charge a few bucks and let them [the bungee jumpers]
get on the Orbotron while they were in line," Wilkinson
says. But what he didn't see coming was the Orbotron
business taking on a life of its own. When bungee
season ended, the demand for the Orbotron was increasing,
and Wilkinson found himself putting a brochure
together for its rental. Total Rebound's interactive
entertainment business snowballed from there until
there were no more bungee jumps, only a warehouse
of interactive games being rented on a regular
basis, inspired by the success of the Orbotron.
Today, the inside of Total Rebound's ware house
reflects a change in business philosophy as well
as inventory. Stocking such interactive games as
sumo wrestling, a 20-foot rock climbing wall, a
15-foot trampoline with a trapeze, the human slingshot
and the Velcro drag race, the designers of these
amusements have taken one question with them to
the drawing board: How can the most people be involved
and get the highest level of enjoyment from the
game at the same time? The answer for Wilkinson
is that, with these kinds of games, observation
equals involvement. "When you have two people
sumo wrestling, it's funny the twentieth time you
see it because it's always different," Wilkinson
says. "The games have a high spectatqr level.
Even if people don't want to play, they'll enjoy
watching it." Rental companies that stock
these games have to do little in marketing. Most
of the time, all it involves is showcasing the
games themselves.
Wilkinson also agrees that "Safety is important
for both the operator and the rider because the
attendant can be just as endangered as the participant,",
which is why Total Rebound chooses only games that
have been proven safe. "You just don't want
to risk dampening a party with a serious injury," he
concludes.
"I've never been to an event where everyone
showed up who was supposed to," says Wilkinson.
Total Rebound, he adds, goes a great distance in
service to succeed where other companies fail. "We're
able to respond immediately to technical difficulties,
and that's one of the advantages of being bigger
and _ having backup equipment," Wilkinson
asserts. "We try to take care of problems
before clients even find out about them. We're
just trying to make a difference." As the
interactive industry blooms, creativity and service
will likely define the companies with the most
staying power. Now that event goers are out from
behind the tables, the real performers will be
the industry professionals doing handstands to
keep guests involved by introducing them to new
experiences.
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