Difference between revisions of "GameWorks/History"

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==Background==
 
==Background==
In the early 1990s, Sega's worldwide expansion plans for their amusement operations were mapped out after a slew of successful openings in Japan under the shortlived [[En-Joint]] concept.{{magref|gamemachinejp|387|12}}{{fileref|SegaEnJoint JP Flyer.pdf}} Venues in the United States, a country in which the Sega brand was getting more recogntion, were pre-requisite; the company had operated numerous amusement arcades and entertainment centers in the region before, such as the [[Sega Center]]s, [[P.J. Pizzazz]], and [[Time-Out]], however these were all either closed or owned by other companies by the time of 1991.
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Dating back to the late 1960s, one of Sega's core businesses was amusement operations, managing their own amusement centers/arcades.{{ref|https://web.archive.org/web/20190124041806/https://www.segasammy.co.jp/english/pr/corp/history/history_sega/}} Though early locations such as [[Golden Center Game Corner]] lacked sophistication and long-term investment, the 1970s saw the company broaden its horizons and begin to open venues that attempted to move past poorer perceptions of arcades; this was foremostly seen in its 1970 partnership with [[Toho]] for "family fun centers" and eventually its first amusement arcades outside of Japan, the USA's [[Sega Center]]s.{{magref|cb|1971-01-02|28}}{{magref|cb|1977-07-23}} Poor market conditions in the amusement trade led to many of its US venues being disposed of at the start of the following decade,{{magref|playmeter|0921|20}} as well as the cancellation of an early venture into hospitality with [[P.J. Pizzazz]];{{magref|cb|1982-05-29|37}} however, in the face of the [[wikipedia:Businesses Affecting Public Morals Regulation Act|fueiho law]] and tougher legislation, Japanese amusement operations were primed to improve under [[Hayao Nakayama]] and [[CSK]].
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[[File:VirtuaLand Outside.jpg|thumb|right|VirtuaLand, 1993 precursor to the GameWorks venture in the [[wikipedia:Luxor Hotel|Luxor Hotel]], Las Vegas]]
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Aided by the success of its own amusement machines, progressively bigger Sega amusement centres opened domestically.{{ref|https://web.archive.org/web/20180424193009/http://shmuplations.com/akiranagai/}} Branded chains such as [[Hi-Tech Land Sega]] and [[Sega World (Japan)|Sega World]] were established throughout the late 1980s and early 1990s, adding to a trend of cleaner, brighter location-based entertainment in the country.{{magref|gamemachine|387|12}} Amusement operations presence in the US was also eventually bought back in December 1986 with the [[Time-Out]] centers, however by July 1990, these had again been sold off.{{magref|gamemachinejp|431|14}} This did not end Sega's interest in overseas operation; as part of a push for improved returns on its amusement business outside of Japan, test arcades ran by new Sega subsidiaries appeared in several European countries{{magref|cvg|134|12}}{{ref|https://web.archive.org/web/20210530151620/https://www.lesechos.fr/1992/03/sega-rachete-le-francais-w-dk-921897}}{{fileref|UltimaGeneracion ES 05.pdf|page=108}} as well as the USA, with the [[Game City]] arcade in Dallas, Texas also marking [[Sega Enterprises USA]]'s return to operations.{{magref|eg92|3|11}}
  
In 1992, a number of small-scale test venues were opened in several countries outside of Japan through new agreements with regional distributors, including the United Kingdom's [[Metropolis]] in the basement of the London [[wikipedia:Hamley's|Hamley's]] branch,{{magref|cvg|134|12}} an officially supplied arcade located within the [[Festival Disney]] area of [[wikipedia:Disneyland Paris|Euro Disney]], Paris, France,{{ref|https://web.archive.org/web/20210530151620/https://www.lesechos.fr/1992/03/sega-rachete-le-francais-w-dk-921897}} and a temporary installation in Spain for the [https://en.wikipedia.org/wiki/1992_Summer_Olympics 1992 Summer Olympic Games].{{fileref|UltimaGeneracion ES 05.pdf|page=108}} In the case of the United States, which saw the pre-existing [[Sega Enterprises Inc. USA]] return to arcade operations, this began with the [[Game City]]{{ref|https://web.archive.org/web/20210529231522/https://www.ebay.co.uk/itm/124149399534}} arcade in Scotty's Golf Park, Dallas, Texas.{{magref|eg92|3|11}}
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Soon after this modest international amusement expansion began, Nakayama led Sega in its attempts to become a multimedia giant the size of Disney.{{intref|Press release: 1993-07-04:Sega Takes Aim at Disney's World}} High-tech indoor theme parks were stated to be an integral area of these, building off of the considerable advancements already made in its Japanese amusement operations and accelerating plans for the rest of the world.{{intref|Press release: 1993-06:The Next Level: Sega's Plans For World Domination}} Securing infrastructure, [[Hakkeijima Carnival House|Sega World Hakkeijima Carnival House]] opened in Yokohama's [[wikipedia:Hakkeijima Sea Paradise|Hakkeijima Sea Paradise]] aquarium park in May 1993, containing [[AS-1]] and ''[[Virtua Formula]]'' installations.{{magref|bemega|1993-07|35}} Five months later, [[Sega VirtuaLand]] opened in the [[wikipedia:Luxor Hotel|Luxor Hotel]], Las Vegas, now mirroring previous Japanese expansion with the same two attractions and similar size to considerable success.{{magref|gamepro|53|287}} Calls for a chain of 100 VirtuaLand facilities, however, never came to fruition.{{magref|replay|1903|52}}
  
Moving into 1993, Sega began putting infrastructure in place for the launch of its first indoor theme parks the following year, which after debuting in Japan, were planned to open across the world, making for a tentative total of 100 by the end of the decade.{{intref| Press release: 1993-07-04:Sega Takes Aim at Disney's World}} During May of that year, [[Hakkeijima Carnival House|Sega World Hakkeijima Carnival House]] opened in Yokohama's [[wikipedia:Hakkeijima Sea Paradise|Hakkeijima Sea Paradise]] aquarium park, containing [[AS-1]] and ''[[Virtua Formula]]'' installations.{{magref|bemega|1993-07|35}} Mirroring this, [[Sega VirtuaLand]] opened in the [[wikipedia:Luxor Hotel|Luxor Hotel]], Las Vegas, with the same two attractions, a pair of [[R360]] simulators, and a comparable floor space in October.{{magref|gamepro|53|287}}
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By the following year, Sega's [[Amusement Theme Park]] concept had been finally launched in Japan with [[Osaka ATC Galbo]] and [[Yokohama Joypolis]].{{fileref|Amusement Theme Park JP Booklet.pdf}} 1994 did not see any new openings of standalone venues in the States, however with a keen eye on rapid overseas expansion, Nakayama was initiating high-level negotiations for a business alliance with global entertainment giant [[Disney]];{{ref|https://web.archive.org/web/20210119125653/https://www.vrfocus.com/2017/07/the-virtual-arena-the-virtual-theme-park-part-1/}} by now, the enterprise had decades of experience in developing and operating amusement parks and themed entertainment on a larger scale beginning with [[wikipedia:Disneyland|Disneyland]]. The talks built off of previous collaboration on [[Festival Disney]], one of the first test locations for Sega's western amusement facilities in 1992, and eventually led to an exhibition space at [[Innoventions]] in July of that year.{{magref|sv|20|10}} Though partly devoting its space to console stations, much of the area was taken up by coin-operated arcade machines and large simulators like ''Virtua Formula''.
 
 
By the following year, Sega's [[Amusement Theme Park]] concept had been initiated with [[Osaka ATC Galbo]] and [[Yokohama Joypolis]] in Japan. 1994 did not see any new openings of venues in the States, however Sega had entered high-level negotiations with entertainment giants Disney and Universal/MCA. The initial result of the former was the company's console and arcade exhibition at [[Innoventions]] and future plans for other jointly-developed theme park locations, while the latter was going to tentatively lead to Sega's first overseas indoor theme park in the [[wikipedia:Universal CityWalk|CityWalk]] complex in 1995.{{ref|https://web.archive.org/web/20210529235234/https://techmonitor.ai/technology/sega_and_matsushita_subsidiary_in_theme_park_venture}}{{fileref|Amusement Theme Park JP Booklet.pdf}}
 
  
 
==Development==
 
==Development==
GameWorks' first roots can be traced back to Sega's original partnerships with Universal and Disney. Though beneficial in theory, both had fundamental problems; the latter particularly was not without its caveats, as Sega themselves had hopeful aspirations to rival Disney by the end of the decade.{{intref|Press release: 1993-07-04:Sega Takes Aim at Disney's World}} As a result, both negotiations broke down, with the announced CityWalk facility never materialising, Disney borrowing ideas for the [[wikipedia:DisneyQuest|DisneyQuest]] scheme, and the first overseas Sega theme park location eventually becoming [[SegaWorld London]] in 1996.
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[[File:GameWorks Sept 1995.jpg|thumb|left|[[DreamWorks]]' [[Steven Spielberg]] and [[Jeffrey Katzenberg]], MCA's [[wikipedia:Edgar Bronfman Jr.|Edgar Bronfman Jr.]], Sega's [[Hayao Nakayama]], DreamWorks' [[wikipedia:David Geffen|David Geffen]], and MCA's [[wikipedia:Ronald Meyer|Ronald Meyer]] in September 1995 ''[[Game Machine]]'' publicity photo for [[GameWorks]] venture announcement.{{magref|gamemachinejp|506|1}}]]
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Though potentially fruitful for both companies, Sega and Disney did not progress further on their plans after Innoventions. Nakayama had previously spoken to ''[[wikipedia:The New York Times|The New York Times]]'' of his business strategy's intent to rival the latter,{{intref|Press release: 1993-07-04:Sega Takes Aim at Disney's World}} with Sega's indoor theme park plans as an key part to this, and according to Joe DiNuzio, former vice president of Walt Disney Imagineering, both companies saw a market opportunity that they wanted to independently capitalise on.{{ref|1=https://web.archive.org/web/20211218231925/https://books.google.co.uk/books?id=uRGrAwAAQBAJ&pg=PA52&lpg=PA52#v=onepage&q&f=false}} Disney would go on to borrow ideas previously made by Sega for their similar [[wikipedia:DisneyQuest|DisneyQuest]] scheme. In the weeks after Innoventions' opening, Sega publicly attached itself to earlier leaked plans made alongside MCA/Universal{{ref|https://web.archive.org/web/20211217153131/https://www.upi.com/Archives/1994/02/04/MCA-may-partner-with-Sega-for-entertainment-complex/2277760338000/}} for a $20 million indoor theme park covering up to 50,000 square feet of the Orlando CityWalk complex; however, this would also never materialise.{{ref|https://web.archive.org/web/20210529235234/https://techmonitor.ai/technology/sega_and_matsushita_subsidiary_in_theme_park_venture}}{{fileref|Amusement Theme Park JP Booklet.pdf}}
  
Undeterred, Sega continued its expansion plans, despite already experiencing setbacks. Gains were made with the launch of the [[Sega City]] chain of arcades, and talks continued with Universal to look at alternative avenues. [[wikipedia:DreamWorks SKG|DreamWorks SKG]], recently founded in 1994 by [[Steven Spielberg]], [[wikipedia:David Geffen|David Geffen]], and former Disney chairman [[wikipedia:Jeffrey Katzenberg|Jeffrey Katzenberg]], had also became involved, with the companies announcing their first agreement in September 1995.{{magref|gamemachinejp|506|14}} Katzenberg, Spielberg, and MCA CEO Skip Paul visited Sega's AM R&D offices in Japan during January 1996, meeting with numerous developers and [[Hayao Nakayama]].{{ref|https://web.archive.org/web/20210429185136/https://twitter.com/MegaDriveShock/status/1387841885037793288}}
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During 1995, gains were finally made with the launch of [[Sega City]],{{magref|segaprouk|52|8}} negotiations with Seattle authorities for a location in the then-unopened Meridian complex,{{ref|1=https://web.archive.org/web/20211218232820/https://archive.seattletimes.com/archive/?date=19950911&slug=2141061}} and continued talks with MCA to look at alternative avenues; [[wikipedia:DreamWorks SKG|DreamWorks SKG]], recently founded in 1994 by [[Steven Spielberg]], [[wikipedia:David Geffen|David Geffen]], and former Disney chairman [[Jeffrey Katzenberg]], had also became involved. An agreement between the three companies to create location-based entertainment centers was first announced on September 28, 1995.{{ref|https://web.archive.org/web/20211212043926/https://www.upi.com/Archives/1995/09/28/DreamWorks-Sega-MCA-form-alliance/4069812260800/}} DreamWorks was to participate in the venture through DreamWorks Interactive, itself a joint partnership with [[wikipedia:Microsoft|Microsoft]], with then-MCA CEO [[Skip Paul]] named as chairman.{{magref|gamemachinejp|506|14}} Paul and Spielberg had spoken over video games before, the former a self-proclaimed "game addict" and the latter a former [[Atari]] vice president.{{ref|https://web.archive.org/web/20130130182609/https://www.fastcompany.com/42057/hollywoods-new-game}}
  
Instead of the original indoor theme park model, which had proven problematic to get off the ground in the States, a new chain of urban entertainment centres was envisaged by the three companies, combining manageable aspects of the overseas Amusement Theme Park concept with new attractions specifically made for American audiences, and a larger emphasis on food and drink outlets. The retooling was likely undertaken to appeal to a market increasingly receptive to the [[wikipedia:Dave & Busters|Dave & Busters]] chain of venues, which followed a similar ethos.
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[[File:Steven Spielberg SOJ 1996 4.jpg|thumb|right|Assorted notable GameWorks and Sega personnel including Hayao Nakayama, Steven Spielberg, Jeffrey Katzenberg, Skip Paul, Jon Snoddy, [[Yu Suzuki]], [[Mark Cerny]], and [[Tetsuya Mizuguchi]] in group photo taken during a January 1996 tour of the company's research and development offices.{{ref|https://web.archive.org/web/20210429185136/https://twitter.com/MegaDriveShock/status/1387841885037793288}}]]
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As negotiations continued, Katzenberg, Spielberg, Paul and recruited Disney attraction engineer [[Jon Snoddy]] visited Sega's R&D offices in Japan during January 1996, meeting with numerous developers and [[Hayao Nakayama]].{{ref|https://web.archive.org/web/20210429185136/https://twitter.com/MegaDriveShock/status/1387841885037793288}} While there, Spielberg left marks on the development of several games,{{ref|https://web.archive.org/web/20190316093010/https://www.4gamer.net/games/999/G999905/20190302005/}} and agreements evolved into creating a unique concept for the scheme - instead of the Amusement Theme Park model, which had proved problematic to get off the ground, a new chain of urban entertainment centers was envisaged by the three companies, combining manageable aspects of the indoor theme park concept with new attractions and amenities specifically designed for a wider American demographic and upmarket image. Additionally, a larger emphasis would be placed on food and drink outlets, offered by the rising [[wikipedia:Dave & Busters|Dave & Busters]] chain.
  
The GameWorks venture was formally named and announced by Sega, DreamWorks, and MCA in April 1996.{{magref|gamemachinejp|517|14}} Sega indicated its original plans for indoor theme parks in the States would not happen, and that GameWorks would be the name used for the entertainment centers it planned to open alongside the new jointly funded company, which additionally planned to take over from Sega Enterprises Inc. USA to distribute Sega's arcade machines in North America.{{magref|gamemachinejp|517|14}} Under [[Sega GameWorks L.L.C.]], Steven Spielberg led a team of engineers and developers, creating new mini theme park attractions and design concepts of the following locations.
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Eventually, the venture was formally named and announced as GameWorks by Sega, DreamWorks, and MCA on March 13, 1996.{{ref|https://web.archive.org/web/20180128114237/https://www.nytimes.com/1996/03/14/business/venture-plans-sega-arcades.html}} With the announcement, Sega indicated its original plans for indoor theme parks in the States were now unlikely to occur;{{magref|gamemachinejp|517|14}} GameWorks would be used as the name for the 100 entertainment centers it planned to open alongside the new jointly funded private company itself,{{ref|https://web.archive.org/web/20211219014033/https://techmonitor.ai/technology/sega_dreamworks_mca_in_gameworks_us_entertainment_centers_venture}} which additionally took distribution of arcade machines in North America and operation of the Sega City chain over from Sega Enterprises USA as its side businesses.{{intref|Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS}} Under the new [[Sega GameWorks]] company, Spielberg led a team of esteemed western attraction developers including Snoddy at Soundstage 35 on Universal's Hollywood studio grounds, creating new concepts and rides for the first locations to open.{{ref|https://web.archive.org/web/20200809053628/https://www.wired.com/1997/08/design-dream-job-gameworks/}}{{ref|https://web.archive.org/web/20150906191835/https://www.csmonitor.com/1997/0314/031497.us.us.2.html}}{{ref|https://web.archive.org/web/20211214174045/https://www.latimes.com/archives/la-xpm-1997-dec-10-fi-62445-story.html}}
  
 
==Launch==
 
==Launch==
The first GameWorks opened in Downtown Seattle in March,{{intref|Press release: 1997-03-15: BECK AND COOLIO TO PERFORM AT MTV'S GameWorks PREMIERE PARTY SPECIAL LIVE FROM THE GRAND OPENING OF GameWorks SATURDAY, MARCH 15 IN SEATTLE, WA}} 1997 to much fanfare.{{intref|Press release: 1996-12-04: FIRST GameWorks PLAYS IN DOWNTOWN SEATTLE, MARCH 1997}} A typical facility cost about $10 million or more to build, and plans initially called for up to 150 locations.  
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[[File:GameWorks Seattle 1997 Exterior.jpg|thumb|left|[[GameWorks Seattle]] location exterior, circa March 1997 launch]]
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Originally stated to be during 1996 and then February 1997,{{magref|nextgeneration|26|28}} the first full-scale GameWorks location, [[GameWorks Seattle]], opened on March 15, 1997.{{ref|https://www.wired.com/1997/04/gameworks-seattle-one-month-after-launch/}} Aided by the appointment of former MTV marketing executive John Shea in the weeks prior to its postponed launch party,{{intref|Press release: 1997-03-04: MTV SENIOR MARKETING EXECUTIVE JOINS SEGA GameWorks}} the launch of the chain came with considerable PR fanfare centered around ''[[MTV GameWorks Premiere Party]]'', an hour long television special filmed live from the opening day of the new Seattle venue and broadcast on the channel.{{intref|Press release: 1997-02-12: MTV TEAMS UP WITH GameWorks}} Numerous major celebrities and public figures including [[wikipedia:Will Smith|Will Smith]], [[wikipedia:Gillian Anderson|Gillian Anderson]], and [[wikipedia:Bill Gates|Bill Gates]] attended, as well as popular artists [[wikipedia:Beck|Beck]] and [[wikipedia:Coolio|Coolio]] performing live.{{intref|Press release: 1997-03-15: BECK AND COOLIO TO PERFORM AT MTV'S GameWorks PREMIERE PARTY SPECIAL LIVE FROM THE GRAND OPENING OF GameWorks SATURDAY, MARCH 15 IN SEATTLE, WA}} [[Tetsuya Mizuguchi]] also appeared.{{magref|nextgeneration|30|20}} Due to scheduling issues with ''[[wikipedia:Amistad (film)|Amistad]]'', Spielberg could not join his colleagues on the day, but did feature heavily in marketing material, décor, and the TV special through a pre-recorded segment.{{ref|https://web.archive.org/web/20201105231853/https://www.vice.com/en/article/vvapxx/that-time-steven-spielberg-and-sega-built-the-arcade-of-your-dreams}}
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With the Seattle launch a success despite local controversy over MTV's treatment of invitees,{{ref|1=https://web.archive.org/web/20211213184829/https://archive.seattletimes.com/archive/?date=19970318&slug=2529354}} GameWorks stated it to be a mere prototype - the second location, [[GameWorks Las Vegas]], became the largest of the chain on May 10, 1997 to another celebrity-endorsed launch party.{{intref|Press release: GAMEWORKS LAS VEGAS GRAND OPENING CELEBRATION SCHEDULED FOR MAY}} Taking up 45,000 square feet of [[wikipedia:Showcase Mall|Showcase Mall]]'s basement on [[wikipedia:The Strip|The Strip]], the venue featured larger food and drink outlets alongside a 75 foot rock climb structure.{{intref|Press release: 1997-04: GO OUT AND PLAY AT GAMEWORKS ON THE LAS VEGAS STRIP}} Las Vegas was then closely followed by [[GameWorks Ontario]], California, in July.{{intref|Press release: 1997-07-27: SOUTHERN CALIFORNIA'S FIRST GAMEWORKS OPENS FOR PLAY IN ONTARIO, CALIFORNIA}} The third location launched with a skateboarding event featuring [[wikipedia:Tony Hawk|Tony Hawk]] and ''[[Top Skater]]'' tournaments in the [[wikipedia:Ontario Mills|Ontario Mills]] mall,{{intref|Press release: 1997-07-26: GAMEWORKS TO AWARD $10,000 AT 'TOP THIS' CHAMPIONSHIP}} which saw the chain in direct competition with a Dave & Busters location situated on its other side.{{ref|https://web.archive.org/web/20211217134629/https://www.latimes.com/archives/la-xpm-1997-jul-24-ca-15656-story.html}} Full-scale venues cost up to $10 million, with plans initially calling for up to 100 locations in the US alongside a smaller number of licenced international examples by 2002.{{ref|https://web.archive.org/web/20211217152840/https://www.latimes.com/archives/la-xpm-1997-03-23-fi-41207-story.html}}
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==Active period==
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[[File:Stage 35 Sega.jpg|thumb|right|The [[Stage 35]] test venue precipitated the later small-scale [[GameWorks Studio]] chain.]]
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Despite early success and country-wide exposure from its original launch, GameWorks' progress soon stalled on its 100-strong facility target, which could only be completed if a centre was opened every six weeks by 2002. Though talks for it and other provisional sites had been initiated earlier in the year, a three month gap occurred between the opening of the Ontario location and [[GameWorks Grapevine]]. Attributed to a lack of prime real estate and negotiations processes, the company downscaled its ambitions,{{ref|https://web.archive.org/web/20211217104303/https://www.zdnet.com/article/sega-gameworks-revisits-game-plan/}} instead deciding to also place focus on new smaller venues, more identifiably arcades instead of the broader GameWorks offering.{{ref|https://web.archive.org/web/20211217110611/https://www.gamespot.com/articles/gameworks-dead-or-alive/1100-2462984/}}
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Smaller operations were trialled with November 1997's [[Stage 35]], a location heavily inspired by the company's titular corporate offices,{{ref|https://web.archive.org/web/20080513230641/https://wc.arizona.edu/papers/91/62/12_2_m.html}} then solidified with the creation of [[GameWorks Studio]]s, a new chain lacking most of the pretences of previous locations and used as a rebranding tool for the previous Sega City operations.{{ref|https://web.archive.org/web/20211212044239/https://www.gamespot.com/articles/gameworks-downsizes/1100-2463038/}} Sites opened under this chain included [[GameWorks Studio City of Industry]] and [[GameWorks Studio San Antonio]], both designed around themed arcade rooms.{{magref|nextgeneration|44|32}} By this time, GameWorks' distribution unit was given back to Sega Enterprises USA in an attempt to focus the company on its original endeavours.{{magref|nextgeneration|47|18}}
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[[File:GameWorks Rio de Janeiro Exterior_1.jpg|thumb|left|[[GameWorks Rio de Janeiro]], opened November 1999 and sold to its overseas partners to become Hot Zone in 2003]]
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With the last full-scale opening November 1997's [[GameWorks Tempe]], it would take another year for the sixth, [[GameWorks Auburn Hills]], to appear in 1998.{{ref|https://archive.org/details/ontvmi-ONTV_Archive_-_1998_Grand_Opening_of_Great_Lakes_Crossing}} A handful of other US locations followed in Miami, Chicago, and Columbus; further emphasis was placed on larger restaurants at new openings during this period,{{magref|nextgeneration|55|20}} as well as franchise stores such as [[wikipedia:GameStop|GameStop]], smarter dress codes for staff, and eventually government-complying age restriction  measures on violent games.{{ref|https://web.archive.org/web/20211219213202/https://www.latimes.com/archives/la-xpm-2000-oct-06-fi-32159-story.html}} Many of these changes were stated as attempts to move away from the predominantly young male and tourist clientele some locations attracted.{{ref|https://web.archive.org/web/20130130182609/https://www.fastcompany.com/42057/hollywoods-new-game}}
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Though fewer new GameWorks Studio openings occurred, GameWorks' first full-scale international locations launched in 1999 alongside overseas partners, beginning with [[GameWorks Guam]] in March and [[GameWorks Rio de Janeiro]] in November.{{ref|https://web.archive.org/web/20130130182609/https://www.fastcompany.com/42057/hollywoods-new-game}} Taking up 40,000 square feet of the New York City shopping center, the latter venue was notably the second largest behind Las Vegas, containing a number of rare attractions more typically found in [[Joypolis]] theme parks instead of the GameWorks chain. Another venue in Brazil's Sao Paulo was planned, but never materialised.{{ref|https://web.archive.org/web/20130130182609/https://www.fastcompany.com/42057/hollywoods-new-game}}
  
==Demise==
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==Decline==
After earnings of the first stores proved disappointing, the scope of the chain was scaled back significantly. Nonetheless, Sega estimated that at its height, the 18 U.S. locations that existed drew in over 15 million guests per year. Smaller venues which lacked the bar and restaurant aspect of the chain were titled [[GameWorks Studios]] and were usually placed in shopping malls.  
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Although Sega's pre-existent financial difficulties had worsened during its active period, GameWorks benefitted from considerable funds throughout this time between its three founding entities, including former president [[Michael Montgomery]]'s $76 million investment.{{ref|https://web.archive.org/web/20130130182609/https://www.fastcompany.com/42057/hollywoods-new-game}} Aside from previous difficulties with real estate and clientele, the venture was an initial success;{{intref|Press release: 1997-08-18: GAMEWORKS SCORES $76 MILLION IN PRIVATE CAPITAL PRIMARILY FROM INSTITUTIONAL INVESTORS}} thusly, the company and its chain, affected by only a handful of closures and cancelled plans, would remain associated with Sega at a time where its poorer performing amusement operations were liquidated in other parts of the world.{{fileref|Sega_Annual_Report_1999.pdf|page=16}} Despite this, a mere two new full-size locations, [[GameWorks Tampa]] and [[GameWorks Vienna]], opened during the 2000-2001 period, the latter closing within months after its local partner's bankruptcy.{{ref|https://web.archive.org/web/20211205045332/https://www.thisismoney.co.uk/money/news/article-1541012/GameWorks-foiled-in-Europe-foray.html}} Following a period where same-store sales tapered, revenue improved by $10 million according to GameWorks - nonetheless, DreamWorks chose to drop its involvement in February 2001, citing prolonged difficulties and a belief that its personnel had now fulfilled their creative input.{{ref|https://web.archive.org/web/20170313133007/https://www.awn.com/news/dreamworks-backs-out-gameworks}}{{ref|https://web.archive.org/web/20200928034756/https://www.latimes.com/archives/la-xpm-2001-feb-02-fi-20215-story.html}}
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[[File:GameWorks Long Beach 2008.jpg|thumb|right|[[GameWorks Long Beach]], the final and second-largest GameWorks venue to open in North America under Sega]]
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Still attempting expansion in spite of dwindling funds, the chain received a handful more locations after 2001 and a shift to more traditional family amusement;{{ref|https://web.archive.org/web/20171129041743/https://www.wsj.com/articles/SB99584644066658217}} [[GameWorks Minneapolis]], opened November 2002, and [[GameWorks Long Beach]], December 2003, were the first to feature bowling alleys.{{ref|https://web.archive.org/web/20051214090246/http://www.gameworks.com/scoop/gw_locations.html}} Although closures of the earlier Rio de Janeiro and Guam branches occurred in 2003 and 2006, further international venues opened through overseas partners in 2003 and 2004 with [[GameWorks Kuwait]] and [[GameWorks Santo Domingo]].{{ref|https://web.archive.org/web/20051214090246/http://www.gameworks.com/scoop/gw_locations.html}} These, however, did not improve fortunes - publicly blaming a lack of income unable to cover the high rent for all of its facilities, GameWorks filed for Chapter 11 bankruptcy on March 11, 2004.{{ref|https://web.archive.org/web/20210912134601/https://www.gamedeveloper.com/pc/sega-gameworks-files-for-bankruptcy}}{{ref|https://web.archive.org/web/20210226161012/https://www.ssgca.com/client-transaction/sega-gameworks-llc/}}
  
Due to the costs involved in the venture, DreamWorks SKG withdrew their involvement in 2001, and the chain itself filed for bankruptcy in 2004. NBC Universal's stake in GameWorks  was sold to [[Sega Sammy Holdings]] on November 3, 2005, making it wholly-owned by SEGA and was operated by its subsidiary, [[Sega Entertainment USA]] until May 2011.
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Whilst operations continued under cost cutting measures, plans to salvage the business in a last-ditch attempt by Sega to maintain its US operations presence saw Universal's remaining stake in the business wholly sold to [[Sega Sammy Holdings]]. By November 3, 2005, the conglomerate had secured the venture through the newly-formed [[Sega Entertainment USA]], officially making it the sole owner.{{intref|Press release: 2005-11-03: Sega Entertainment U.S.A., Inc. (SEUI) Launches Location-Based Entertainment Business}} Remaining executives who had contributed with Universal left the company, though most original lower-level staff and venues remained. After the reorganization was completed, provisional plans on new facilities began; what would later become the final GameWorks to be launched under Sega was 2006's [[GameWorks Mexico]].{{ref|https://web.archive.org/web/20211221004237/https://archivo.eluniversal.com.mx/finanzas/53705.html}}
  
GameWorks began to further struggle financially in the late 2000s as a result of an economic downturn in the United States. As part of a major restructuring move, Sega Entertainment USA suddenly closed down seven GameWorks venues on March 29, 2010, in an attempt to focus the chain's mission on profitability and future growth. Sega Entertainment USA reported that as a result of the closure, GameWorks employees at the closed locations lost their jobs, although some received 30 days of wages. The ten remaining locations and the [[World Sports Grille]] in Tucson were to become the focus of renewed efforts going forward.
+
New president [[Ben Kitay]] alongside former [[Tokyo Joypolis]] general managers [[Akitoshi Ogawa]] and [[Takashi Uchijima]] helmed the company, focusing on renewing its food and drink outlets at older locations as well as establishing new store concepts like [[World Sports Grille]].{{ref|https://web.archive.org/web/20130710081254/https://www.trifecta-mg.com/press-room/game-on-sega-revamp-for-gameworks-taps-arena-concept/}} In addition, increased testing of new arcade franchises already proven to be highly successful in Japan such as ''[[Sangokushi Taisen]]'' and ''[[Mushiking]]'' was made possible at GameWorks locations due to Sega's association.{{ref|https://web.archive.org/web/20201123200858/https://www.prweb.com/releases/2005/07/prweb261460.htm}} In spite of these renewed efforts, expansion of the World Sports Grille concept was halted after mixed reviews, and few games trialled at the venues would ultimately see a widespread release or subsequent popularity - ''[[Psy-Phi]]'' in particular was canned altogether, in addition to US expansion of [[ALL.Net]] after its trials.{{ref|https://web.archive.org/web/20210827071230/https://www.gamedeveloper.com/business/the-rebirth-of-the-u-s-arcade-sega-entertainment-s-plans-for-gameworks}} Amidst ineffective business strategies and a continually worsening economic crisis in the late 2000s that caused new openings to be scrapped, Sega Entertainment USA entered liquidation, choosing to close  or sell seven of its 16 GameWorks sites effective March 29, 2010.{{ref|https://web.archive.org/web/20200311155316/https://www.reuters.com/article/sega-gameworks-idUSN2712426420100427}}
  
In May 2011, Sega sold GameWorks, which now consisted of only seven locations, to an investor group headed by theme park and arcade chain veteran Steve Dooner. Now known as Gameworks Entertainment LLC, the company has moved its headquarters from the Chicago suburbs to Las Vegas. Dooner, GameWorks' new chief executive, said he originally tried to buy Gameworks in 2001 and discussed the possibilities of making the acquisition a second time in 2004 before the chain was declared bankrupt. His third and successful round of negotiations with Sega began in January 2010.
+
==Sale==
 +
In May 2011, Sega sold GameWorks, which now consisted of only seven locations.{{ref|https://web.archive.org/web/20211207003717/https://www.intergameonline.com/coin-op/news/sega-sells-gameworks}} Now under the relocated GameWorks Entertainment, the remaining venues were acquired by an investor group headed by amusement industry veteran Steve Dooner; Dooner, GameWorks' new chief executive, originally tried to buy Gameworks in 2001 and discussed the possibilities of making the acquisition a second time in 2004 before the chain was declared bankrupt, with his third and successful round of negotiations with Sega beginning January 2010.{{ref|https://web.archive.org/web/20211207003717/https://www.intergameonline.com/coin-op/news/sega-sells-gameworks}} Dooner planned to revitalize GameWorks by making broad changes to technology, menus and marketing, increasing the company's emphasis on social media, and eventually opening new locations. Some theming and redemption prizes at original venues retained the link to its original creators, though further closures of the Las Vegas, Ontario, and Tempe branches occurred.  
  
Dooner planned to revitalize GameWorks by making broad changes to technology, menus and marketing, increasing the company's emphasis on social media, and eventually opening new locations. Though the franchise is no longer affiliated with Sega, some theming and redemption prizes are still based off of Sega game franchises. Today, only 6 of the GameWorks locations SEGA opened are still in business.
+
Today, only three of the sixteen original GameWorks locations Sega opened in the US are still in business with the same name, with others under the GameTime, Kitchen Den Bar, and Tilt chains. Numerous other buyouts and a small number of new venues opened under their new ownership during the 2010s.
  
 
==References==
 
==References==

Revision as of 20:51, 20 December 2021

Back to: GameWorks.

Background

Dating back to the late 1960s, one of Sega's core businesses was amusement operations, managing their own amusement centers/arcades.[1] Though early locations such as Golden Center Game Corner lacked sophistication and long-term investment, the 1970s saw the company broaden its horizons and begin to open venues that attempted to move past poorer perceptions of arcades; this was foremostly seen in its 1970 partnership with Toho for "family fun centers" and eventually its first amusement arcades outside of Japan, the USA's Sega Centers.[2][3] Poor market conditions in the amusement trade led to many of its US venues being disposed of at the start of the following decade,[4] as well as the cancellation of an early venture into hospitality with P.J. Pizzazz;[5] however, in the face of the fueiho law and tougher legislation, Japanese amusement operations were primed to improve under Hayao Nakayama and CSK.

VirtuaLand, 1993 precursor to the GameWorks venture in the Luxor Hotel, Las Vegas

Aided by the success of its own amusement machines, progressively bigger Sega amusement centres opened domestically.[6] Branded chains such as Hi-Tech Land Sega and Sega World were established throughout the late 1980s and early 1990s, adding to a trend of cleaner, brighter location-based entertainment in the country.[7] Amusement operations presence in the US was also eventually bought back in December 1986 with the Time-Out centers, however by July 1990, these had again been sold off.[8] This did not end Sega's interest in overseas operation; as part of a push for improved returns on its amusement business outside of Japan, test arcades ran by new Sega subsidiaries appeared in several European countries[9][10][11] as well as the USA, with the Game City arcade in Dallas, Texas also marking Sega Enterprises USA's return to operations.[12]

Soon after this modest international amusement expansion began, Nakayama led Sega in its attempts to become a multimedia giant the size of Disney.[13] High-tech indoor theme parks were stated to be an integral area of these, building off of the considerable advancements already made in its Japanese amusement operations and accelerating plans for the rest of the world.[14] Securing infrastructure, Sega World Hakkeijima Carnival House opened in Yokohama's Hakkeijima Sea Paradise aquarium park in May 1993, containing AS-1 and Virtua Formula installations.[15] Five months later, Sega VirtuaLand opened in the Luxor Hotel, Las Vegas, now mirroring previous Japanese expansion with the same two attractions and similar size to considerable success.[16] Calls for a chain of 100 VirtuaLand facilities, however, never came to fruition.[17]

By the following year, Sega's Amusement Theme Park concept had been finally launched in Japan with Osaka ATC Galbo and Yokohama Joypolis.[18] 1994 did not see any new openings of standalone venues in the States, however with a keen eye on rapid overseas expansion, Nakayama was initiating high-level negotiations for a business alliance with global entertainment giant Disney;[19] by now, the enterprise had decades of experience in developing and operating amusement parks and themed entertainment on a larger scale beginning with Disneyland. The talks built off of previous collaboration on Festival Disney, one of the first test locations for Sega's western amusement facilities in 1992, and eventually led to an exhibition space at Innoventions in July of that year.[20] Though partly devoting its space to console stations, much of the area was taken up by coin-operated arcade machines and large simulators like Virtua Formula.

Development

DreamWorks' Steven Spielberg and Jeffrey Katzenberg, MCA's Edgar Bronfman Jr., Sega's Hayao Nakayama, DreamWorks' David Geffen, and MCA's Ronald Meyer in September 1995 Game Machine publicity photo for GameWorks venture announcement.[21]

Though potentially fruitful for both companies, Sega and Disney did not progress further on their plans after Innoventions. Nakayama had previously spoken to The New York Times of his business strategy's intent to rival the latter,[13] with Sega's indoor theme park plans as an key part to this, and according to Joe DiNuzio, former vice president of Walt Disney Imagineering, both companies saw a market opportunity that they wanted to independently capitalise on.[22] Disney would go on to borrow ideas previously made by Sega for their similar DisneyQuest scheme. In the weeks after Innoventions' opening, Sega publicly attached itself to earlier leaked plans made alongside MCA/Universal[23] for a $20 million indoor theme park covering up to 50,000 square feet of the Orlando CityWalk complex; however, this would also never materialise.[24][18]

During 1995, gains were finally made with the launch of Sega City,[25] negotiations with Seattle authorities for a location in the then-unopened Meridian complex,[26] and continued talks with MCA to look at alternative avenues; DreamWorks SKG, recently founded in 1994 by Steven Spielberg, David Geffen, and former Disney chairman Jeffrey Katzenberg, had also became involved. An agreement between the three companies to create location-based entertainment centers was first announced on September 28, 1995.[27] DreamWorks was to participate in the venture through DreamWorks Interactive, itself a joint partnership with Microsoft, with then-MCA CEO Skip Paul named as chairman.[28] Paul and Spielberg had spoken over video games before, the former a self-proclaimed "game addict" and the latter a former Atari vice president.[29]

Assorted notable GameWorks and Sega personnel including Hayao Nakayama, Steven Spielberg, Jeffrey Katzenberg, Skip Paul, Jon Snoddy, Yu Suzuki, Mark Cerny, and Tetsuya Mizuguchi in group photo taken during a January 1996 tour of the company's research and development offices.[30]

As negotiations continued, Katzenberg, Spielberg, Paul and recruited Disney attraction engineer Jon Snoddy visited Sega's R&D offices in Japan during January 1996, meeting with numerous developers and Hayao Nakayama.[30] While there, Spielberg left marks on the development of several games,[31] and agreements evolved into creating a unique concept for the scheme - instead of the Amusement Theme Park model, which had proved problematic to get off the ground, a new chain of urban entertainment centers was envisaged by the three companies, combining manageable aspects of the indoor theme park concept with new attractions and amenities specifically designed for a wider American demographic and upmarket image. Additionally, a larger emphasis would be placed on food and drink outlets, offered by the rising Dave & Busters chain.

Eventually, the venture was formally named and announced as GameWorks by Sega, DreamWorks, and MCA on March 13, 1996.[32] With the announcement, Sega indicated its original plans for indoor theme parks in the States were now unlikely to occur;[33] GameWorks would be used as the name for the 100 entertainment centers it planned to open alongside the new jointly funded private company itself,[34] which additionally took distribution of arcade machines in North America and operation of the Sega City chain over from Sega Enterprises USA as its side businesses.[35] Under the new Sega GameWorks company, Spielberg led a team of esteemed western attraction developers including Snoddy at Soundstage 35 on Universal's Hollywood studio grounds, creating new concepts and rides for the first locations to open.[36][37][38]

Launch

GameWorks Seattle location exterior, circa March 1997 launch

Originally stated to be during 1996 and then February 1997,[39] the first full-scale GameWorks location, GameWorks Seattle, opened on March 15, 1997.[40] Aided by the appointment of former MTV marketing executive John Shea in the weeks prior to its postponed launch party,[41] the launch of the chain came with considerable PR fanfare centered around MTV GameWorks Premiere Party, an hour long television special filmed live from the opening day of the new Seattle venue and broadcast on the channel.[42] Numerous major celebrities and public figures including Will Smith, Gillian Anderson, and Bill Gates attended, as well as popular artists Beck and Coolio performing live.[43] Tetsuya Mizuguchi also appeared.[44] Due to scheduling issues with Amistad, Spielberg could not join his colleagues on the day, but did feature heavily in marketing material, décor, and the TV special through a pre-recorded segment.[45]

With the Seattle launch a success despite local controversy over MTV's treatment of invitees,[46] GameWorks stated it to be a mere prototype - the second location, GameWorks Las Vegas, became the largest of the chain on May 10, 1997 to another celebrity-endorsed launch party.[47] Taking up 45,000 square feet of Showcase Mall's basement on The Strip, the venue featured larger food and drink outlets alongside a 75 foot rock climb structure.[48] Las Vegas was then closely followed by GameWorks Ontario, California, in July.[49] The third location launched with a skateboarding event featuring Tony Hawk and Top Skater tournaments in the Ontario Mills mall,[50] which saw the chain in direct competition with a Dave & Busters location situated on its other side.[51] Full-scale venues cost up to $10 million, with plans initially calling for up to 100 locations in the US alongside a smaller number of licenced international examples by 2002.[52]

Active period

The Stage 35 test venue precipitated the later small-scale GameWorks Studio chain.

Despite early success and country-wide exposure from its original launch, GameWorks' progress soon stalled on its 100-strong facility target, which could only be completed if a centre was opened every six weeks by 2002. Though talks for it and other provisional sites had been initiated earlier in the year, a three month gap occurred between the opening of the Ontario location and GameWorks Grapevine. Attributed to a lack of prime real estate and negotiations processes, the company downscaled its ambitions,[53] instead deciding to also place focus on new smaller venues, more identifiably arcades instead of the broader GameWorks offering.[54]

Smaller operations were trialled with November 1997's Stage 35, a location heavily inspired by the company's titular corporate offices,[55] then solidified with the creation of GameWorks Studios, a new chain lacking most of the pretences of previous locations and used as a rebranding tool for the previous Sega City operations.[56] Sites opened under this chain included GameWorks Studio City of Industry and GameWorks Studio San Antonio, both designed around themed arcade rooms.[57] By this time, GameWorks' distribution unit was given back to Sega Enterprises USA in an attempt to focus the company on its original endeavours.[58]

GameWorks Rio de Janeiro, opened November 1999 and sold to its overseas partners to become Hot Zone in 2003

With the last full-scale opening November 1997's GameWorks Tempe, it would take another year for the sixth, GameWorks Auburn Hills, to appear in 1998.[59] A handful of other US locations followed in Miami, Chicago, and Columbus; further emphasis was placed on larger restaurants at new openings during this period,[60] as well as franchise stores such as GameStop, smarter dress codes for staff, and eventually government-complying age restriction measures on violent games.[61] Many of these changes were stated as attempts to move away from the predominantly young male and tourist clientele some locations attracted.[29]

Though fewer new GameWorks Studio openings occurred, GameWorks' first full-scale international locations launched in 1999 alongside overseas partners, beginning with GameWorks Guam in March and GameWorks Rio de Janeiro in November.[29] Taking up 40,000 square feet of the New York City shopping center, the latter venue was notably the second largest behind Las Vegas, containing a number of rare attractions more typically found in Joypolis theme parks instead of the GameWorks chain. Another venue in Brazil's Sao Paulo was planned, but never materialised.[29]

Decline

Although Sega's pre-existent financial difficulties had worsened during its active period, GameWorks benefitted from considerable funds throughout this time between its three founding entities, including former president Michael Montgomery's $76 million investment.[29] Aside from previous difficulties with real estate and clientele, the venture was an initial success;[62] thusly, the company and its chain, affected by only a handful of closures and cancelled plans, would remain associated with Sega at a time where its poorer performing amusement operations were liquidated in other parts of the world.[63] Despite this, a mere two new full-size locations, GameWorks Tampa and GameWorks Vienna, opened during the 2000-2001 period, the latter closing within months after its local partner's bankruptcy.[64] Following a period where same-store sales tapered, revenue improved by $10 million according to GameWorks - nonetheless, DreamWorks chose to drop its involvement in February 2001, citing prolonged difficulties and a belief that its personnel had now fulfilled their creative input.[65][66]

GameWorks Long Beach, the final and second-largest GameWorks venue to open in North America under Sega

Still attempting expansion in spite of dwindling funds, the chain received a handful more locations after 2001 and a shift to more traditional family amusement;[67] GameWorks Minneapolis, opened November 2002, and GameWorks Long Beach, December 2003, were the first to feature bowling alleys.[68] Although closures of the earlier Rio de Janeiro and Guam branches occurred in 2003 and 2006, further international venues opened through overseas partners in 2003 and 2004 with GameWorks Kuwait and GameWorks Santo Domingo.[68] These, however, did not improve fortunes - publicly blaming a lack of income unable to cover the high rent for all of its facilities, GameWorks filed for Chapter 11 bankruptcy on March 11, 2004.[69][70]

Whilst operations continued under cost cutting measures, plans to salvage the business in a last-ditch attempt by Sega to maintain its US operations presence saw Universal's remaining stake in the business wholly sold to Sega Sammy Holdings. By November 3, 2005, the conglomerate had secured the venture through the newly-formed Sega Entertainment USA, officially making it the sole owner.[71] Remaining executives who had contributed with Universal left the company, though most original lower-level staff and venues remained. After the reorganization was completed, provisional plans on new facilities began; what would later become the final GameWorks to be launched under Sega was 2006's GameWorks Mexico.[72]

New president Ben Kitay alongside former Tokyo Joypolis general managers Akitoshi Ogawa and Takashi Uchijima helmed the company, focusing on renewing its food and drink outlets at older locations as well as establishing new store concepts like World Sports Grille.[73] In addition, increased testing of new arcade franchises already proven to be highly successful in Japan such as Sangokushi Taisen and Mushiking was made possible at GameWorks locations due to Sega's association.[74] In spite of these renewed efforts, expansion of the World Sports Grille concept was halted after mixed reviews, and few games trialled at the venues would ultimately see a widespread release or subsequent popularity - Psy-Phi in particular was canned altogether, in addition to US expansion of ALL.Net after its trials.[75] Amidst ineffective business strategies and a continually worsening economic crisis in the late 2000s that caused new openings to be scrapped, Sega Entertainment USA entered liquidation, choosing to close or sell seven of its 16 GameWorks sites effective March 29, 2010.[76]

Sale

In May 2011, Sega sold GameWorks, which now consisted of only seven locations.[77] Now under the relocated GameWorks Entertainment, the remaining venues were acquired by an investor group headed by amusement industry veteran Steve Dooner; Dooner, GameWorks' new chief executive, originally tried to buy Gameworks in 2001 and discussed the possibilities of making the acquisition a second time in 2004 before the chain was declared bankrupt, with his third and successful round of negotiations with Sega beginning January 2010.[77] Dooner planned to revitalize GameWorks by making broad changes to technology, menus and marketing, increasing the company's emphasis on social media, and eventually opening new locations. Some theming and redemption prizes at original venues retained the link to its original creators, though further closures of the Las Vegas, Ontario, and Tempe branches occurred.

Today, only three of the sixteen original GameWorks locations Sega opened in the US are still in business with the same name, with others under the GameTime, Kitchen Den Bar, and Tilt chains. Numerous other buyouts and a small number of new venues opened under their new ownership during the 2010s.

References

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