FAMILY BEHAVIOR

The Dual-Loyalty Model

A family entertainment park has at least two customers: the child who wants to return and the parent who decides whether the family actually will.

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The Dual-Loyalty Model — Future Experience Research

A child can leave a park saying, “That was amazing.”

The parent can leave the same park thinking, “It was expensive, exhausting, and there was nowhere comfortable to sit.”

Both evaluations are real.

Dr. Maksim Godovykh proposes the Dual-Loyalty Model to explain this distinctive feature of family entertainment. Long-term loyalty depends on two related outcomes: child enthusiasm and parent approval.

Children may care most about excitement, novelty, autonomy, friends, challenge, favorite attractions, and achievement.

Parents may care about safety, cleanliness, comfort, value, food, convenience, developmental benefits, and how happy the child was.

This creates four possibilities. When both are high, loyalty is strongest. When children love the park but parents do not approve, return visits become difficult. When parents like the concept but children are bored, the park also struggles. When both are low, the problem is fundamental.

The strongest target is therefore not simply high satisfaction.

It is high child enthusiasm + high parent approval.

This principle has practical implications for almost every decision in an FEC. Attractions must remain genuinely fun for children while parents can recognize value. Parent comfort should improve without weakening child independence. Developmental experiences must remain entertaining rather than becoming disguised lessons.

A family does not produce one customer experience. Understanding both sides makes loyalty easier to design and measure.

Read the original article in PDFReturn to Research Library
FEC GAPS

What Existing FECs Leave Unresolved.

Our FEC Gap Taxonomy identifies recurring weaknesses across traditional family entertainment. These six structural gaps are especially important to repeat visitation, family value and long-term engagement.

01

Novelty & Repeat Visitation

Static attractions lose novelty. Changing themes, missions, programs, levels and events create new reasons to return.

02

Personalization & Progression

The same experience for every child limits relevance. Profiles, interests, recommendations, saved projects and levels make later visits more personal.

03

Social Connection

Activity without belonging is easy to replace. Clubs, teams, competitions and community programming create social reasons to return.

04

Parent & Whole-Family Value

Parents too often wait, supervise and pay. Better concepts let adults relax, work, observe, connect, participate and understand the value.

05

Developmental Value

Entertainment can do more than occupy time. Movement, thinking, creativity, problem-solving and visible outcomes can be embedded in play.

06

Technology & Digital Continuity

Technology should support creation, personalization, feedback and continuity — not simply add more passive screen time.

HOW THE RESEARCH WORKS

Research Through Real Questions, Prototypes and Evidence.

We move from identifying a problem to testing a practical response, observing what families and markets actually do, and improving the strategy based on evidence.

01

Identify the Gap

Define a recurring weakness, unmet need, market question or operating problem.

02

Build a Hypothesis

Describe what change may create a better customer, market or business outcome.

03

Design the Test

Turn the hypothesis into a prototype, research design or practical experiment.

04

Observe & Measure

Study behavior, feedback, engagement, demand and other relevant outcomes.

05

Interpret

Compare what happened with what was expected and identify what matters.

06

Improve

Refine the concept, strategy or operating model and repeat the cycle.

CONTACT

Conduct Research.
Develop Strategy.
Make It Better.

Improving an existing FEC, developing a new activity park, revitalizing a shopping mall, developing multifamily housing, evaluating a market, or testing a new concept? Let's discuss.