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Out-of-home entertainment

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Through Augmented reality, Virtual reality and Museum

In the US alone, there are nearly 30,000 attractions—theme and amusement parks, attractions, water parks, family entertainment centers, zoos, aquariums, science centers, museums, and resorts, producing a total nationwide economic impact of $219 billion in 2011, according to leading international industry association, International Association of Amusement Parks and Attractions (IAAPA). The industry directly employs more than 1.3 million and indirectly generates 1 million jobs in the US, creating a total job impact of 2.3 million.

In recent years, the use of this term has gained acceptance with and been popularized by amusement industry players, industry associations, trade magazines and even securities analysts. This stems from the desire to distinguish between the social, competitive atmosphere and dedicated hardware found in location-based entertainment venues from at-home consumer-game entertainment, mobile entertainment or even augmented reality (AR) and virtual reality (VR). The reality is that the lines are increasingly blurred with today's sophisticated consumers and emerging technologies.

This term is not to be confused with out-of-home media advertising as used by the advertising industry, although the convergence of digital out-of-home advertising and the digital out-of-home entertainment is producing innovations in retail and hospitality, steeped in fundamentals of social gaming experiences defined by the video amusement industry during the 70’s.

Overview

Digital out-of-home entertainment (also DOE) is a sector that is understood by few but is a fast-growing technology sector with plenty of innovations transforming the sector. Its roots lie in the popularity of coin-operated arcade video games such as racing, fighting, Japanese imports, or pinball that Generation X will vividly recall with fond memories of countless hours of their youth spent in dimly-lit video-game rooms (popularly known as 'arcades').

When Generation Y came along, an audience well-versed in digital gaming favored game consoles over arcade machines. So while video amusement remains an integral part of the popular culture fabric today, its relevancy is diminished and even perceived as 'dead' partly due to the lack of coverage by consumer-game media even as the amusement industry transformed itself and research and development investments continue to pour into the sector, evolving and growing the out-of-home, pay-to-play experience.

In 2011, the non-profit Digital Out-of-Home Interactive Entertainment Network Association was established to help "define these amorphous groups that comprise this vibrant industry and illustrate how they all interact" with groups spanning from "family entertainment centers (FEC), location-based entertainment sites, visitor attractions, theme parks as well as retail, shopping malls and the hospitality sector – and not forgetting museums, heritage sites, schools".

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