02 October, 2025

From Pixel to Reality: How Gaming Analytics Transforms Offline Entertainment



In online games, everything is measured: how long a player spends on a level, where they get stuck, and what actions they take. This analytics helps improve the product and retain the audience. In offline entertainment, such an approach hardly existed—attractions were built on intuition and trends, and the results were tested only over time.

This is changing with the Hello Park concept, which introduced a data collection system comparable to online gaming. Every child in the park receives an RFID bracelet and creates a digital avatar. Games and attractions are equipped with readers that track every action. As a result, the park becomes not just a space for fun, but a fully data-driven platform.

What Data is Collected
The system tracks game activation frequency: the most popular ones are launched on average 10 times more often than the less popular ones. Audience age is analyzed—for example, in one game, 75% of participants are children aged 5–7. In-game purchases are also recorded—costumes and accessories for avatars. On average, during one visit a child may change their character’s outfit up to 10 times, highlighting individuality and making the experience personal. These options unlock as missions are completed along one of the park’s suggested routes.

One of the key metrics is the engagement funnel: out of 100% of children who start a game, 95% complete half of the tasks, and 70% reach the final. The average family stay in the park now reaches 4 hours. With these metrics, we can clearly see our targets: increasing engagement and ultimately driving the completion rate of the gaming journey toward the maximum—100%.

Global Differences
Comparing data across countries shows how audience interests differ. In some countries, music games dominate (60% of activations), while in others, sports games lead (80%). This allows the format and themes to be adapted to local preferences and cultural contexts.

A data-driven approach prevents parks from operating blindly. If a game doesn’t perform, it can quickly be replaced or improved. As a result, guest satisfaction grows (NPS increased by 45% in a year), repeat visits rise (in some parks over 50%), and children’s experiences become richer and more personal.

The Hello Park example shows that offline entertainment can use the same analytics tools as digital products. This approach makes the concept flexible, modern, and competitive on a global scale.


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