Selling out huge stadiums and watched by millions, esports earn billions in revenue. The out-of-home amusement industry could learn from them, writes Dan Snook.

“Video games are beginning their takeover of the real world,” read the opening line of an article in the New York Times recently. Sadly, for the majority our industry, it’s not the commercial, coin-op kind but the consoles and high-end PCs that are used in the phenomenon that is esports. Read the full article in the June issue of InterGame