Adventure Play
Active entertainment and gamification
Founded in Bulgaria in 1998, Walltopia has since grown to become a global leader in the design and manufacturing of climbing walls and active entertainment products. Bryony Andrews, editor of
GlobalAmusementsandPlay.com, caught up with head of sales understand what features make an adventure play installation successful in today’s entertainment landscape.
BA: Who is Walltopia’s target market, and how do you ensure that you are catering to their needs? SC: Our clients are big investors as well as middle and large scale businesses from all over the world. They belong to the Indoor Climbing, Active Entertainment, Mountain and Summer Resort and Amusement sectors. Our years of experience have helped us understand their businesses and how their facilities actually operate. We invest constantly in research and development of products that optimise their operations. We have a scientifi c approach to our work and our main priority is the safety of the users and visitors of our customers. We deliver thrilling experiences with the highest level of safety. We are also including in our portfolio more and more products that combine sport with fun and education - the focus here is on our Active Entertainment range
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and gamifi cation opportunities that bridge pure fun or sport with edutainment.
What are your stand-out or ‘visitor favourite’ adventure play products? What’s interesting is that the more offerings you have, the better you’ll serve your customers and will give them more reasons to come. In that sense, any adventure hub we’ve designed and installed, makes me dream of a family trip. It’s a great mixture of ropes courses, fun walls, slides, artifi cial caves and the Rollglider - a free fl ight experience that both children and adults like the same.
ranges? Most of our products are designed in a way that can be appealing to a wide age group. This is usually
APRIL/MAY 2020
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