Interactive Attractions Become Baseline in Trampoline Parks
On 16 October 2026, Oxygen Activeplay opened its 19th English park, in Crawley, and used that opening to debut the chain’s first Interactive Pixel Floor, alongside an I-Wall, a Strike Zone and an interactive sports pitch.
In late March 2026, Urban Air opened a park in Tukwila, Washington, with a ValoArena mixed-reality arena in its launch lineup. In April 2026, JumpYard opened its 28th venue, in Getafe near Madrid, with a light-up wall-and-floor room called MissionBox and a ValoJump trampoline game.
Three operators, three countries, one pattern. Electronic-interactive attractions, once sold as optional upgrades, now appear in the launch lists of parks that span the scale range from a 19-site English chain to a 28-venue European operator.
This article treats that pattern the way a buyer should: as signals to be weighed, not a bandwagon to join. It lays out each signal with its date and source, works through the published throughput numbers, and states plainly what would prove the reading wrong. It ends with the decisions a 2027 equipment spec actually needs to make.
1. Three Parks, Three Markets, One Configuration Shift
The fastest way to see the shift is side by side. Each of the parks below opened within the last seven months, and each one lists electronic-interactive attractions in its official launch coverage.
| Park | Operator | Location | Opened | Interactive attractions in launch list |
|---|---|---|---|---|
| Oxygen Crawley | Oxygen Activeplay (19th park) | Crawley, England | 16 Oct 2026 | I-Wall, Strike Zone, Interactive Sports Pitch, Interactive Pixel Floor |
| Urban Air Tukwila | Urban Air Adventure Park | Tukwila, Washington, USA | Late Mar 2026 | ValoArena mixed-reality arena |
| JumpYard Getafe | JumpYard (28th venue) | Getafe, Madrid, Spain | Apr 2026 | MissionBox light-up room, ValoJump |
Two things in this table matter more than the rest. First, the operators are not boutique experimenters; Oxygen is on park nineteen, JumpYard on venue twenty-eight. Second, the interactive units are not standalone arcades bolted to the side. In each case they sit inside the main play area, next to trampolines, climbing structures and slides, competing for the same session time.
That placement is the tell. An attraction that the operator trusts with prime floor space in a flagship opening has passed the test that matters: it earns its square metres.
2. Signal One: Oxygen Debuts a Pixel Floor at Park Number Nineteen
Oxygen Activeplay runs 19 indoor activity parks in England, and its Crawley site, which opened on 16 October 2026 inside a former gym at Crawley Leisure Park, is the first in the family to carry the Interactive Pixel Floor. The company’s chief executive, Stephen Wilson, said in the opening announcement that “Crawley will be the first park in the Oxygen family to include our new Interactive Pixel Floor game.”
Count what else the launch list contains. The published attraction list names eight types: more than 40 trampolines, a giant airbag, two slides, an interactive sports pitch, a Strike Zone, an I-Wall, the Interactive Pixel Floor and a toddler soft play area. Four of the eight are electronic-interactive. That is half the lineup, derived from the published list, not from the operator’s marketing copy.
The pilot logic is worth spelling out, because it is the strongest single data point in this article. A chain does not usually trial a new format at its nineteenth site. By the nineteenth site, a chain knows its playbook and repeats it. Choosing Crawley to introduce the Pixel Floor suggests the format is being evaluated for wider rollout, the same way Oxygen previously standardised the I-Wall across its family. If the format underperforms, the next park openings will quietly drop it, which is exactly what the disconfirmation section below tells you to watch.
We covered the building side of this project separately, including how a first-floor gym conversion shapes the equipment plan, in our walkthrough of the Oxygen Crawley park. This article looks at the same opening from a different angle: what it says about the industry’s equipment baseline.
3. Signal Two: A Large US Franchise Chain Puts a Mixed-Reality Arena in the Launch Lineup
Urban Air is one of the largest adventure park franchises in the United States, and its Tukwila location, which opened at the end of March 2026, lists a ValoArena among its headline attractions. The park’s launch lineup is otherwise conventional: a Sky Rider zip line, a ropes course, a laser tag arena, trampoline dodgeball and a Warrior Course suspended over a ball pit.
What makes the Tukwila signal useful is not the press release but what happened after opening. A parent review published by Seattle’s Child on 6 April 2026 described the ValoArena as the one attraction the reviewer’s children would not leave, dubbing it the “simulation room”. The arena takes up to six players at a time, and their movements are mirrored on a large screen in real time. Independent visitor coverage that singles out one attraction is the closest thing this industry has to a demand readout.
Behind this single installation sits a supplier-side number. Valo Motion, the Finnish manufacturer of the ValoArena, ValoJump and ValoClimb products, states on its news page that operators added more than 150 of its attractions to venues during 2026, on a cumulative base of more than 1,900 installations across 80+ countries.
Read these numbers with care: they are supplier-published figures, not audited data. Their value is not their precision but their cross-checkability. Installations keep surfacing in independent opening coverage, such as the JumpYard venue below and a planned Spring Frenzy park in the United States that InterGame reported in March 2026 is expected to include a ValoJump. A supplier number that keeps matching third-party opening lists is worth more than a precise number that cannot be checked at all.
4. Signal Three: European Multi-Site Operators Specify Light-Up Rooms as Standard
JumpYard, a Sweden-founded operator, opened its 28th venue in Getafe, Spain, in April 2026. The park covers more than 3,000 m² (about 32,300 sq ft) on the second floor of the Bulevar Shopping Centre and needs more than 50 staff to run. InterGame’s opening report describes MissionBox as an immersive light-up wall and floor experience, sitting alongside a ValoJump, a Sky Rider zip coaster, a JumpTower and a Clip ‘n Climb wall. Clip ‘n Climb’s own project page confirms the installation and notes it was the 24th climbing wall the company has delivered for JumpYard across Sweden, Spain, Portugal and Germany.
Of the eight attraction types named in the Getafe coverage, two are electronic-interactive: roughly a quarter of the lineup, derived from the published list. That is a lower share than Oxygen Crawley’s half, which is itself informative. A quarter share in a 28-venue European chain’s newest flagship suggests the format has crossed from novelty to expected line item even in operators who do not lead with it.
The same operator opened its first German venue in Nuremberg in April 2026, about 3,500 m² inside the MERCADO shopping centre. And the pipeline extends to North America: InterGame reported on 30 March 2026 that the planned Spring Frenzy trampoline park in the United States, targeting a 2027 opening, is expected to include a ValoJump. Attractions specified into 2027 builds are the clearest forward indicator a buyer can watch, because equipment decisions there were made against this year’s baseline, not last decade’s.
One caveat belongs here. Two of the three operator signals in this article involve products from a single supplier. The pattern is wider than one vendor only if chain-side specifications keep including competing and in-house formats, and Oxygen’s in-house Interactive Pixel Floor is exactly that data point. Watch the spec sheets, not the vendor.
5. What the Published Numbers Actually Say
Suppliers publish throughput and footprint figures for their interactive products, and those two numbers, taken together, explain why operators keep buying. The table below collects the published figures; the maths underneath is ours.
| Product | Published footprint | Published ceiling need | Published throughput | Source |
|---|---|---|---|---|
| ValoBoard (mixed-reality board ride) | 15 m² (161 sq ft) | 2.7 m (8 ft 11 in) | 70–74 riders/hour in gated mode | Valo Motion product page |
| Groundfall (interactive floor game) | 19 modular configurations | Not published | 200+ players/hour, 2.5–3 min sessions | Valo Motion news page |
| ValoJump (interactive trampoline) | Per installation | Not published | Not published | Supplier case studies |
Divide throughput by footprint and you get the number an operator actually cares about. ValoBoard’s published figures work out to roughly 4.8 to 4.9 riders per square metre per hour. Any candidate zone can be scored the same way:
Throughput density = riders per hour ÷ zone footprint (m²)
Two supplier-level ratios round out the picture. First, velocity: more than 150 installations added in 2026 against a cumulative base of more than 1,900 means roughly 8% of the entire decade-old installed base was added in a single year. Second, usage: the company states more than 140 million games have been recorded since 2016, which spreads to an average of roughly 37,000 plays per day across the decade, while the stated current rate is 320,000 plays per day. If both published figures are taken at face value, the current daily rate runs about eight to nine times the decade average. That is what adoption acceleration looks like in supplier data, and it is also why these numbers should be treated as directional rather than exact.
What the numbers do not say is money. No supplier publishes per-attraction revenue, and no operator we found breaks out interactive units in its financial reporting. The honest position is this: the throughput case is public, the revenue case is not, and a buyer should price the gap rather than assume it away.
6. Why This Is a Procurement Line Now, Not a Gadget
Three operational properties separate the current generation of interactive attractions from the arcade corner of the 2010s, and each one changes a line in the investor’s model.
6.1 They run without dedicated staff
The current products are built around camera tracking and automatic game flow, with no wearables and no attendant required at the unit. For an operator, the comparison is not against other attractions but against payroll:
Staff-hours saved per year ≈ unstaffed attractions × open hours per year × attendant-to-attraction ratio (site-specific)
We do not have published data on what operators actually save, and the attendant ratio varies widely by park format. Staffing is one of the largest controllable costs in this business, as our breakdown of how a 785,000 sq ft park organises its staff shows, so even a partial answer matters. Get the staffing assumption wrong in either direction and the business case moves by more than the equipment price.
6.2 They fit where trampolines cannot
ValoBoard’s published specification calls for a 2.7 m (8 ft 11 in) ceiling under a 15 m² footprint. Many second-floor retail units and former gym shells can meet that height; they often cannot host high-deck structures or full-height climbing. This is why interactive units keep appearing in conversions, the same building-constraint dynamic we documented in the Crawley gym conversion. An attraction that monetises the low-ceiling corner of a box converts space that would otherwise hold party rooms or nothing.
6.3 They sell repeat visits through competition
The games are structured around scores, leaderboards and short sessions, which is a repeat-visit mechanic rather than a novelty mechanic. In a market where operators pack many attractions into one box to stretch session time, the interactive unit gives teenagers a reason to come back and beat a number. We looked at that packing logic in our piece on designing the multi-attraction box, and the interactive zone is increasingly the connective tissue between the physical attractions.
7. What Would Prove This Wrong
A trend read is only as good as its disconfirmation conditions. Here is what would falsify the claim that interactive attractions have become baseline equipment, and how to check each one:
- 2027 opening announcements without interactive line items. Chain press releases list attractions. If the major chains’ 2027 openings stop naming interactive walls, floors or arenas, the baseline claim fails within a year. Check the launch lists, not the vision statements.
- Oxygen dropping the Pixel Floor after the Crawley pilot. If the next parks in the Oxygen family open without the format, the nineteenth-park debut was a one-off trial that failed, not a rollout. The pilot logic in section 2 cuts both ways.
- Supplier install counts flatlining. If Valo Motion’s next annual summary stops reporting installation growth, the demand signal was marketing cadence, not market pull.
- Independent reviews losing interest. The Seattle’s Child review singled out one attraction as the one the children would not leave. If visitor coverage of new parks stops doing that, the demand half of the thesis weakens.
Two things would not disprove the reading. One venue removing one unit is noise; single-attraction churn is normal. And a single supplier slowing its marketing pace proves nothing on its own, because the claim rests on operator behaviour across at least three brands and three markets.
The honest boundary of this article: supplier-side numbers are self-reported, the Seattle’s Child piece is one parent’s experience rather than a dataset, and none of the operators publish revenue per attraction. The claim here is deliberately narrow. It is about what operators are specifying, not about what those specifications earn.
8. If This Holds: What a 2027 Equipment Spec Should Carry
Nothing above amounts to a market-size claim, and this section gives decision rules rather than predictions. The rules follow from what the three studied parks actually shipped.
| Your situation | What the 2026 baseline suggests |
|---|---|
| New build, 2,000 m² or more of playable area | Two or more electronic-interactive line items; the parks studied carried between one and four |
| New build, 800–2,000 m² | One dedicated interactive unit plus one wall-mounted format such as an interactive wall |
| Retrofit with 2.7 m or more clear height available | Low-ceiling products are published options; verify power and data points before signing |
| Retrofit below 2.7 m clear height | Current published specifications do not fit; re-scope the space or defer the unit |
| Every project | Score candidate zones with the throughput density formula before assigning floor space |
Three practical checks belong in the procurement process itself. First, demand the footprint, ceiling and power requirements in writing for every interactive unit, because suppliers publish them inconsistently, and a unit that misses the ceiling by half a metre is a paperweight. Second, ask for turnkey pricing in USD covering the unit, installation and content updates, since none of these prices are public and quote-only is how this category is sold. Third, ask which safety standard each unit is certified against in your market; coverage for game-based equipment differs from coverage for trampoline courts, and the answer should be checked with your local inspector rather than taken from a brochure. Our overview of safety standards for indoor parks explains how the main frameworks divide up.
If the interactive line item is new to your planning, the fastest way to see how it fits a full equipment schedule is to ask for a layout drawn around your actual floor plate. You can request a 3D design and quote for your venue and compare it zone by zone against the ratios above, or browse the indoor playground equipment range to see where interactive units sit next to trampolines and climbing structures. The getting started guide walks through the full sequence from floor plan to installed park.
FAQ
What counts as an interactive attraction in a trampoline park?
Any attraction that uses cameras, screens, projection or sensors to turn physical movement into a scored game. Common formats include interactive walls such as the I-Wall, target-based games such as the Strike Zone, interactive floors such as Oxygen’s Interactive Pixel Floor, mixed-reality arenas such as the ValoArena, and camera-based trampoline games such as the ValoJump. They differ from arcades in that the guest’s body is the controller and the unit runs inside the main play area.
How much floor space does an interactive attraction need?
The only fully published specification we found is ValoBoard: a 15 m² (161 sq ft) footprint under a 2.7 m (8 ft 11 in) ceiling, moving 70–74 riders per hour in gated mode. Other products publish partial figures or none. Treat every supplier’s footprint, ceiling and power claims as items to confirm in writing during procurement, because published completeness varies by product and version.
Will interactive games increase my park’s revenue?
There is no public per-attraction revenue data for interactive units, and we will not invent one. What is public is the throughput case: published figures for one product work out to roughly 4.8 riders per m² per hour, which you can compare against any zone using the formula in this article. The chain-level evidence, such as Oxygen trialling a Pixel Floor at its nineteenth park, shows operators are betting on these units, but a bet by experienced operators is a signal, not a revenue guarantee.
Can interactive attractions be added to an existing park?
Many current products are designed for retrofit, with modular configurations and camera-based tracking that do not require structural work. The checks that matter are clear height, power and data availability at the installation point, and the effect on session flow, since a scored game creates queues that need somewhere to form. Suppliers offer retrofit-specific configurations, so ask for a site-specific layout rather than a catalogue drawing.
Do safety standards cover interactive play equipment?
Coverage is not uniform. ASTM F2970 covers commercial trampoline courts, and EN 1176 covers playground equipment, but mixed-reality game products sit across categories, and which standard applies depends on the product type and the market. Ask each supplier which standard its unit is certified against, and confirm the answer with your local inspector before installation. Our guide to global safety certifications for indoor parks maps the main frameworks.
Sources
- Surrey Live, “Huge trampoline park coming to Surrey border with slides and sports zone”, 12 September 2026 — getsurrey.co.uk
- Sussex Express, “Inside Crawley’s newest attraction featuring 40 trampolines and interactive games”, 16 October 2026 — sussexexpress.co.uk
- Seattle’s Child, “Parent Review: First look at greater Seattle’s newest indoor adventure park”, 6 April 2026 — seattleschild.com
- Urban Air Adventure Park, Tukwila opening announcement, 27 March 2026, via Valo Motion media centre — blog.valomotion.com
- InterGame, “European trampoline park opens latest venue in Spain”, 2 April 2026 — intergameonline.com
- InterGame, “Spring Frenzy trampoline park expects 2027 opening”, 30 March 2026, via Valo Motion media centre — blog.valomotion.com
- Clip ‘n Climb (ABEO Group), “Two new fun climbing installations open at JumpYard in Spain and Germany”, 2026 — clipnclimb.com
- Valo Motion, company news and product pages (installation counts, ValoBoard and Groundfall specifications), accessed 22 October 2026 — valomotion.com
