of the United Kingdomâs capitol city.
âHas it been this busy since it opened?â
âIt wasnât too bad on the first day, but since then itâs been crazy. We canât even get a minute to breathe.âÂ
It was a hurried, yet still pleasant, exchange at the retail point-of-sale with two associates at Netflix House, the streaming juggernautâs first retail concept to open at the King of Prussia Mall in Philadelphia. One of them was meticulously scanning and folding branded swag, and while the exasperated look on her face was clear, it still felt widely understated given the larger-than-life environment we were sharing at that particular moment in time.
The 100,000-square-foot experience just opened three days prior, and families were eagerly snapping photos and picking through merch displays like a flock of vultures. Small children crawled all over an oversized Thing from Wednesday, smiling with toothy grins at their parents as they commemorated the moment on their iPhones. The space, designed like a trippy funhouse, had bright colors, three-dimensional shapes, and characters popping out of the walls and even on the ceiling. And Instagrammable moments, including a Bridgerton-branded series sponsored by Mastercard, were aplenty.
The opening is undoubtedly a milestone moment for Netflix, which plans to open two additional Netflix House locations in Dallas next month and Las Vegas in 2027. But itâs also a critical moment for the broader entertainment and retail industries, which have long toiled with ideas like âretailtainmentâ and âexperiential moments.âÂ
Much as Netflix completely changed the way we consume media, the company is doing the same for retail by encouraging us to rethink the role that beloved IP can play in experience design and retail merchandising.Â

Fandom, Come to Life
Content has long been merged with consumerism. Disneyland or Universal Studios may come to mind as utopically marketed destinations that donât shy away from excessive franchise integration. Rides and adjacent souvenir shops are themed with such precision that they leave you questioning the role of a minor character or plot point. Themed snacks and drinks go viral on TikTok not for their taste, but for their picture-perfect alignment with a fictional universeâs worldbuilding. Attractions themed around famous film franchises generate multi-hour queues, and visitors converse with the characters they recognize as they bop from place to place, typically filming their entire exchange.Â
As the universes of these entertainment conglomerates grow, so too do their opportunities for experiential design and retailtainment. Netflix House specifically brings its âmost popular shows and movies to life through first-of-their-kind, immersive, story-driven experiencesâŚThis is fandom coming to life, where you can actually step inside the worlds youâve been watching and loving for years.âÂ
The initial press release promised a âfirst-of-its-kindâ venue that regularly updates its entertainment, merch, and experience to feature different characters and shows. The retail-specific area of King of Prussiaâs Netflix House touts collections for KPop Demon Hunters, One Piece, Squid Game, and Stranger Things, among others. Meanwhile, the branded Netflix Bites restaurant has menu items dedicated to twenty different shows.Â
At the surface, this allows Netflix to tout the breadth and depth of its catalogue. But in reality, the most alluring motive for the business is to keep the space enticing enough to keep visitors coming back.Â
The Philadelphia location features a few smaller-scale experiences, such as mini golf and laser tag. But the A-list stars of the event are two immersive, escape-room style adventures based on One Piece and Wednesday. These are ticketed events, which make it possible for folks to travel far distances with a clear intent and reward. However, the restaurant doesnât offer reservations, leaving plenty of time for visitors to wander aimlessly through the space to discover, connect, and shop.

Turning Entertainment into Monetary ValueÂ
The TV program you just binged may never break the fourth wall, but immersive experiences built by Disney, Universal, and now Netflix are programmed to reel you back in once a season or series ends. In a streaming-served era where overnight ratings are harder to predict and box-office sales continue to surge and fall, a growing number of entertainment production companies are finding new ways to harness the commercial viability of their international IP. Theyâre thinking beyond multi-territory spinoffs and one-time merchandise drops and instead are immersing audiences into the story. In cases like Netflix, theyâre even making their fans part of the plot.Â
With Walt Disney Parks generating over $30 billion annually, it's no surprise others want a piece of the action. The immersive entertainment market is projected to grow from $87.51 billion to a staggering $519.77 billion, and Mastercardâs Travel Industry Trends Report noted a 65% increase in experience-related spending among US consumers between 2019 and 2023. This is where consumersâ minds, hearts, and wallets are going.Â
Neil Connolly, Creative Director of Immersive Everywhere, explained that it all comes down to emotional appeal:
"It makes people feel entirely aliveâŚwhen you're in it, when you're doing it, when you're experiencing it, your heart is pounding in your chest.â
Any production company can now reap the rewards of the fast-growing âexperientialâ market. That is, if theyâre truly willing to experiment with sensory engagement beyond a stage or screen. Although Netflix and Disney have built in-house offerings, Immersive Everywhere and HH Productions are increasing market headway as reputable licensees. Brian Hook is the Chief Creative Officer of HH Productions, and Executive Producer of âPeaky Blinders: The Rise,â âDoctor Who: Time Fracture,â and âThe Great Gatsby Immersive Experience.' He noted that the key is to encourage production companies to reframe how audiences experience beloved stories and characters.Â
âCould you put an audience in their own episode of Doctor Who? Could they be the hero? That was the challenge that I put to the BBC,â Hook said in an interview with Future Commerce. âThat's the thing that watching Dr. Who can't give you. The original contract was supposed to give us four âDaleksâ (a fictional extraterrestrial race portrayed in the series). I think we ended up with 600 props from the show. And they went further. They gave me a character called Brian the Ood that started in the audiobook, moved through our live experience, and ended up in the TV series. So it ended up being a character that you'd met and had a drink with in the interval, [but] you then saw on-screen two years later. That was a really special gift to give to our audience members.â
All3Media International is one of the leading independent distributors of TV programming and formats in the UK and is also exploring the power of these branded IP moments. Housing approximately 35,000 hours of content, the company uses its rich licensing mix as the foundation to create intimate moments where brand loyalists and fans can engage closely with licensors.Â
âIt serves fans of our IP; thousands of people apply to be on our TV shows, and we can give them a similar experience,â said Nick Smith is the EVP of Formats and Licensing at All3Media International. And this IP is precious, which is why the company taps external experts to build these immersive experiences while overseeing every step of the development process.Â
âWe prefer to work with experts in their respective fields. Everyone at All3Media Group is an expert at producing and licensing television shows, but our IP is too valuable to us to be learning on the job outside our core skills,â Smith said. âWe really care about how our properties are presented, so we are always closely involved in the development with our partners; we donât just sign contracts and give our licensees carte blanche.âÂ
Connolly, who works on the production side, echoes the importance of such a relationship because it ensures the final product is accurate and true to the source IP: âThey understand how to make an incredible television show, and I know how to make incredible live experiences. The two are very different, but we go on that journey together and learn a lot of different things from each other about how the public reacts to watching a TV show versus actually playing the experience for themselves.â

Retailâs Bonfire EffectÂ
When households click into their streaming app of choice, they have access to days, even years, worth of content. But what a streaming app does not provide is access to our emotional need for community and offline connection.
Entertainment companies are ârecognizing that the preciousness of human contact is actually very desirable, and so they're trying to figure out ways to bring people together,â said Kevin Kelley, Founder of multi-disciplinary strategy and design firm Shook Kelley and author of Irreplaceable. âOne thing that [these companies are] so good at is ruthless efficiency, but we're realizing that some friction is good in life. Some inefficiencies are good. Friction is actually better than sitting in pajamas every night binge-watching, and the digital companies are realizing that. Tension has become a profit power. If you can own attention, like Netflix, it's all businesses based on how many hours they can keep you glued.â
French sociologist Ămile Durkheim called it collective effervescence: the energy that emerges when strangers gather around shared symbols. Theme parks have always understood this, but streaming platforms are late converts to the church of physical space. After spending billions teaching us that convenience trumps community, Netflix is now betting that what we really crave is the opposite the beautiful inefficiency of being somewhere together.
This is in stark contrast to the theatrical experience that Netflix disrupted twenty years ago; rather than passively consuming media together, Netflix House invites us to immerse ourselves collectively, and to participate commercially. Itâs consumption, to be sure, but of a different variety.
The art of these experiences lies in the human connection derived from sensory design, emotional contagion, and resonance with the IP. Connolly compares these immersive spaces to a traditional theatre production, noting that the community is the differentiating factor. While theatre may offer a similar story, there is no promise of human connection. As a result, people who actively opt in and pay to engage with an experience will garner a personal connection with the IP itself.Â
âYou go to the theatre, you watch the show,â Connolly said. âWhat happens as soon as the show finishes? Youâre kicked out to the street. This whole kind of communal element that we've all been through watching a show is lost because youâre left to sit with it alone or talk to the person that you went with.â
Conversely, Connolly noted that in  immersive experiences, groups gather at bars, restaurants, and retail shops to decompress together after the show. âThey run straight into a bar, and before they've done anything else, before they even go to the bathroom, they run to each other like, âI need to tell you what I was thinking at this exact moment in time.â âWhat were you doing?â âHow were you feeling?â And that's such a wonderful thing; you don't get that when you go to the theatre.âÂ
Kelley agrees, calling this moment of gathering âthe bonfire effect.âÂ
âThere's something really powerful when people gather,â he said. âThey can be strangers, but when they're around that bonfire, they achieve that social bliss and participation mystique, and it's a quality we can't deny. Everybody's trying to figure out that physical experience, because it's more precious, it's more desiredâŚIf you can gather people around your brand and create your own bonfire moments that bring people together, you end up building loyalty. You give the customers something they can't get anywhere else. You build a community.â
How Safety Drives Immersion
Theme parks like Disneyland are so commercially viable because they provide escapism. When consumers walk through the main entry gates, they are fully immersed in a world of magic, where they can interact with the characters they love in the spaces they love and buy merch to commemorate these moments forever. This is pure, monetized worldbuilding and immersion.Â
The challenge with doing this from scratch, however, is that it takes a lot of time to unpack the design and gamification nuances that are meant to activate consumers to truly let themselves go and experience a space.Â
âPeople who are creating these experiences really have to have an understanding of the sociological, psychological, and anthropological dimensions of the place,â explained Kelley. Creating a sense of safety from the moment visitors set foot in an environment is a critical yet often overlooked part of the process.Â
âWe look at how people start before they come into the building, whether it's a parking lot or a walk up to a front door,â Kelley said. âWe're trying to figure out what kind of energy they bring into the building. And then we follow them throughout their journey, looking at what they engage with and how long they dwell. As humans, we get a little nervous the farther we get into a building, away from the exits and windows. Itâs hardwired in our body; we get a little more uncomfortable unless you do something to the back corner to make it more enticing, more comfortable, more perceptually safe, and more enticing. If we start to make that area feel better, we'll get you to shop more and stay there longer.âÂ
This feeling of safety can be cultivated through the senses. After all, it is these innate moments of sight, smell, and touch that guide our decision-making process, whether for a live show, an experiential entertainment moment, or a retail store. âWhen you go into an alleyway or even a grocery store, you don't control your eyes,â Kelley explained. âYou don't tell your eyes what to look at or what to smell, at least not at first. All those decisions were made involuntarily. It swims us toward things that are good and avoids things that are bad.â
Connolly described how sensory design principles have informed a comprehensive onboarding experience that helps audience members reach that point of trust and safety. âI touch every single point of that consumer's journey,â he said. âIt's not just what happens on the stage. The entire building effectively becomes the stage, so the creative touches every element of that journey to convey that message. That way, people who know the game or know the show can feel welcome and play. There's also a member of staff there telling you how to play the game, how to work your way into the show, and instructing you on which actions will and wonât do. Great care and attention to detail are given on both the operational and creative sides.â
Traditional retailers can and should implement a similar storytelling methodology within their environments, according to Kelley. Similar to Connollyâs onboarding process, Kelleyâs creative approach hinges on observing consumer experiences and establishing a connection through story: âNo matter what type of space we're designing, a retailer institution, a classroom, an office building, we divide the space into scenes,â Kelley explained. âJust like in a movie, we're trying to have the intro scene set the dynamic for the whole storyâŚwe're generally expecting the customer to walk in busy, tired, thinking about light bills and taxes and kids and everything else. In those first 30 seconds, we have to divide their attention. Within the first couple of minutes, youâve got to grab people in and tell the story.âÂ
However, overdoing the âattention-grabber momentâ can leave consumers overstimulated, ultimately causing them to physically, even emotionally, shut down. Maintaining a balance where consumers are engaged without feeling overwhelmed or burdened is key. âIt's this really fine line,â Kelley said. âItâs similar to seeing a movie about a topic you don't relate to. You may not understand that culture, but if you can see yourself in that story, you can start to buy into it. But it is a subtle art.â

A Space for Active and Passive Fans
Watching 20 minutes of a series on a streaming app you already pay for doesnât feel like a big monetary commitment. However, spending time and money to engage with an experience does.Â
But, like the theatre, the barrier to entry means creatives not only face the challenge of integrating IP in a way that resonates with licensors, but must also engage both active and passive consumers who may have no prior knowledge of the IP. For example, Hook divides audiences into six distinct demographics to consider in the design, marketing, and onboarding processes. âThey range from someone who doesn't know what they bought a ticket for and has come with their partner, to someone who has no interest in the IP, or they'd rather just have a drink, all the way through to expert immersive theatre-goers who are going to find every easter egg or every clue, who are going to come back ten times.âÂ
That, in the end, is the north star of all these experiences: to create environments exciting enough that get people coming back again and again. And Hookâs data shows that when spaces have rotating moments and IP themes, the proposition works. For the Gatsby experience, there are 49 different ways to see the show. For Doctor Who, there were about 150 ways for the audience to see and interact with it across seventeen rooms. When brands build a diverse, multifaceted experience early in the design process, the experience's lifecycle is lengthened.Â
To identify the right IP to convert into an immersive experience, Connolly recommended that brands consider three factors: playability, interactivity, and overall visual aesthetics. Used in tandem, these are powerful forces that connect consumers to the entertainment brands, characters, and worlds they love in the physical realm.
âThat ability to make it really interact with the brand and to make them feel alive and be a part of that world,â he said. âYou've really got to immerse yourself in that world and think. âHow can we do something that allows people to enter that world and engage with it in a meaningful way?ââ
âHas it been this busy since it opened?â
âIt wasnât too bad on the first day, but since then itâs been crazy. We canât even get a minute to breathe.âÂ
It was a hurried, yet still pleasant, exchange at the retail point-of-sale with two associates at Netflix House, the streaming juggernautâs first retail concept to open at the King of Prussia Mall in Philadelphia. One of them was meticulously scanning and folding branded swag, and while the exasperated look on her face was clear, it still felt widely understated given the larger-than-life environment we were sharing at that particular moment in time.
The 100,000-square-foot experience just opened three days prior, and families were eagerly snapping photos and picking through merch displays like a flock of vultures. Small children crawled all over an oversized Thing from Wednesday, smiling with toothy grins at their parents as they commemorated the moment on their iPhones. The space, designed like a trippy funhouse, had bright colors, three-dimensional shapes, and characters popping out of the walls and even on the ceiling. And Instagrammable moments, including a Bridgerton-branded series sponsored by Mastercard, were aplenty.
The opening is undoubtedly a milestone moment for Netflix, which plans to open two additional Netflix House locations in Dallas next month and Las Vegas in 2027. But itâs also a critical moment for the broader entertainment and retail industries, which have long toiled with ideas like âretailtainmentâ and âexperiential moments.âÂ
Much as Netflix completely changed the way we consume media, the company is doing the same for retail by encouraging us to rethink the role that beloved IP can play in experience design and retail merchandising.Â

Fandom, Come to Life
Content has long been merged with consumerism. Disneyland or Universal Studios may come to mind as utopically marketed destinations that donât shy away from excessive franchise integration. Rides and adjacent souvenir shops are themed with such precision that they leave you questioning the role of a minor character or plot point. Themed snacks and drinks go viral on TikTok not for their taste, but for their picture-perfect alignment with a fictional universeâs worldbuilding. Attractions themed around famous film franchises generate multi-hour queues, and visitors converse with the characters they recognize as they bop from place to place, typically filming their entire exchange.Â
As the universes of these entertainment conglomerates grow, so too do their opportunities for experiential design and retailtainment. Netflix House specifically brings its âmost popular shows and movies to life through first-of-their-kind, immersive, story-driven experiencesâŚThis is fandom coming to life, where you can actually step inside the worlds youâve been watching and loving for years.âÂ
The initial press release promised a âfirst-of-its-kindâ venue that regularly updates its entertainment, merch, and experience to feature different characters and shows. The retail-specific area of King of Prussiaâs Netflix House touts collections for KPop Demon Hunters, One Piece, Squid Game, and Stranger Things, among others. Meanwhile, the branded Netflix Bites restaurant has menu items dedicated to twenty different shows.Â
At the surface, this allows Netflix to tout the breadth and depth of its catalogue. But in reality, the most alluring motive for the business is to keep the space enticing enough to keep visitors coming back.Â
The Philadelphia location features a few smaller-scale experiences, such as mini golf and laser tag. But the A-list stars of the event are two immersive, escape-room style adventures based on One Piece and Wednesday. These are ticketed events, which make it possible for folks to travel far distances with a clear intent and reward. However, the restaurant doesnât offer reservations, leaving plenty of time for visitors to wander aimlessly through the space to discover, connect, and shop.

Turning Entertainment into Monetary ValueÂ
The TV program you just binged may never break the fourth wall, but immersive experiences built by Disney, Universal, and now Netflix are programmed to reel you back in once a season or series ends. In a streaming-served era where overnight ratings are harder to predict and box-office sales continue to surge and fall, a growing number of entertainment production companies are finding new ways to harness the commercial viability of their international IP. Theyâre thinking beyond multi-territory spinoffs and one-time merchandise drops and instead are immersing audiences into the story. In cases like Netflix, theyâre even making their fans part of the plot.Â
With Walt Disney Parks generating over $30 billion annually, it's no surprise others want a piece of the action. The immersive entertainment market is projected to grow from $87.51 billion to a staggering $519.77 billion, and Mastercardâs Travel Industry Trends Report noted a 65% increase in experience-related spending among US consumers between 2019 and 2023. This is where consumersâ minds, hearts, and wallets are going.Â
Neil Connolly, Creative Director of Immersive Everywhere, explained that it all comes down to emotional appeal:
"It makes people feel entirely aliveâŚwhen you're in it, when you're doing it, when you're experiencing it, your heart is pounding in your chest.â
Any production company can now reap the rewards of the fast-growing âexperientialâ market. That is, if theyâre truly willing to experiment with sensory engagement beyond a stage or screen. Although Netflix and Disney have built in-house offerings, Immersive Everywhere and HH Productions are increasing market headway as reputable licensees. Brian Hook is the Chief Creative Officer of HH Productions, and Executive Producer of âPeaky Blinders: The Rise,â âDoctor Who: Time Fracture,â and âThe Great Gatsby Immersive Experience.' He noted that the key is to encourage production companies to reframe how audiences experience beloved stories and characters.Â
âCould you put an audience in their own episode of Doctor Who? Could they be the hero? That was the challenge that I put to the BBC,â Hook said in an interview with Future Commerce. âThat's the thing that watching Dr. Who can't give you. The original contract was supposed to give us four âDaleksâ (a fictional extraterrestrial race portrayed in the series). I think we ended up with 600 props from the show. And they went further. They gave me a character called Brian the Ood that started in the audiobook, moved through our live experience, and ended up in the TV series. So it ended up being a character that you'd met and had a drink with in the interval, [but] you then saw on-screen two years later. That was a really special gift to give to our audience members.â
All3Media International is one of the leading independent distributors of TV programming and formats in the UK and is also exploring the power of these branded IP moments. Housing approximately 35,000 hours of content, the company uses its rich licensing mix as the foundation to create intimate moments where brand loyalists and fans can engage closely with licensors.Â
âIt serves fans of our IP; thousands of people apply to be on our TV shows, and we can give them a similar experience,â said Nick Smith is the EVP of Formats and Licensing at All3Media International. And this IP is precious, which is why the company taps external experts to build these immersive experiences while overseeing every step of the development process.Â
âWe prefer to work with experts in their respective fields. Everyone at All3Media Group is an expert at producing and licensing television shows, but our IP is too valuable to us to be learning on the job outside our core skills,â Smith said. âWe really care about how our properties are presented, so we are always closely involved in the development with our partners; we donât just sign contracts and give our licensees carte blanche.âÂ
Connolly, who works on the production side, echoes the importance of such a relationship because it ensures the final product is accurate and true to the source IP: âThey understand how to make an incredible television show, and I know how to make incredible live experiences. The two are very different, but we go on that journey together and learn a lot of different things from each other about how the public reacts to watching a TV show versus actually playing the experience for themselves.â

Retailâs Bonfire EffectÂ
When households click into their streaming app of choice, they have access to days, even years, worth of content. But what a streaming app does not provide is access to our emotional need for community and offline connection.
Entertainment companies are ârecognizing that the preciousness of human contact is actually very desirable, and so they're trying to figure out ways to bring people together,â said Kevin Kelley, Founder of multi-disciplinary strategy and design firm Shook Kelley and author of Irreplaceable. âOne thing that [these companies are] so good at is ruthless efficiency, but we're realizing that some friction is good in life. Some inefficiencies are good. Friction is actually better than sitting in pajamas every night binge-watching, and the digital companies are realizing that. Tension has become a profit power. If you can own attention, like Netflix, it's all businesses based on how many hours they can keep you glued.â
French sociologist Ămile Durkheim called it collective effervescence: the energy that emerges when strangers gather around shared symbols. Theme parks have always understood this, but streaming platforms are late converts to the church of physical space. After spending billions teaching us that convenience trumps community, Netflix is now betting that what we really crave is the opposite the beautiful inefficiency of being somewhere together.
This is in stark contrast to the theatrical experience that Netflix disrupted twenty years ago; rather than passively consuming media together, Netflix House invites us to immerse ourselves collectively, and to participate commercially. Itâs consumption, to be sure, but of a different variety.
The art of these experiences lies in the human connection derived from sensory design, emotional contagion, and resonance with the IP. Connolly compares these immersive spaces to a traditional theatre production, noting that the community is the differentiating factor. While theatre may offer a similar story, there is no promise of human connection. As a result, people who actively opt in and pay to engage with an experience will garner a personal connection with the IP itself.Â
âYou go to the theatre, you watch the show,â Connolly said. âWhat happens as soon as the show finishes? Youâre kicked out to the street. This whole kind of communal element that we've all been through watching a show is lost because youâre left to sit with it alone or talk to the person that you went with.â
Conversely, Connolly noted that in  immersive experiences, groups gather at bars, restaurants, and retail shops to decompress together after the show. âThey run straight into a bar, and before they've done anything else, before they even go to the bathroom, they run to each other like, âI need to tell you what I was thinking at this exact moment in time.â âWhat were you doing?â âHow were you feeling?â And that's such a wonderful thing; you don't get that when you go to the theatre.âÂ
Kelley agrees, calling this moment of gathering âthe bonfire effect.âÂ
âThere's something really powerful when people gather,â he said. âThey can be strangers, but when they're around that bonfire, they achieve that social bliss and participation mystique, and it's a quality we can't deny. Everybody's trying to figure out that physical experience, because it's more precious, it's more desiredâŚIf you can gather people around your brand and create your own bonfire moments that bring people together, you end up building loyalty. You give the customers something they can't get anywhere else. You build a community.â
How Safety Drives Immersion
Theme parks like Disneyland are so commercially viable because they provide escapism. When consumers walk through the main entry gates, they are fully immersed in a world of magic, where they can interact with the characters they love in the spaces they love and buy merch to commemorate these moments forever. This is pure, monetized worldbuilding and immersion.Â
The challenge with doing this from scratch, however, is that it takes a lot of time to unpack the design and gamification nuances that are meant to activate consumers to truly let themselves go and experience a space.Â
âPeople who are creating these experiences really have to have an understanding of the sociological, psychological, and anthropological dimensions of the place,â explained Kelley. Creating a sense of safety from the moment visitors set foot in an environment is a critical yet often overlooked part of the process.Â
âWe look at how people start before they come into the building, whether it's a parking lot or a walk up to a front door,â Kelley said. âWe're trying to figure out what kind of energy they bring into the building. And then we follow them throughout their journey, looking at what they engage with and how long they dwell. As humans, we get a little nervous the farther we get into a building, away from the exits and windows. Itâs hardwired in our body; we get a little more uncomfortable unless you do something to the back corner to make it more enticing, more comfortable, more perceptually safe, and more enticing. If we start to make that area feel better, we'll get you to shop more and stay there longer.âÂ
This feeling of safety can be cultivated through the senses. After all, it is these innate moments of sight, smell, and touch that guide our decision-making process, whether for a live show, an experiential entertainment moment, or a retail store. âWhen you go into an alleyway or even a grocery store, you don't control your eyes,â Kelley explained. âYou don't tell your eyes what to look at or what to smell, at least not at first. All those decisions were made involuntarily. It swims us toward things that are good and avoids things that are bad.â
Connolly described how sensory design principles have informed a comprehensive onboarding experience that helps audience members reach that point of trust and safety. âI touch every single point of that consumer's journey,â he said. âIt's not just what happens on the stage. The entire building effectively becomes the stage, so the creative touches every element of that journey to convey that message. That way, people who know the game or know the show can feel welcome and play. There's also a member of staff there telling you how to play the game, how to work your way into the show, and instructing you on which actions will and wonât do. Great care and attention to detail are given on both the operational and creative sides.â
Traditional retailers can and should implement a similar storytelling methodology within their environments, according to Kelley. Similar to Connollyâs onboarding process, Kelleyâs creative approach hinges on observing consumer experiences and establishing a connection through story: âNo matter what type of space we're designing, a retailer institution, a classroom, an office building, we divide the space into scenes,â Kelley explained. âJust like in a movie, we're trying to have the intro scene set the dynamic for the whole storyâŚwe're generally expecting the customer to walk in busy, tired, thinking about light bills and taxes and kids and everything else. In those first 30 seconds, we have to divide their attention. Within the first couple of minutes, youâve got to grab people in and tell the story.âÂ
However, overdoing the âattention-grabber momentâ can leave consumers overstimulated, ultimately causing them to physically, even emotionally, shut down. Maintaining a balance where consumers are engaged without feeling overwhelmed or burdened is key. âIt's this really fine line,â Kelley said. âItâs similar to seeing a movie about a topic you don't relate to. You may not understand that culture, but if you can see yourself in that story, you can start to buy into it. But it is a subtle art.â

A Space for Active and Passive Fans
Watching 20 minutes of a series on a streaming app you already pay for doesnât feel like a big monetary commitment. However, spending time and money to engage with an experience does.Â
But, like the theatre, the barrier to entry means creatives not only face the challenge of integrating IP in a way that resonates with licensors, but must also engage both active and passive consumers who may have no prior knowledge of the IP. For example, Hook divides audiences into six distinct demographics to consider in the design, marketing, and onboarding processes. âThey range from someone who doesn't know what they bought a ticket for and has come with their partner, to someone who has no interest in the IP, or they'd rather just have a drink, all the way through to expert immersive theatre-goers who are going to find every easter egg or every clue, who are going to come back ten times.âÂ
That, in the end, is the north star of all these experiences: to create environments exciting enough that get people coming back again and again. And Hookâs data shows that when spaces have rotating moments and IP themes, the proposition works. For the Gatsby experience, there are 49 different ways to see the show. For Doctor Who, there were about 150 ways for the audience to see and interact with it across seventeen rooms. When brands build a diverse, multifaceted experience early in the design process, the experience's lifecycle is lengthened.Â
To identify the right IP to convert into an immersive experience, Connolly recommended that brands consider three factors: playability, interactivity, and overall visual aesthetics. Used in tandem, these are powerful forces that connect consumers to the entertainment brands, characters, and worlds they love in the physical realm.
âThat ability to make it really interact with the brand and to make them feel alive and be a part of that world,â he said. âYou've really got to immerse yourself in that world and think. âHow can we do something that allows people to enter that world and engage with it in a meaningful way?ââ
âHas it been this busy since it opened?â
âIt wasnât too bad on the first day, but since then itâs been crazy. We canât even get a minute to breathe.âÂ
It was a hurried, yet still pleasant, exchange at the retail point-of-sale with two associates at Netflix House, the streaming juggernautâs first retail concept to open at the King of Prussia Mall in Philadelphia. One of them was meticulously scanning and folding branded swag, and while the exasperated look on her face was clear, it still felt widely understated given the larger-than-life environment we were sharing at that particular moment in time.
The 100,000-square-foot experience just opened three days prior, and families were eagerly snapping photos and picking through merch displays like a flock of vultures. Small children crawled all over an oversized Thing from Wednesday, smiling with toothy grins at their parents as they commemorated the moment on their iPhones. The space, designed like a trippy funhouse, had bright colors, three-dimensional shapes, and characters popping out of the walls and even on the ceiling. And Instagrammable moments, including a Bridgerton-branded series sponsored by Mastercard, were aplenty.
The opening is undoubtedly a milestone moment for Netflix, which plans to open two additional Netflix House locations in Dallas next month and Las Vegas in 2027. But itâs also a critical moment for the broader entertainment and retail industries, which have long toiled with ideas like âretailtainmentâ and âexperiential moments.âÂ
Much as Netflix completely changed the way we consume media, the company is doing the same for retail by encouraging us to rethink the role that beloved IP can play in experience design and retail merchandising.Â

Fandom, Come to Life
Content has long been merged with consumerism. Disneyland or Universal Studios may come to mind as utopically marketed destinations that donât shy away from excessive franchise integration. Rides and adjacent souvenir shops are themed with such precision that they leave you questioning the role of a minor character or plot point. Themed snacks and drinks go viral on TikTok not for their taste, but for their picture-perfect alignment with a fictional universeâs worldbuilding. Attractions themed around famous film franchises generate multi-hour queues, and visitors converse with the characters they recognize as they bop from place to place, typically filming their entire exchange.Â
As the universes of these entertainment conglomerates grow, so too do their opportunities for experiential design and retailtainment. Netflix House specifically brings its âmost popular shows and movies to life through first-of-their-kind, immersive, story-driven experiencesâŚThis is fandom coming to life, where you can actually step inside the worlds youâve been watching and loving for years.âÂ
The initial press release promised a âfirst-of-its-kindâ venue that regularly updates its entertainment, merch, and experience to feature different characters and shows. The retail-specific area of King of Prussiaâs Netflix House touts collections for KPop Demon Hunters, One Piece, Squid Game, and Stranger Things, among others. Meanwhile, the branded Netflix Bites restaurant has menu items dedicated to twenty different shows.Â
At the surface, this allows Netflix to tout the breadth and depth of its catalogue. But in reality, the most alluring motive for the business is to keep the space enticing enough to keep visitors coming back.Â
The Philadelphia location features a few smaller-scale experiences, such as mini golf and laser tag. But the A-list stars of the event are two immersive, escape-room style adventures based on One Piece and Wednesday. These are ticketed events, which make it possible for folks to travel far distances with a clear intent and reward. However, the restaurant doesnât offer reservations, leaving plenty of time for visitors to wander aimlessly through the space to discover, connect, and shop.

Turning Entertainment into Monetary ValueÂ
The TV program you just binged may never break the fourth wall, but immersive experiences built by Disney, Universal, and now Netflix are programmed to reel you back in once a season or series ends. In a streaming-served era where overnight ratings are harder to predict and box-office sales continue to surge and fall, a growing number of entertainment production companies are finding new ways to harness the commercial viability of their international IP. Theyâre thinking beyond multi-territory spinoffs and one-time merchandise drops and instead are immersing audiences into the story. In cases like Netflix, theyâre even making their fans part of the plot.Â
With Walt Disney Parks generating over $30 billion annually, it's no surprise others want a piece of the action. The immersive entertainment market is projected to grow from $87.51 billion to a staggering $519.77 billion, and Mastercardâs Travel Industry Trends Report noted a 65% increase in experience-related spending among US consumers between 2019 and 2023. This is where consumersâ minds, hearts, and wallets are going.Â
Neil Connolly, Creative Director of Immersive Everywhere, explained that it all comes down to emotional appeal:
"It makes people feel entirely aliveâŚwhen you're in it, when you're doing it, when you're experiencing it, your heart is pounding in your chest.â
Any production company can now reap the rewards of the fast-growing âexperientialâ market. That is, if theyâre truly willing to experiment with sensory engagement beyond a stage or screen. Although Netflix and Disney have built in-house offerings, Immersive Everywhere and HH Productions are increasing market headway as reputable licensees. Brian Hook is the Chief Creative Officer of HH Productions, and Executive Producer of âPeaky Blinders: The Rise,â âDoctor Who: Time Fracture,â and âThe Great Gatsby Immersive Experience.' He noted that the key is to encourage production companies to reframe how audiences experience beloved stories and characters.Â
âCould you put an audience in their own episode of Doctor Who? Could they be the hero? That was the challenge that I put to the BBC,â Hook said in an interview with Future Commerce. âThat's the thing that watching Dr. Who can't give you. The original contract was supposed to give us four âDaleksâ (a fictional extraterrestrial race portrayed in the series). I think we ended up with 600 props from the show. And they went further. They gave me a character called Brian the Ood that started in the audiobook, moved through our live experience, and ended up in the TV series. So it ended up being a character that you'd met and had a drink with in the interval, [but] you then saw on-screen two years later. That was a really special gift to give to our audience members.â
All3Media International is one of the leading independent distributors of TV programming and formats in the UK and is also exploring the power of these branded IP moments. Housing approximately 35,000 hours of content, the company uses its rich licensing mix as the foundation to create intimate moments where brand loyalists and fans can engage closely with licensors.Â
âIt serves fans of our IP; thousands of people apply to be on our TV shows, and we can give them a similar experience,â said Nick Smith is the EVP of Formats and Licensing at All3Media International. And this IP is precious, which is why the company taps external experts to build these immersive experiences while overseeing every step of the development process.Â
âWe prefer to work with experts in their respective fields. Everyone at All3Media Group is an expert at producing and licensing television shows, but our IP is too valuable to us to be learning on the job outside our core skills,â Smith said. âWe really care about how our properties are presented, so we are always closely involved in the development with our partners; we donât just sign contracts and give our licensees carte blanche.âÂ
Connolly, who works on the production side, echoes the importance of such a relationship because it ensures the final product is accurate and true to the source IP: âThey understand how to make an incredible television show, and I know how to make incredible live experiences. The two are very different, but we go on that journey together and learn a lot of different things from each other about how the public reacts to watching a TV show versus actually playing the experience for themselves.â

Retailâs Bonfire EffectÂ
When households click into their streaming app of choice, they have access to days, even years, worth of content. But what a streaming app does not provide is access to our emotional need for community and offline connection.
Entertainment companies are ârecognizing that the preciousness of human contact is actually very desirable, and so they're trying to figure out ways to bring people together,â said Kevin Kelley, Founder of multi-disciplinary strategy and design firm Shook Kelley and author of Irreplaceable. âOne thing that [these companies are] so good at is ruthless efficiency, but we're realizing that some friction is good in life. Some inefficiencies are good. Friction is actually better than sitting in pajamas every night binge-watching, and the digital companies are realizing that. Tension has become a profit power. If you can own attention, like Netflix, it's all businesses based on how many hours they can keep you glued.â
French sociologist Ămile Durkheim called it collective effervescence: the energy that emerges when strangers gather around shared symbols. Theme parks have always understood this, but streaming platforms are late converts to the church of physical space. After spending billions teaching us that convenience trumps community, Netflix is now betting that what we really crave is the opposite the beautiful inefficiency of being somewhere together.
This is in stark contrast to the theatrical experience that Netflix disrupted twenty years ago; rather than passively consuming media together, Netflix House invites us to immerse ourselves collectively, and to participate commercially. Itâs consumption, to be sure, but of a different variety.
The art of these experiences lies in the human connection derived from sensory design, emotional contagion, and resonance with the IP. Connolly compares these immersive spaces to a traditional theatre production, noting that the community is the differentiating factor. While theatre may offer a similar story, there is no promise of human connection. As a result, people who actively opt in and pay to engage with an experience will garner a personal connection with the IP itself.Â
âYou go to the theatre, you watch the show,â Connolly said. âWhat happens as soon as the show finishes? Youâre kicked out to the street. This whole kind of communal element that we've all been through watching a show is lost because youâre left to sit with it alone or talk to the person that you went with.â
Conversely, Connolly noted that in  immersive experiences, groups gather at bars, restaurants, and retail shops to decompress together after the show. âThey run straight into a bar, and before they've done anything else, before they even go to the bathroom, they run to each other like, âI need to tell you what I was thinking at this exact moment in time.â âWhat were you doing?â âHow were you feeling?â And that's such a wonderful thing; you don't get that when you go to the theatre.âÂ
Kelley agrees, calling this moment of gathering âthe bonfire effect.âÂ
âThere's something really powerful when people gather,â he said. âThey can be strangers, but when they're around that bonfire, they achieve that social bliss and participation mystique, and it's a quality we can't deny. Everybody's trying to figure out that physical experience, because it's more precious, it's more desiredâŚIf you can gather people around your brand and create your own bonfire moments that bring people together, you end up building loyalty. You give the customers something they can't get anywhere else. You build a community.â
How Safety Drives Immersion
Theme parks like Disneyland are so commercially viable because they provide escapism. When consumers walk through the main entry gates, they are fully immersed in a world of magic, where they can interact with the characters they love in the spaces they love and buy merch to commemorate these moments forever. This is pure, monetized worldbuilding and immersion.Â
The challenge with doing this from scratch, however, is that it takes a lot of time to unpack the design and gamification nuances that are meant to activate consumers to truly let themselves go and experience a space.Â
âPeople who are creating these experiences really have to have an understanding of the sociological, psychological, and anthropological dimensions of the place,â explained Kelley. Creating a sense of safety from the moment visitors set foot in an environment is a critical yet often overlooked part of the process.Â
âWe look at how people start before they come into the building, whether it's a parking lot or a walk up to a front door,â Kelley said. âWe're trying to figure out what kind of energy they bring into the building. And then we follow them throughout their journey, looking at what they engage with and how long they dwell. As humans, we get a little nervous the farther we get into a building, away from the exits and windows. Itâs hardwired in our body; we get a little more uncomfortable unless you do something to the back corner to make it more enticing, more comfortable, more perceptually safe, and more enticing. If we start to make that area feel better, we'll get you to shop more and stay there longer.âÂ
This feeling of safety can be cultivated through the senses. After all, it is these innate moments of sight, smell, and touch that guide our decision-making process, whether for a live show, an experiential entertainment moment, or a retail store. âWhen you go into an alleyway or even a grocery store, you don't control your eyes,â Kelley explained. âYou don't tell your eyes what to look at or what to smell, at least not at first. All those decisions were made involuntarily. It swims us toward things that are good and avoids things that are bad.â
Connolly described how sensory design principles have informed a comprehensive onboarding experience that helps audience members reach that point of trust and safety. âI touch every single point of that consumer's journey,â he said. âIt's not just what happens on the stage. The entire building effectively becomes the stage, so the creative touches every element of that journey to convey that message. That way, people who know the game or know the show can feel welcome and play. There's also a member of staff there telling you how to play the game, how to work your way into the show, and instructing you on which actions will and wonât do. Great care and attention to detail are given on both the operational and creative sides.â
Traditional retailers can and should implement a similar storytelling methodology within their environments, according to Kelley. Similar to Connollyâs onboarding process, Kelleyâs creative approach hinges on observing consumer experiences and establishing a connection through story: âNo matter what type of space we're designing, a retailer institution, a classroom, an office building, we divide the space into scenes,â Kelley explained. âJust like in a movie, we're trying to have the intro scene set the dynamic for the whole storyâŚwe're generally expecting the customer to walk in busy, tired, thinking about light bills and taxes and kids and everything else. In those first 30 seconds, we have to divide their attention. Within the first couple of minutes, youâve got to grab people in and tell the story.âÂ
However, overdoing the âattention-grabber momentâ can leave consumers overstimulated, ultimately causing them to physically, even emotionally, shut down. Maintaining a balance where consumers are engaged without feeling overwhelmed or burdened is key. âIt's this really fine line,â Kelley said. âItâs similar to seeing a movie about a topic you don't relate to. You may not understand that culture, but if you can see yourself in that story, you can start to buy into it. But it is a subtle art.â

A Space for Active and Passive Fans
Watching 20 minutes of a series on a streaming app you already pay for doesnât feel like a big monetary commitment. However, spending time and money to engage with an experience does.Â
But, like the theatre, the barrier to entry means creatives not only face the challenge of integrating IP in a way that resonates with licensors, but must also engage both active and passive consumers who may have no prior knowledge of the IP. For example, Hook divides audiences into six distinct demographics to consider in the design, marketing, and onboarding processes. âThey range from someone who doesn't know what they bought a ticket for and has come with their partner, to someone who has no interest in the IP, or they'd rather just have a drink, all the way through to expert immersive theatre-goers who are going to find every easter egg or every clue, who are going to come back ten times.âÂ
That, in the end, is the north star of all these experiences: to create environments exciting enough that get people coming back again and again. And Hookâs data shows that when spaces have rotating moments and IP themes, the proposition works. For the Gatsby experience, there are 49 different ways to see the show. For Doctor Who, there were about 150 ways for the audience to see and interact with it across seventeen rooms. When brands build a diverse, multifaceted experience early in the design process, the experience's lifecycle is lengthened.Â
To identify the right IP to convert into an immersive experience, Connolly recommended that brands consider three factors: playability, interactivity, and overall visual aesthetics. Used in tandem, these are powerful forces that connect consumers to the entertainment brands, characters, and worlds they love in the physical realm.
âThat ability to make it really interact with the brand and to make them feel alive and be a part of that world,â he said. âYou've really got to immerse yourself in that world and think. âHow can we do something that allows people to enter that world and engage with it in a meaningful way?ââ
âHas it been this busy since it opened?â
âIt wasnât too bad on the first day, but since then itâs been crazy. We canât even get a minute to breathe.âÂ
It was a hurried, yet still pleasant, exchange at the retail point-of-sale with two associates at Netflix House, the streaming juggernautâs first retail concept to open at the King of Prussia Mall in Philadelphia. One of them was meticulously scanning and folding branded swag, and while the exasperated look on her face was clear, it still felt widely understated given the larger-than-life environment we were sharing at that particular moment in time.
The 100,000-square-foot experience just opened three days prior, and families were eagerly snapping photos and picking through merch displays like a flock of vultures. Small children crawled all over an oversized Thing from Wednesday, smiling with toothy grins at their parents as they commemorated the moment on their iPhones. The space, designed like a trippy funhouse, had bright colors, three-dimensional shapes, and characters popping out of the walls and even on the ceiling. And Instagrammable moments, including a Bridgerton-branded series sponsored by Mastercard, were aplenty.
The opening is undoubtedly a milestone moment for Netflix, which plans to open two additional Netflix House locations in Dallas next month and Las Vegas in 2027. But itâs also a critical moment for the broader entertainment and retail industries, which have long toiled with ideas like âretailtainmentâ and âexperiential moments.âÂ
Much as Netflix completely changed the way we consume media, the company is doing the same for retail by encouraging us to rethink the role that beloved IP can play in experience design and retail merchandising.Â

Fandom, Come to Life
Content has long been merged with consumerism. Disneyland or Universal Studios may come to mind as utopically marketed destinations that donât shy away from excessive franchise integration. Rides and adjacent souvenir shops are themed with such precision that they leave you questioning the role of a minor character or plot point. Themed snacks and drinks go viral on TikTok not for their taste, but for their picture-perfect alignment with a fictional universeâs worldbuilding. Attractions themed around famous film franchises generate multi-hour queues, and visitors converse with the characters they recognize as they bop from place to place, typically filming their entire exchange.Â
As the universes of these entertainment conglomerates grow, so too do their opportunities for experiential design and retailtainment. Netflix House specifically brings its âmost popular shows and movies to life through first-of-their-kind, immersive, story-driven experiencesâŚThis is fandom coming to life, where you can actually step inside the worlds youâve been watching and loving for years.âÂ
The initial press release promised a âfirst-of-its-kindâ venue that regularly updates its entertainment, merch, and experience to feature different characters and shows. The retail-specific area of King of Prussiaâs Netflix House touts collections for KPop Demon Hunters, One Piece, Squid Game, and Stranger Things, among others. Meanwhile, the branded Netflix Bites restaurant has menu items dedicated to twenty different shows.Â
At the surface, this allows Netflix to tout the breadth and depth of its catalogue. But in reality, the most alluring motive for the business is to keep the space enticing enough to keep visitors coming back.Â
The Philadelphia location features a few smaller-scale experiences, such as mini golf and laser tag. But the A-list stars of the event are two immersive, escape-room style adventures based on One Piece and Wednesday. These are ticketed events, which make it possible for folks to travel far distances with a clear intent and reward. However, the restaurant doesnât offer reservations, leaving plenty of time for visitors to wander aimlessly through the space to discover, connect, and shop.

Turning Entertainment into Monetary ValueÂ
The TV program you just binged may never break the fourth wall, but immersive experiences built by Disney, Universal, and now Netflix are programmed to reel you back in once a season or series ends. In a streaming-served era where overnight ratings are harder to predict and box-office sales continue to surge and fall, a growing number of entertainment production companies are finding new ways to harness the commercial viability of their international IP. Theyâre thinking beyond multi-territory spinoffs and one-time merchandise drops and instead are immersing audiences into the story. In cases like Netflix, theyâre even making their fans part of the plot.Â
With Walt Disney Parks generating over $30 billion annually, it's no surprise others want a piece of the action. The immersive entertainment market is projected to grow from $87.51 billion to a staggering $519.77 billion, and Mastercardâs Travel Industry Trends Report noted a 65% increase in experience-related spending among US consumers between 2019 and 2023. This is where consumersâ minds, hearts, and wallets are going.Â
Neil Connolly, Creative Director of Immersive Everywhere, explained that it all comes down to emotional appeal:
"It makes people feel entirely aliveâŚwhen you're in it, when you're doing it, when you're experiencing it, your heart is pounding in your chest.â
Any production company can now reap the rewards of the fast-growing âexperientialâ market. That is, if theyâre truly willing to experiment with sensory engagement beyond a stage or screen. Although Netflix and Disney have built in-house offerings, Immersive Everywhere and HH Productions are increasing market headway as reputable licensees. Brian Hook is the Chief Creative Officer of HH Productions, and Executive Producer of âPeaky Blinders: The Rise,â âDoctor Who: Time Fracture,â and âThe Great Gatsby Immersive Experience.' He noted that the key is to encourage production companies to reframe how audiences experience beloved stories and characters.Â
âCould you put an audience in their own episode of Doctor Who? Could they be the hero? That was the challenge that I put to the BBC,â Hook said in an interview with Future Commerce. âThat's the thing that watching Dr. Who can't give you. The original contract was supposed to give us four âDaleksâ (a fictional extraterrestrial race portrayed in the series). I think we ended up with 600 props from the show. And they went further. They gave me a character called Brian the Ood that started in the audiobook, moved through our live experience, and ended up in the TV series. So it ended up being a character that you'd met and had a drink with in the interval, [but] you then saw on-screen two years later. That was a really special gift to give to our audience members.â
All3Media International is one of the leading independent distributors of TV programming and formats in the UK and is also exploring the power of these branded IP moments. Housing approximately 35,000 hours of content, the company uses its rich licensing mix as the foundation to create intimate moments where brand loyalists and fans can engage closely with licensors.Â
âIt serves fans of our IP; thousands of people apply to be on our TV shows, and we can give them a similar experience,â said Nick Smith is the EVP of Formats and Licensing at All3Media International. And this IP is precious, which is why the company taps external experts to build these immersive experiences while overseeing every step of the development process.Â
âWe prefer to work with experts in their respective fields. Everyone at All3Media Group is an expert at producing and licensing television shows, but our IP is too valuable to us to be learning on the job outside our core skills,â Smith said. âWe really care about how our properties are presented, so we are always closely involved in the development with our partners; we donât just sign contracts and give our licensees carte blanche.âÂ
Connolly, who works on the production side, echoes the importance of such a relationship because it ensures the final product is accurate and true to the source IP: âThey understand how to make an incredible television show, and I know how to make incredible live experiences. The two are very different, but we go on that journey together and learn a lot of different things from each other about how the public reacts to watching a TV show versus actually playing the experience for themselves.â

Retailâs Bonfire EffectÂ
When households click into their streaming app of choice, they have access to days, even years, worth of content. But what a streaming app does not provide is access to our emotional need for community and offline connection.
Entertainment companies are ârecognizing that the preciousness of human contact is actually very desirable, and so they're trying to figure out ways to bring people together,â said Kevin Kelley, Founder of multi-disciplinary strategy and design firm Shook Kelley and author of Irreplaceable. âOne thing that [these companies are] so good at is ruthless efficiency, but we're realizing that some friction is good in life. Some inefficiencies are good. Friction is actually better than sitting in pajamas every night binge-watching, and the digital companies are realizing that. Tension has become a profit power. If you can own attention, like Netflix, it's all businesses based on how many hours they can keep you glued.â
French sociologist Ămile Durkheim called it collective effervescence: the energy that emerges when strangers gather around shared symbols. Theme parks have always understood this, but streaming platforms are late converts to the church of physical space. After spending billions teaching us that convenience trumps community, Netflix is now betting that what we really crave is the opposite the beautiful inefficiency of being somewhere together.
This is in stark contrast to the theatrical experience that Netflix disrupted twenty years ago; rather than passively consuming media together, Netflix House invites us to immerse ourselves collectively, and to participate commercially. Itâs consumption, to be sure, but of a different variety.
The art of these experiences lies in the human connection derived from sensory design, emotional contagion, and resonance with the IP. Connolly compares these immersive spaces to a traditional theatre production, noting that the community is the differentiating factor. While theatre may offer a similar story, there is no promise of human connection. As a result, people who actively opt in and pay to engage with an experience will garner a personal connection with the IP itself.Â
âYou go to the theatre, you watch the show,â Connolly said. âWhat happens as soon as the show finishes? Youâre kicked out to the street. This whole kind of communal element that we've all been through watching a show is lost because youâre left to sit with it alone or talk to the person that you went with.â
Conversely, Connolly noted that in  immersive experiences, groups gather at bars, restaurants, and retail shops to decompress together after the show. âThey run straight into a bar, and before they've done anything else, before they even go to the bathroom, they run to each other like, âI need to tell you what I was thinking at this exact moment in time.â âWhat were you doing?â âHow were you feeling?â And that's such a wonderful thing; you don't get that when you go to the theatre.âÂ
Kelley agrees, calling this moment of gathering âthe bonfire effect.âÂ
âThere's something really powerful when people gather,â he said. âThey can be strangers, but when they're around that bonfire, they achieve that social bliss and participation mystique, and it's a quality we can't deny. Everybody's trying to figure out that physical experience, because it's more precious, it's more desiredâŚIf you can gather people around your brand and create your own bonfire moments that bring people together, you end up building loyalty. You give the customers something they can't get anywhere else. You build a community.â
How Safety Drives Immersion
Theme parks like Disneyland are so commercially viable because they provide escapism. When consumers walk through the main entry gates, they are fully immersed in a world of magic, where they can interact with the characters they love in the spaces they love and buy merch to commemorate these moments forever. This is pure, monetized worldbuilding and immersion.Â
The challenge with doing this from scratch, however, is that it takes a lot of time to unpack the design and gamification nuances that are meant to activate consumers to truly let themselves go and experience a space.Â
âPeople who are creating these experiences really have to have an understanding of the sociological, psychological, and anthropological dimensions of the place,â explained Kelley. Creating a sense of safety from the moment visitors set foot in an environment is a critical yet often overlooked part of the process.Â
âWe look at how people start before they come into the building, whether it's a parking lot or a walk up to a front door,â Kelley said. âWe're trying to figure out what kind of energy they bring into the building. And then we follow them throughout their journey, looking at what they engage with and how long they dwell. As humans, we get a little nervous the farther we get into a building, away from the exits and windows. Itâs hardwired in our body; we get a little more uncomfortable unless you do something to the back corner to make it more enticing, more comfortable, more perceptually safe, and more enticing. If we start to make that area feel better, we'll get you to shop more and stay there longer.âÂ
This feeling of safety can be cultivated through the senses. After all, it is these innate moments of sight, smell, and touch that guide our decision-making process, whether for a live show, an experiential entertainment moment, or a retail store. âWhen you go into an alleyway or even a grocery store, you don't control your eyes,â Kelley explained. âYou don't tell your eyes what to look at or what to smell, at least not at first. All those decisions were made involuntarily. It swims us toward things that are good and avoids things that are bad.â
Connolly described how sensory design principles have informed a comprehensive onboarding experience that helps audience members reach that point of trust and safety. âI touch every single point of that consumer's journey,â he said. âIt's not just what happens on the stage. The entire building effectively becomes the stage, so the creative touches every element of that journey to convey that message. That way, people who know the game or know the show can feel welcome and play. There's also a member of staff there telling you how to play the game, how to work your way into the show, and instructing you on which actions will and wonât do. Great care and attention to detail are given on both the operational and creative sides.â
Traditional retailers can and should implement a similar storytelling methodology within their environments, according to Kelley. Similar to Connollyâs onboarding process, Kelleyâs creative approach hinges on observing consumer experiences and establishing a connection through story: âNo matter what type of space we're designing, a retailer institution, a classroom, an office building, we divide the space into scenes,â Kelley explained. âJust like in a movie, we're trying to have the intro scene set the dynamic for the whole storyâŚwe're generally expecting the customer to walk in busy, tired, thinking about light bills and taxes and kids and everything else. In those first 30 seconds, we have to divide their attention. Within the first couple of minutes, youâve got to grab people in and tell the story.âÂ
However, overdoing the âattention-grabber momentâ can leave consumers overstimulated, ultimately causing them to physically, even emotionally, shut down. Maintaining a balance where consumers are engaged without feeling overwhelmed or burdened is key. âIt's this really fine line,â Kelley said. âItâs similar to seeing a movie about a topic you don't relate to. You may not understand that culture, but if you can see yourself in that story, you can start to buy into it. But it is a subtle art.â

A Space for Active and Passive Fans
Watching 20 minutes of a series on a streaming app you already pay for doesnât feel like a big monetary commitment. However, spending time and money to engage with an experience does.Â
But, like the theatre, the barrier to entry means creatives not only face the challenge of integrating IP in a way that resonates with licensors, but must also engage both active and passive consumers who may have no prior knowledge of the IP. For example, Hook divides audiences into six distinct demographics to consider in the design, marketing, and onboarding processes. âThey range from someone who doesn't know what they bought a ticket for and has come with their partner, to someone who has no interest in the IP, or they'd rather just have a drink, all the way through to expert immersive theatre-goers who are going to find every easter egg or every clue, who are going to come back ten times.âÂ
That, in the end, is the north star of all these experiences: to create environments exciting enough that get people coming back again and again. And Hookâs data shows that when spaces have rotating moments and IP themes, the proposition works. For the Gatsby experience, there are 49 different ways to see the show. For Doctor Who, there were about 150 ways for the audience to see and interact with it across seventeen rooms. When brands build a diverse, multifaceted experience early in the design process, the experience's lifecycle is lengthened.Â
To identify the right IP to convert into an immersive experience, Connolly recommended that brands consider three factors: playability, interactivity, and overall visual aesthetics. Used in tandem, these are powerful forces that connect consumers to the entertainment brands, characters, and worlds they love in the physical realm.
âThat ability to make it really interact with the brand and to make them feel alive and be a part of that world,â he said. âYou've really got to immerse yourself in that world and think. âHow can we do something that allows people to enter that world and engage with it in a meaningful way?ââ
âHas it been this busy since it opened?â
âIt wasnât too bad on the first day, but since then itâs been crazy. We canât even get a minute to breathe.âÂ
It was a hurried, yet still pleasant, exchange at the retail point-of-sale with two associates at Netflix House, the streaming juggernautâs first retail concept to open at the King of Prussia Mall in Philadelphia. One of them was meticulously scanning and folding branded swag, and while the exasperated look on her face was clear, it still felt widely understated given the larger-than-life environment we were sharing at that particular moment in time.
The 100,000-square-foot experience just opened three days prior, and families were eagerly snapping photos and picking through merch displays like a flock of vultures. Small children crawled all over an oversized Thing from Wednesday, smiling with toothy grins at their parents as they commemorated the moment on their iPhones. The space, designed like a trippy funhouse, had bright colors, three-dimensional shapes, and characters popping out of the walls and even on the ceiling. And Instagrammable moments, including a Bridgerton-branded series sponsored by Mastercard, were aplenty.
The opening is undoubtedly a milestone moment for Netflix, which plans to open two additional Netflix House locations in Dallas next month and Las Vegas in 2027. But itâs also a critical moment for the broader entertainment and retail industries, which have long toiled with ideas like âretailtainmentâ and âexperiential moments.âÂ
Much as Netflix completely changed the way we consume media, the company is doing the same for retail by encouraging us to rethink the role that beloved IP can play in experience design and retail merchandising.Â

Fandom, Come to Life
Content has long been merged with consumerism. Disneyland or Universal Studios may come to mind as utopically marketed destinations that donât shy away from excessive franchise integration. Rides and adjacent souvenir shops are themed with such precision that they leave you questioning the role of a minor character or plot point. Themed snacks and drinks go viral on TikTok not for their taste, but for their picture-perfect alignment with a fictional universeâs worldbuilding. Attractions themed around famous film franchises generate multi-hour queues, and visitors converse with the characters they recognize as they bop from place to place, typically filming their entire exchange.Â
As the universes of these entertainment conglomerates grow, so too do their opportunities for experiential design and retailtainment. Netflix House specifically brings its âmost popular shows and movies to life through first-of-their-kind, immersive, story-driven experiencesâŚThis is fandom coming to life, where you can actually step inside the worlds youâve been watching and loving for years.âÂ
The initial press release promised a âfirst-of-its-kindâ venue that regularly updates its entertainment, merch, and experience to feature different characters and shows. The retail-specific area of King of Prussiaâs Netflix House touts collections for KPop Demon Hunters, One Piece, Squid Game, and Stranger Things, among others. Meanwhile, the branded Netflix Bites restaurant has menu items dedicated to twenty different shows.Â
At the surface, this allows Netflix to tout the breadth and depth of its catalogue. But in reality, the most alluring motive for the business is to keep the space enticing enough to keep visitors coming back.Â
The Philadelphia location features a few smaller-scale experiences, such as mini golf and laser tag. But the A-list stars of the event are two immersive, escape-room style adventures based on One Piece and Wednesday. These are ticketed events, which make it possible for folks to travel far distances with a clear intent and reward. However, the restaurant doesnât offer reservations, leaving plenty of time for visitors to wander aimlessly through the space to discover, connect, and shop.

Turning Entertainment into Monetary ValueÂ
The TV program you just binged may never break the fourth wall, but immersive experiences built by Disney, Universal, and now Netflix are programmed to reel you back in once a season or series ends. In a streaming-served era where overnight ratings are harder to predict and box-office sales continue to surge and fall, a growing number of entertainment production companies are finding new ways to harness the commercial viability of their international IP. Theyâre thinking beyond multi-territory spinoffs and one-time merchandise drops and instead are immersing audiences into the story. In cases like Netflix, theyâre even making their fans part of the plot.Â
With Walt Disney Parks generating over $30 billion annually, it's no surprise others want a piece of the action. The immersive entertainment market is projected to grow from $87.51 billion to a staggering $519.77 billion, and Mastercardâs Travel Industry Trends Report noted a 65% increase in experience-related spending among US consumers between 2019 and 2023. This is where consumersâ minds, hearts, and wallets are going.Â
Neil Connolly, Creative Director of Immersive Everywhere, explained that it all comes down to emotional appeal:
"It makes people feel entirely aliveâŚwhen you're in it, when you're doing it, when you're experiencing it, your heart is pounding in your chest.â
Any production company can now reap the rewards of the fast-growing âexperientialâ market. That is, if theyâre truly willing to experiment with sensory engagement beyond a stage or screen. Although Netflix and Disney have built in-house offerings, Immersive Everywhere and HH Productions are increasing market headway as reputable licensees. Brian Hook is the Chief Creative Officer of HH Productions, and Executive Producer of âPeaky Blinders: The Rise,â âDoctor Who: Time Fracture,â and âThe Great Gatsby Immersive Experience.' He noted that the key is to encourage production companies to reframe how audiences experience beloved stories and characters.Â
âCould you put an audience in their own episode of Doctor Who? Could they be the hero? That was the challenge that I put to the BBC,â Hook said in an interview with Future Commerce. âThat's the thing that watching Dr. Who can't give you. The original contract was supposed to give us four âDaleksâ (a fictional extraterrestrial race portrayed in the series). I think we ended up with 600 props from the show. And they went further. They gave me a character called Brian the Ood that started in the audiobook, moved through our live experience, and ended up in the TV series. So it ended up being a character that you'd met and had a drink with in the interval, [but] you then saw on-screen two years later. That was a really special gift to give to our audience members.â
All3Media International is one of the leading independent distributors of TV programming and formats in the UK and is also exploring the power of these branded IP moments. Housing approximately 35,000 hours of content, the company uses its rich licensing mix as the foundation to create intimate moments where brand loyalists and fans can engage closely with licensors.Â
âIt serves fans of our IP; thousands of people apply to be on our TV shows, and we can give them a similar experience,â said Nick Smith is the EVP of Formats and Licensing at All3Media International. And this IP is precious, which is why the company taps external experts to build these immersive experiences while overseeing every step of the development process.Â
âWe prefer to work with experts in their respective fields. Everyone at All3Media Group is an expert at producing and licensing television shows, but our IP is too valuable to us to be learning on the job outside our core skills,â Smith said. âWe really care about how our properties are presented, so we are always closely involved in the development with our partners; we donât just sign contracts and give our licensees carte blanche.âÂ
Connolly, who works on the production side, echoes the importance of such a relationship because it ensures the final product is accurate and true to the source IP: âThey understand how to make an incredible television show, and I know how to make incredible live experiences. The two are very different, but we go on that journey together and learn a lot of different things from each other about how the public reacts to watching a TV show versus actually playing the experience for themselves.â

Retailâs Bonfire EffectÂ
When households click into their streaming app of choice, they have access to days, even years, worth of content. But what a streaming app does not provide is access to our emotional need for community and offline connection.
Entertainment companies are ârecognizing that the preciousness of human contact is actually very desirable, and so they're trying to figure out ways to bring people together,â said Kevin Kelley, Founder of multi-disciplinary strategy and design firm Shook Kelley and author of Irreplaceable. âOne thing that [these companies are] so good at is ruthless efficiency, but we're realizing that some friction is good in life. Some inefficiencies are good. Friction is actually better than sitting in pajamas every night binge-watching, and the digital companies are realizing that. Tension has become a profit power. If you can own attention, like Netflix, it's all businesses based on how many hours they can keep you glued.â
French sociologist Ămile Durkheim called it collective effervescence: the energy that emerges when strangers gather around shared symbols. Theme parks have always understood this, but streaming platforms are late converts to the church of physical space. After spending billions teaching us that convenience trumps community, Netflix is now betting that what we really crave is the opposite the beautiful inefficiency of being somewhere together.
This is in stark contrast to the theatrical experience that Netflix disrupted twenty years ago; rather than passively consuming media together, Netflix House invites us to immerse ourselves collectively, and to participate commercially. Itâs consumption, to be sure, but of a different variety.
The art of these experiences lies in the human connection derived from sensory design, emotional contagion, and resonance with the IP. Connolly compares these immersive spaces to a traditional theatre production, noting that the community is the differentiating factor. While theatre may offer a similar story, there is no promise of human connection. As a result, people who actively opt in and pay to engage with an experience will garner a personal connection with the IP itself.Â
âYou go to the theatre, you watch the show,â Connolly said. âWhat happens as soon as the show finishes? Youâre kicked out to the street. This whole kind of communal element that we've all been through watching a show is lost because youâre left to sit with it alone or talk to the person that you went with.â
Conversely, Connolly noted that in  immersive experiences, groups gather at bars, restaurants, and retail shops to decompress together after the show. âThey run straight into a bar, and before they've done anything else, before they even go to the bathroom, they run to each other like, âI need to tell you what I was thinking at this exact moment in time.â âWhat were you doing?â âHow were you feeling?â And that's such a wonderful thing; you don't get that when you go to the theatre.âÂ
Kelley agrees, calling this moment of gathering âthe bonfire effect.âÂ
âThere's something really powerful when people gather,â he said. âThey can be strangers, but when they're around that bonfire, they achieve that social bliss and participation mystique, and it's a quality we can't deny. Everybody's trying to figure out that physical experience, because it's more precious, it's more desiredâŚIf you can gather people around your brand and create your own bonfire moments that bring people together, you end up building loyalty. You give the customers something they can't get anywhere else. You build a community.â
How Safety Drives Immersion
Theme parks like Disneyland are so commercially viable because they provide escapism. When consumers walk through the main entry gates, they are fully immersed in a world of magic, where they can interact with the characters they love in the spaces they love and buy merch to commemorate these moments forever. This is pure, monetized worldbuilding and immersion.Â
The challenge with doing this from scratch, however, is that it takes a lot of time to unpack the design and gamification nuances that are meant to activate consumers to truly let themselves go and experience a space.Â
âPeople who are creating these experiences really have to have an understanding of the sociological, psychological, and anthropological dimensions of the place,â explained Kelley. Creating a sense of safety from the moment visitors set foot in an environment is a critical yet often overlooked part of the process.Â
âWe look at how people start before they come into the building, whether it's a parking lot or a walk up to a front door,â Kelley said. âWe're trying to figure out what kind of energy they bring into the building. And then we follow them throughout their journey, looking at what they engage with and how long they dwell. As humans, we get a little nervous the farther we get into a building, away from the exits and windows. Itâs hardwired in our body; we get a little more uncomfortable unless you do something to the back corner to make it more enticing, more comfortable, more perceptually safe, and more enticing. If we start to make that area feel better, we'll get you to shop more and stay there longer.âÂ
This feeling of safety can be cultivated through the senses. After all, it is these innate moments of sight, smell, and touch that guide our decision-making process, whether for a live show, an experiential entertainment moment, or a retail store. âWhen you go into an alleyway or even a grocery store, you don't control your eyes,â Kelley explained. âYou don't tell your eyes what to look at or what to smell, at least not at first. All those decisions were made involuntarily. It swims us toward things that are good and avoids things that are bad.â
Connolly described how sensory design principles have informed a comprehensive onboarding experience that helps audience members reach that point of trust and safety. âI touch every single point of that consumer's journey,â he said. âIt's not just what happens on the stage. The entire building effectively becomes the stage, so the creative touches every element of that journey to convey that message. That way, people who know the game or know the show can feel welcome and play. There's also a member of staff there telling you how to play the game, how to work your way into the show, and instructing you on which actions will and wonât do. Great care and attention to detail are given on both the operational and creative sides.â
Traditional retailers can and should implement a similar storytelling methodology within their environments, according to Kelley. Similar to Connollyâs onboarding process, Kelleyâs creative approach hinges on observing consumer experiences and establishing a connection through story: âNo matter what type of space we're designing, a retailer institution, a classroom, an office building, we divide the space into scenes,â Kelley explained. âJust like in a movie, we're trying to have the intro scene set the dynamic for the whole storyâŚwe're generally expecting the customer to walk in busy, tired, thinking about light bills and taxes and kids and everything else. In those first 30 seconds, we have to divide their attention. Within the first couple of minutes, youâve got to grab people in and tell the story.âÂ
However, overdoing the âattention-grabber momentâ can leave consumers overstimulated, ultimately causing them to physically, even emotionally, shut down. Maintaining a balance where consumers are engaged without feeling overwhelmed or burdened is key. âIt's this really fine line,â Kelley said. âItâs similar to seeing a movie about a topic you don't relate to. You may not understand that culture, but if you can see yourself in that story, you can start to buy into it. But it is a subtle art.â

A Space for Active and Passive Fans
Watching 20 minutes of a series on a streaming app you already pay for doesnât feel like a big monetary commitment. However, spending time and money to engage with an experience does.Â
But, like the theatre, the barrier to entry means creatives not only face the challenge of integrating IP in a way that resonates with licensors, but must also engage both active and passive consumers who may have no prior knowledge of the IP. For example, Hook divides audiences into six distinct demographics to consider in the design, marketing, and onboarding processes. âThey range from someone who doesn't know what they bought a ticket for and has come with their partner, to someone who has no interest in the IP, or they'd rather just have a drink, all the way through to expert immersive theatre-goers who are going to find every easter egg or every clue, who are going to come back ten times.âÂ
That, in the end, is the north star of all these experiences: to create environments exciting enough that get people coming back again and again. And Hookâs data shows that when spaces have rotating moments and IP themes, the proposition works. For the Gatsby experience, there are 49 different ways to see the show. For Doctor Who, there were about 150 ways for the audience to see and interact with it across seventeen rooms. When brands build a diverse, multifaceted experience early in the design process, the experience's lifecycle is lengthened.Â
To identify the right IP to convert into an immersive experience, Connolly recommended that brands consider three factors: playability, interactivity, and overall visual aesthetics. Used in tandem, these are powerful forces that connect consumers to the entertainment brands, characters, and worlds they love in the physical realm.
âThat ability to make it really interact with the brand and to make them feel alive and be a part of that world,â he said. âYou've really got to immerse yourself in that world and think. âHow can we do something that allows people to enter that world and engage with it in a meaningful way?ââ
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