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FEC Development

How to Choose the Right Attractions for a Family Entertainment Center

Choosing FEC attractions is not about filling space with equipment. Learn how to evaluate age fit, capacity, replay value, staffing, maintenance, revenue potential and operational complexity.

Boost Arena · August 28, 2026 · 15 min read

Infographic titled How to Choose the Right Attractions for an FEC showing attraction-selection factors, example attraction mix logic, and a decision matrix.

Choosing attractions is one of the most exciting parts of developing a Family Entertainment Center.

It is also one of the easiest places to make an expensive mistake.

Equipment catalogues are designed to attract attention.

Trade shows are full of impressive technology.

Large structures look powerful in renderings.

New concepts promise novelty.

But the most visually impressive attraction is not automatically the right attraction for your business.

The right attraction needs to work within a system.

It should fit:

  • The target customer
  • The age strategy
  • The property
  • The available space
  • The ceiling height
  • The capacity model
  • The staffing model
  • The revenue strategy
  • The maintenance capability
  • The expected visit frequency
  • The wider customer experience

A Family Entertainment Center should therefore not begin with the question:

“What equipment should we buy?”

A better question is:

“What does this venue need each attraction to do?”

1. START WITH THE CUSTOMER

Before comparing equipment, define who the venue is for.

“Families” is too broad.

A venue may primarily target:

  • Toddlers
  • Children aged approximately 4–7
  • Children aged approximately 8–12
  • Pre-teens
  • Teenagers
  • Mixed-age families
  • Birthday groups
  • Schools
  • Tourists
  • Local repeat visitors

Each group responds to different types of entertainment.

A toddler may value:

  • Exploration
  • sensory play
  • easy movement
  • repetition
  • parent proximity

An older child may value:

  • Challenge
  • competition
  • skill
  • scoring
  • progression
  • social interaction

A teenager may need even more:

  • Autonomy
  • competition
  • group experiences
  • sport
  • technology
  • social relevance

The attraction mix should begin with these differences.

2. DECIDE WHICH AGE GROUPS ARE PRIMARY

Trying to serve everyone equally is often expensive.

A venue may say:

“We want ages 1 to 15.”

But that is not one product.

It is several different customer experiences sharing a building.

A stronger strategy is to identify:

PRIMARY GROUPS

The customers the venue is mainly designed around.

SECONDARY GROUPS

Customers the venue can serve well without dominating the design.

LIMITED-PRIORITY GROUPS

Customers who may visit, but who should not drive major investment decisions.

This helps prevent the project from buying attractions simply to “have something for everyone.”

3. GIVE EACH ATTRACTION A JOB

Every attraction should have a reason to exist.

Possible roles include:

  • High capacity
  • Strong first impression
  • Repeat visits
  • Skill development
  • Competition
  • Toddler appeal
  • Older-child appeal
  • Group play
  • Birthday value
  • Premium revenue
  • Social interaction
  • Visual identity
  • Parent-child participation
  • Filling difficult space

An attraction can perform several roles.

But if you cannot clearly explain what role it serves, ask whether it belongs in the project.

4. BUILD A PORTFOLIO, NOT A CATALOGUE

A strong FEC is usually a balanced portfolio of experiences.

Imagine a venue where every attraction is:

  • High intensity
  • Individual
  • expensive
  • staff-supervised
  • low throughput

The venue may look exciting but become difficult to operate.

A better mix may balance:

  • High and low intensity
  • Individual and group play
  • Staffed and lightly supervised activities
  • Physical and interactive experiences
  • Younger and older age appeal
  • Premium and included activities
  • Fast and longer-duration attractions

The total mix matters more than any one attraction.

5. REPLAY VALUE SHOULD BE A MAJOR FILTER

Novelty can bring customers once.

Replay value helps bring them back.

Ask:

Will the experience change when the customer repeats it?

Replay value can come from:

  • Skill
  • scoring
  • progression
  • different routes
  • changing levels
  • competition
  • social interaction
  • time-based challenges
  • personal improvement

A child can climb the same wall many times if the challenge feels different.

A one-time immersive experience may be spectacular but have weaker repeat value.

Neither is automatically better.

Their role in the business is different.

6. LOOK AT CAPACITY, NOT ONLY APPEARANCE

One of the most important attraction metrics is throughput.

Ask:

How many customers can realistically use this attraction per hour?

Consider:

  • Participants at one time
  • Length of each turn
  • Reset time
  • briefing time
  • safety preparation
  • loading and unloading

An attraction that serves one person every five minutes has very different commercial characteristics from an activity that accommodates twenty children simultaneously.

Low-capacity attractions can still be valuable.

But the project needs to know that they are low capacity.

7. THINK ABOUT QUEUES BEFORE BUYING

Queues are not only a customer-service issue.

They are a design and capacity issue.

For every high-demand attraction, ask:

  • Where will customers wait?
  • Will the queue block circulation?
  • Can parents see their children?
  • Does waiting require staff management?
  • Is the session time limited?
  • Will birthdays create additional demand?

An attraction is not just the equipment footprint.

It also has a queue footprint.

8. CALCULATE STAFFING PER ATTRACTION

An attraction costing €80,000 may be more expensive to operate than one costing €150,000.

Why?

Staff.

Some activities require:

  • Continuous supervision
  • Harnessing
  • instruction
  • resetting
  • customer loading
  • technical assistance

Others may operate with general area supervision.

Before purchase, estimate:

  • Staff required at quiet times
  • Staff required at peak times
  • Whether the attraction can close during weak periods
  • Whether staff can supervise neighbouring activities

Labour should be evaluated before CAPEX is approved.

9. CONSIDER SPACE EFFICIENCY

Not every attraction needs to maximise revenue per square metre.

But every major attraction should justify the space it consumes.

Ask:

What does this attraction produce relative to its footprint?

That value may be:

  • Capacity
  • revenue
  • destination appeal
  • repeatability
  • age coverage
  • visual impact
  • group use

A huge attraction that dominates 30% of the venue should contribute something strategically important.

10. CEILING HEIGHT CAN DETERMINE THE MIX

Certain attractions require vertical volume.

Examples may include:

  • Climbing
  • elevated play
  • ropes
  • large slides
  • some trampoline structures
  • multi-level soft play

If the property has limited height, forcing vertical concepts into it may create poor value.

Instead, lower-height spaces may work better with:

  • Interactive walls
  • reaction games
  • arcade
  • mini golf
  • sports simulation
  • toddler experiences
  • compact skill activities

The best attraction is sometimes the one that respects the building rather than fighting it.

11. USE THE PROPERTY'S DIFFICULT AREAS INTELLIGENTLY

Columns, low ceilings and irregular corners do not always need to be problems.

Certain spaces may suit:

  • Arcade
  • parent seating
  • toddler zones
  • reaction games
  • storage
  • lockers
  • party-room support
  • smaller interactive activities

The attraction mix should respond to the real building geometry.

12. BALANCE HIGH-CAPACITY AND HIGH-IMPACT ATTRACTIONS

Some attractions are excellent for capacity.

Others are excellent for marketing.

A highly photogenic attraction may become the image people associate with the venue.

But it may not serve many customers.

Conversely, a large soft-play structure may process significant customer volume but have less marketing novelty.

A good FEC often needs both:

Attractions that sell the first visit.

And attractions that make the visit work.

13. BALANCE PHYSICAL AND DIGITAL EXPERIENCES

Physical play may provide:

  • Movement
  • skill
  • challenge
  • social play
  • physical confidence

Interactive technology may provide:

  • Scoring
  • rapid feedback
  • competition
  • compact footprint
  • changing game modes
  • replayability

The best balance depends on the concept.

Technology should not be added simply because it feels modern.

Physical activities should not be selected simply because they are traditional.

Each should serve the customer and operating model.

14. DO NOT ASSUME SOFT PLAY IS THE DEFAULT

Soft play can be excellent.

It can offer:

  • High simultaneous capacity
  • self-directed play
  • broad younger-age appeal
  • relatively efficient supervision
  • strong birthday compatibility

But it is not automatically the right answer for every venue.

Consider:

  • Target age
  • competition
  • local market expectations
  • ceiling height
  • repeatability
  • cleaning
  • maintenance
  • visual positioning

A venue targeting older children may need a very different core.

15. DESIGN TODDLER ACTIVITIES SEPARATELY

Toddler areas should not be treated as leftover space.

A strong toddler zone may need:

  • Age separation
  • soft movement
  • low climbing
  • sensory interaction
  • clear parent visibility
  • convenient seating
  • easy access
  • easy cleaning

The commercial importance can also be significant because toddler customers may visit during weekday mornings when older children are at school.

16. GIVE OLDER CHILDREN A REASON TO STAY

Older children often age out of simple play quickly.

Activities for them may need:

  • Competition
  • skill
  • challenge
  • speed
  • scoring
  • progression
  • social interaction

Examples can include:

  • Climbing
  • ninja challenges
  • interactive sports
  • timed reaction games
  • mini golf
  • selected trampoline activities
  • team challenges

If the FEC wants families to stay customers for several years, age progression matters.

17. CONSIDER PARENTS AS USERS TOO

Not every attraction needs to involve adults.

But some concepts benefit when parents can participate.

Family participation can:

  • Increase social value
  • improve repeat visits
  • reduce passive waiting
  • broaden appeal

Possible formats might include:

  • Mini golf
  • interactive sports
  • climbing
  • team games
  • selected competitive activities

This can be particularly useful for venues positioned as family entertainment rather than only children's play.

18. THINK ABOUT BIRTHDAYS

Birthday groups behave differently from individual customers.

An attraction may be particularly valuable if it:

  • Handles groups
  • creates shared excitement
  • allows competition
  • is easy to schedule
  • supports photos
  • has predictable duration

Ask:

Can a group of ten children use this experience efficiently?

If the answer is no, that does not make the attraction bad.

It simply affects its birthday value.

19. DECIDE WHICH ACTIVITIES ARE INCLUDED AND WHICH ARE PREMIUM

Not every attraction needs to be included in general admission.

Some may work better as:

  • Premium add-ons
  • tokens
  • credits
  • booked experiences

This can apply to certain:

  • VR
  • simulators
  • arcade
  • specialist experiences

But premium pricing should be simple enough for customers to understand.

Too many additional charges can damage value perception.

20. AVOID CREATING TOO MANY OPERATING MODELS

A venue where every attraction uses a different:

  • Payment system
  • queue system
  • supervision system
  • booking system
  • time limit

can become confusing.

Variety in entertainment is valuable.

Variety in operational rules can become exhausting.

Simplify where possible.

21. EVALUATE MAINTENANCE BEFORE PURCHASE

Ask every supplier:

  • What needs daily inspection?
  • What needs weekly inspection?
  • What wears out?
  • What spare parts should we hold?
  • How long do parts take to arrive?
  • Is local service available?
  • Can our team perform basic repairs?
  • What happens when the attraction fails?

An attraction that operates 98% of the time can be more valuable than a spectacular attraction that frequently cannot be used.

Reliability has commercial value.

22. UNDERSTAND TECHNOLOGY DEPENDENCIES

Technology-led attractions may depend on:

  • Sensors
  • cameras
  • projectors
  • computers
  • servers
  • internet
  • software
  • licences
  • remote support

Ask what happens when each component fails.

Also ask:

Can the attraction operate offline?

How quickly can support respond?

Are software updates included?

What recurring fees exist?

Technology should be evaluated as a system, not a screen.

23. CALCULATE LIFECYCLE COST

Purchase cost is only the first cost.

Total ownership may include:

  • Freight
  • installation
  • staff
  • software
  • licences
  • maintenance
  • consumables
  • replacement parts
  • upgrades

Two attractions with the same purchase price can have very different five-year economics.

24. CONSIDER CLEANING BEFORE INSTALLATION

Ask:

  • Can staff reach the surfaces?
  • Can equipment be cleaned while customers are present?
  • Are there difficult enclosed areas?
  • Are high-touch points accessible?
  • How long does deep cleaning take?

Cleaning difficulty becomes a daily labour cost.

It also affects customer perception.

25. CHECK NOISE

Some attractions generate significant sound.

Potential sources include:

  • Arcade
  • impact activities
  • music
  • sports
  • shouting
  • birthday groups

Noise can affect:

  • Parent comfort
  • staff communication
  • neighbouring tenants
  • other attraction zones

Attraction placement can help manage this.

26. CONSIDER ENERGY CONSUMPTION

Energy is rarely the first attraction-selection question.

But technology-heavy or mechanically intensive equipment may consume more electricity.

Ask about:

  • Typical power demand
  • standby consumption
  • cooling requirements
  • operating schedule

OPEX matters.

27. THINK ABOUT WHAT HAPPENS WHEN AN ATTRACTION IS CLOSED

Every attraction will eventually be unavailable.

Ask:

If this attraction is down for two days, how much does the customer experience suffer?

If one activity represents the entire identity of the venue, downtime can become particularly damaging.

A balanced attraction portfolio reduces dependence on one element.

28. DO NOT OVERLOAD THE VENUE WITH TOO MANY ACTIVITIES

More attractions do not automatically mean a better customer experience.

Too much variety can create:

  • Poor circulation
  • weak visibility
  • high maintenance
  • excessive CAPEX
  • staff complexity
  • fragmented customer attention

Sometimes fewer, stronger activities create a better venue.

29. DO NOT UNDER-BUILD THE EXPERIENCE EITHER

The opposite problem exists.

A venue may look large but offer too little to do.

Customers quickly conclude:

“We have done everything.”

The attraction mix should support the intended dwell time.

If the typical visit is expected to last 90 minutes, the experience should reasonably support that.

30. THINK ABOUT VISIT DURATION

Different attractions produce different dwell patterns.

For example:

A trampoline area may support repeated use.

A simulator may be a short experience.

A large soft-play structure may hold a child for a long period.

A balanced mix should support the desired visit duration without creating excessive queues or boredom.

31. MAKE ATTRACTIONS WORK TOGETHER

The venue should feel like one experience.

Not ten unrelated products.

Consider whether activities share a common logic such as:

  • Movement
  • challenge
  • skill
  • competition
  • exploration
  • family interaction

The mix does not need to be identical.

But it should feel intentional.

Every trade show has a popular category.

Every year brings new technology.

Trends can be useful signals.

They are not automatically investment instructions.

Ask:

  • Does our market want this?
  • Does our customer understand it?
  • Is support available?
  • Does it fit our price point?
  • Will it still matter in three years?

The newest attraction is not necessarily the strongest attraction.

33. LOOK AT COMPETITORS — BUT DO NOT COPY THEM

Competitor analysis can reveal:

  • Missing age groups
  • overcrowded categories
  • pricing expectations
  • customer complaints
  • market gaps

But copying a successful competitor does not guarantee success.

Their:

  • Rent
  • location
  • customer base
  • brand
  • operating history

may be different.

Use competition to understand the market, not to duplicate it.

34. CONSIDER HOW THE ATTRACTION WILL BE MARKETED

Some experiences explain themselves instantly in video.

Others require explanation.

Ask:

Can this attraction be communicated clearly through:

  • Website
  • social media
  • birthday sales
  • school sales
  • in-venue signage

Marketing value should not dominate attraction selection.

But it is worth considering.

35. EVALUATE THE SUPPLIER, NOT ONLY THE PRODUCT

A strong attraction from a weak supplier can still become a problem.

Evaluate:

  • References
  • documentation
  • certification
  • installation experience
  • warranty
  • technical support
  • response time
  • spare parts
  • financial stability
  • communication

You are not only buying equipment.

You may be beginning a relationship that lasts years.

36. COMPARE SUPPLIERS ON THE SAME BASIS

Supplier quotations can be difficult to compare.

One may include:

  • Freight
  • installation
  • training

Another may not.

Create a comparison that normalises:

  • Purchase price
  • shipping
  • installation
  • recurring fees
  • warranty
  • maintenance
  • spare parts
  • delivery time

Otherwise, the cheapest quote may simply be the least complete quote.

37. USE A SIMPLE ATTRACTION SCORECARD

For major attractions, score each option against the same criteria.

For example:

CUSTOMER FIT Does the target age genuinely want it?

REPLAY VALUE Will customers use it repeatedly?

CAPACITY How many users can it handle?

SPACE EFFICIENCY Does the value justify the footprint?

STAFFING How much labour does it require?

MAINTENANCE Can it be supported reliably?

LIFECYCLE COST What will it cost beyond purchase?

BIRTHDAY VALUE Does it work for groups?

MARKETING VALUE Does it help communicate the concept?

REVENUE VALUE Does it support admission, premium revenue or retention?

Scoring does not make the decision automatically.

It makes trade-offs visible.

38. AVOID BUYING AN ATTRACTION BECAUSE YOU PERSONALLY LIKE IT

Owners naturally have preferences.

That is normal.

But the owner's favourite activity is not necessarily the customer's favourite activity.

The project should combine:

  • Vision
  • market evidence
  • customer understanding
  • operating logic

Personal enthusiasm should inform the concept, not replace analysis.

39. KEEP SOME FLEXIBILITY FOR THE FUTURE

A venue does not need to be permanently fixed on opening day.

Where possible, preserve flexibility for:

  • New technology
  • changing customer preferences
  • seasonal programming
  • replacement attractions
  • events

Modular spaces can help the venue evolve.

40. CHOOSE THE MIX AS A BUSINESS SYSTEM

The final attraction list should answer several questions simultaneously.

Does it serve the right ages?

Can enough customers use it?

Can the team operate it?

Can the business maintain it?

Will children repeat it?

Does it support birthdays?

Does it fit the building?

Does it support the commercial model?

If the attraction mix works only in a rendering, it is not finished.

AN EXAMPLE ATTRACTION MIX LOGIC

Imagine a medium-sized FEC targeting children aged approximately 4–12.

Instead of selecting ten unrelated attractions, the venue might create several experience roles:

CORE HIGH-CAPACITY ACTIVITY

Something capable of serving many children simultaneously.

CHALLENGE ACTIVITY

For skill, progression and older-child appeal.

INTERACTIVE ACTIVITY

For scoring and competition.

SOCIAL / GROUP ACTIVITY

Useful for friends and birthdays.

YOUNGER-CHILD AREA

Appropriate for younger siblings.

PREMIUM ACTIVITY

Optional additional revenue where suitable.

The specific equipment can vary enormously.

The important point is that the attraction portfolio has a logic.

THE ATTRACTION DECISION MATRIX

Before approving a major attraction, ask:

1. Who is it for?

2. Why will they use it?

3. Why will they use it again?

4. How many people can use it?

5. How much space does it consume?

6. How many staff does it require?

7. What does it cost to maintain?

8. What happens when it breaks?

9. Does it work for birthdays or groups?

10. Does it strengthen the overall concept?

If several answers are unclear, the purchase decision may be too early.

FREQUENTLY ASKED QUESTIONS

WHAT ARE THE BEST ATTRACTIONS FOR AN FEC?

There is no universal list.

The best attractions are those that fit the target customer, property, capacity, staffing model, maintenance capability, budget and revenue strategy.

HOW MANY ATTRACTIONS SHOULD AN FEC HAVE?

There is no ideal number.

A smaller venue may perform well with a limited number of strong, repeatable experiences.

A larger destination venue may require a broader mix.

The number should follow the customer experience rather than a target equipment count.

SHOULD AN FEC HAVE TRAMPOLINES?

Only if trampolines fit the target market, space, ceiling height, supervision model, safety requirements and wider concept.

They are not mandatory.

SHOULD AN FEC HAVE SOFT PLAY?

Soft play can be highly effective, especially for younger children, but it should not automatically become the core of every project.

ARE INTERACTIVE ATTRACTIONS WORTH THE COST?

They can be valuable when they provide strong replayability, scoring, competition or space efficiency.

However, software, support, reliability and recurring costs must be understood.

HOW IMPORTANT IS REPLAY VALUE?

Very important for venues dependent on local repeat customers.

Novelty helps create the first visit.

Replay value helps support the next one.

SHOULD I BUY ALL EQUIPMENT FROM ONE SUPPLIER?

Not necessarily.

A single supplier can simplify coordination, but different suppliers may be stronger in different categories.

The attraction mix should serve the business first.

WHEN SHOULD I ORDER THE EQUIPMENT?

When the customer strategy, property, layout, technical requirements, capacity and operating model are sufficiently defined — while still allowing enough time for manufacturing, shipping and installation.

FINAL THOUGHT

Choosing attractions is not a shopping exercise.

It is portfolio design.

The goal is not to fill every square metre.

It is to create a balanced system where each attraction contributes something meaningful to the customer experience and the business.

Choose attractions that fit the customer.

Fit the property.

Fit the staffing model.

Fit the capacity model.

Fit the maintenance reality.

And give families a reason to return.

The right attraction is not necessarily the newest, biggest or most expensive.

It is the one that does the right job inside the right project.

ABOUT BOOST ARENA

Boost Arena creates, operates and develops family entertainment.

Our operator-led approach combines family entertainment consulting with practical operating exposure through Kids Arena Marbella, a Boost Arena brand.

We support projects across FEC development, indoor playground consulting, attraction strategy, supplier evaluation, turnkey coordination and operational planning.