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Game Volt launches immersive active gaming attraction Battle Arcade

New product offers premium graphics and more than 10 games in a high-throughput format

People playing a virtual lava floor game on a Battle Arcade attraction.

Battle Arcade features more than 10 different games and high-fidelity graphics

Image courtesy of Game Volt

Game Volt, the product division of CONDUCTR, the UK-based innovation studio, has announced the release of Battle Arcade, a new active gaming attraction for family entertainment centres (FECs), arcades and competitive socialising venues.

With 10+ multiplayer games on a single interactive LED floor, Battle Arcade’s full-colour, full-graphic display can offer an entirely different world with each title.


In contrast to floors limited to illuminated colours and simple patterns, the new attraction creates a richer gameplay experience with detailed environments, characters, animations and live visual feedback.

ROI in under six months

Battle Arcade’s fast-paced challenges, tactical team games and vivid experiences are designed for players of all ages, with a capacity of up to six players at a time.

Three people in front of a Battle Arcade game display with colourful graphics. Up to six players can take part in Battle Arcade's fast-paced immersive gamesImage courtesy of Game Volt

These short, exciting sessions provide high-throughput play. Furthermore, the expandable gaming platform can be updated with new titles, seasonal takeovers, venue-branded content and licensed IP.

As such, operators can launch new experiences without replacing the attraction, fostering repeat visits while maintaining its relevance and commercial value over the long term.

Matt Daly, head of partnerships at Game Volt, says: "For operators, the value of Battle Arcade lies in the flexibility and commercial performance of the platform.

"Early data from our first North American installation indicates the potential for a return on investment in under six months, while the expanding content library gives venues something new to promote long after opening.

"We have also worked hard to make Battle Arcade straightforward to run. Guests move from payment and onboarding to gameplay through a self-service kiosk, with no wearables, projection equipment or dedicated member of staff required.

"Integrations with multiple payment system providers are also available from launch."

Easy to operate and play

With a self-service journey, the attraction guides players from payment and onboarding through to gameplay, minimising staffing requirements and ensuring that the experience is intuitive for first-time visitors.

In addition, numerous payment integrations simplify the integration of Battle Arcade with a venue's existing infrastructure.

As the attraction has no headsets, trackers or other wearable equipment to distribute and maintain, turnaround between sessions is straightforward.

And because the LED floor directly creates the imagery, operators avoid the shadows, interrupted sightlines, and ambient lighting issues that often come with projection.

The attraction has been developed for FECs, arcades, competitive socialising venues, hospitality businesses, and broader leisure destinations.

Operators can choose from three configurations, one of which includes interactive push-button walls and additional game modes, to best suit their footprint and commercial objectives.

Earlier this year, CONDUCTR, in partnership with Supercell and Fever, launched Clash for the Stache, an interactive challenge room experience that brings Clash of Clans into the physical world.

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