Store types
Productized from a real 185㎡ case — each with an SVG floor plan, layout logic and operating playbook. Figures are EXW estimates; final plans are corrected by the factory design team.
Store type A
Neighborhood / street-front; claw-machine draw + classic shooters; one-person operation.
Service desk + prize wall facing the entrance; claw machines along the wall and a back-to-back island; compact loop aisle.
Store type B
Mall atrium; full-category entry level; two-seat VR introduced.
All nine categories at entry ratios; first VR seat; sports and racing anchors along the walls.
Store type C
Shopping-mall flagship draw; standalone VR zone + climbing.
Dedicated VR area, climbing wall, richer sports and racing mix; loop circulation from entry to back.
Store type D
Regional destination; large sports-simulation anchor.
Big sports-sim anchor (bowling / golf / tennis), multi-player VR, family interactive hall.
Store type E
City flagship; sports-simulation arena + VR park.
Three-zone layout: front sports-sim arena (by reservation, high ticket) + mid arcade park (impulse play) + rear prize & food street (second sales).
Operating playbook
Claw-machine prize cost ≤30% of coin value; swap in hot plush toys weekly.
Popcorn costs ¥1.2/cup at >80% margin — place it on the service-desk exit line.
Give bonus credits at opening; target a >40% stored-value rate.
Entry thresholds: VR ≥400㎡, climbing ≥600㎡, live-fire shooting ≥800㎡, big sports-sim (golf/tennis/bowling) ≥1600㎡. Aisles ≥1.5m loop; power 40–60W/㎡.