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The Challenge: How to reach millions of the world’s non-bowlers...

 

  • How do you reinvent the bowling experience to reach the millions of people who don’t bowl today?
  • How do you attract the huge population that plays video games?

We at QubicaAMF accepted this as a challenge and we asked ourselves: “Is there a prevalent unmet need bowling is not fulfilling today?” To get those answers we commissioned a quarter-million-dollar market study with two professional firms.

We sought to more fully understand consumer feelings and perceptions about traditional bowling, looked to find unseen opportunities within the bowling market, and strived to determine whether the market would be receptive to innovative “reinventions” of the game.

It delivers the perfect blend of bowling and gaming. It is the ideal way to tap into the huge potential audience not fully served by bowling today, like Gen Z and Millennials, and provides a great platform that everyone can enjoy so you can reach beyond your existing bowling base.

That led to the development of an exciting new product designed to re-energize players and introduce millions of new bowlers to the game: HyperBowling!

 

*HyperBowling is a registered trademark of QubicaAMF in the U.S. and in other countries. HyperBowling, its features and technologies are patent pending in the U.S. and in other countries.

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Key Research Takeaways

  • Bowling endures as one of the world’s most popular recreational activities, but still there is an opportunity to reach people who are not bowling
  • Players’ actual or perceived lack of skill, plus aspects of the traditional ten-frame game, create barriers to full bowling enjoyment
  • HyperBowling builds on and improves the most successful aspects of traditional bowling
  • HyperBowling offers the engagement and interactivity of a video game but on a real bowling lane, with exciting sounds and visuals, progressively challenging levels, moving targets and score multipliers
  • Research proves that HyperBowling can attract more players, spur more repeat visits, and boost spend-per-visit

 

 

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Consumer Response

HyperBowling goes above and beyond to extend the bowling population, reach younger consumers, increase their spending and frequency of visits and increase your revenue.

The consumer research on HyperBowling shows:

  • More than 90% of people enjoy it and would recommend it to their friends
  • More than 70% said they like HyperBowling more than traditional bowling
  • 83% of people who don’t bowl today would visit a center with HyperBowling
  • On average, people said they would visit 3 additional times per year if a center had HyperBowling
  • 75% of people were willing to pay more for HyperBowling than traditional bowling
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Did You Know?

  • 150 million people, nearly half of the U.S. population, play video games routinely
  • 50% of men play, 48% of women play
  • Nearly 2 out of 3 adults under 50 play video games routinely
  • Frequent players spend 4.6 hours per week playing video games physically together (at home or elsewhere)

HyperBowling is the perfect activity for them!

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