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Joypolis
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Joypolis (Japanese: ジョイポリス) is a chain of indoor amusement parks created by Sega and run by CA Sega Joypolis. Beginning on July 20, 1994 with the original location sited in Yokohama, Japan,[1] Joypolis centers have since opened in several cities in Japan and later China. The parks feature arcade games and amusement rides based on Sega's intellectual properties, original themes, and licensed franchises. Alongside the predecessor Galbo venues and the overseas spin-offs SegaWorld London and Sega World Sydney, they were officially referred to under the "Amusement Theme Park" or "ATP" concept by Sega in the 1990s.[2]

Key Information

Overall, eleven Joypolis theme parks have been opened, but as of 2024, four parks remain operational; two in Japan (Tokyo and a Sports Center in Sendai) and two in China (Shanghai and Guangzhou); the failure of many of the parks has largely been attributed to poor visitor numbers, managerial problems, and cost-cutting measures, with the closures and downsizing of several occurring in the midst of Sega's companywide losses during the early 2000s.

After its formation the previous year to operate the parks, Sega announced in 2016 that China Animations would acquire a majority stake in Sega Live Creation (now CA Sega Joypolis) for 600 million yen, effective January 2017.[3] The two currently operating Joypolis branches are no longer fully controlled by Sega, although their attractions, branding, and intellectual properties continue to be used under license from them for the foreseeable future.

Original entrance to Tokyo Joypolis
Second entrance to Tokyo Joypolis

Locations

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Operating

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Japan

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Tokyo
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The flagship Joypolis park is located in Odaiba area of Tokyo, and originally opened on 12 July 1996. Currently, it is the only Japanese Joypolis park to remain in operation and has been refurbished twice - in December 2000 and early 2012.

Sendai (Joypolis Sports)
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In January 2022, a new format under the Joypolis name was officially announced. Joypolis Sports is a sports center located in Izumi-ku, Sendai on the Sendai Nakayama complex and will heavily focus on sports-related activities, as well as a few minor non-Sports facilities like a Comic Book section, and a small arcade. The venue was originally planned to open on March 18,[4] but this opening window was put on hold a day before opening following the 2022 Fukushima earthquake. On April 13, the venue announced a new opening date of April 29.[5]

China

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Shanghai
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The first Joypolis park in China opened in the Changning District of Shanghai, and opened in two phases: the first in December 2014, and the second in February 2016.

Guangzhou
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In January 2021, it was announced that a Joypolis park would open in Guangzhou on the Junming Happy World complex later in the year which will contain 40 attractions. It will be the first Joypolis venue to open in South China.[6]

It was originally planned to open in September 2021,[7] but after a delay,[8] the venue opened on May 9, 2022.[9]

Closed

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Yokohama

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The first flagship Joypolis theme park was located in Yokohama, opening on July 20, 1994. It was the second park to launch under Sega's "Amusement Theme Park" concept after the Osaka ATC Galbo venue in Osaka, which had opened three months previously. Initially exceeding its expected revenue and visitor number targets, it lagged behind after its flagship status was superseded by the larger Tokyo branch.

The venue reopened as Joypolis H. Factory on July 25, 1999 as part of a partnership with media personality and comedian Hiromi. Due to restructurings at Sega, the venue closed permanently on 28 February 2001. Nearby facilities, including on-site McDonald's outlets, initially continued to operate.

The building formerly housing the park was subsequently used as a warehouse, before being demolished to make way for an apartment block.

Niigata

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On 9 December 1995, the second Joypolis venue opened in Chūō-ku, Niigata City. Sega transitioned the operating rights of the park to an outside company, Magic City Co, Ltd. in April 1998, due to poor performance after its first year.

The park was rebranded by the new operators as Magic City @ Niigata Joypolis, featuring an electronic card payment system, and having most of its virtual attractions replaced with standard arcade rides. It closed permanently after further management issues on January 16, 2001.

The building that formerly housed the park later became part of the Bandai City Billboard Place entertainment complex and was renamed the BP2, consisting of retail stores on the first and second floors (including a branch of the Niigata City Manga / Anime Information Center) and a cinema on the third floor.

Fukuoka

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On April 20, 1996, a Joypolis opened in Fukuoka as one of the opening tenants of the Canal City Hakata complex. The venue closed on 24 September 2001 due to restructuring at Sega. The venue was split into two, one half became home to a Ramen Stadium restaurant and the other half was retained by Sega, who reopened the downsized arcade as a Club Sega venue, and operated it until the late-2000s when it was replaced with a Taito Station.

Shinjuku

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A Joypolis in Shinjuku opened on October 4, 1996. Located on the tenth and eleventh floors of the Shinjuku Takashimaya branch on its opening day, it was one of the venue's major entertainment tenants alongside an IMAX theatre. The park became the first Joypolis to close permanently on August 22, 2000, with competition from Tokyo Joypolis elsewhere in the capital officially cited. The floors formerly housing the park are used as an art gallery (10) and an exhibition hall (11).

Kyoto

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A Joypolis opened in Kyoto on September 11, 1997, located on the tenth floor of the local branch of Isetan. Though still containing a number of newly-developed attractions, it took up a significantly smaller floor space compared to most other Joypolis venues, and no entry fees were charged. The venue closed on August 22, 2002, due to unprofitability, which by its final years only two attractions (Sega Touring Car Championship Special and Wild River) operated. The floor where the park once existed now houses sections selling souvenirs.

Okayama

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A Joypolis opened in Yokohama on July 18, 1998. It was part of the Joyful Town complex operated by Ito Yokado, consisting of other unrelated venues. A Sonic-themed bowling was located on the third floor of the property, alongside karaoke rooms.

On March 23, 2008, all the remaining attractions were removed from the complex, followed up with the bowling alley and karaoke facilities on July 17. Unlike the other venues, the operations were transferred to Sega Entertainment Co, Ltd. in October 2012 due to its arcade status.

The venue closed on 2 September 2018 after all tenants of the Joyful Town complex were notified to leave their premises due to redevelopment. The building was demolished in November that year.

Umeda

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On November 28, 1998, a Joypolis opened in Umeda, Osaka as part of the Hep Five shopping centre complex, located on the 8th and 9th floors. It was the last Joypolis venue to be opened by Sega in the 1990s. The venue closed on May 6, 2018, after its lease expired.

A Namco VR Zone later opened up in the space in September of that year, trading until 25 October 2020. The space is now home to the Bandai Namco Cross Store.

VR Shibuya

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Around October 2018, a Joypolis-branded venue opened in Shibuya. This venue specifically focused on VR attractions, similar to a Namco VR Zone and other VR arcades. The venue closed on 30 June 2020.

Qingdao

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In July 2015, a Joypolis venue opened in Qingdao. This is the only one of the Chinese venues to be directly owned by CA Sega Joypolis and not licensed to their owner China Animations.

On April 26, 2023, Qingdao Joypolis decided to shut down on May 31, 2023.[10]

Joypolis attractions

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Tokyo Joypolis

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Name Opened Floor Description
Ace Attorney in Joypolis 2012 F3 A mystery attraction that is based on the Ace Attorney visual novel series.
Attack on Titan: The ATTRACTION 2019 F3 A walkthrough show-type attraction based on the Attack on Titan manga series.
Fortune Forest 1996 F3 A virtual forest that tells guests what their futures will be like. Until 2006, it was called Fortune Museum.
Gekion Live Coaster 2012 F1 A spinning roller coaster combined with a music game, manufactured by Gerstlauer Amusement Rides GmbH. It was the first spinning coaster with an inversion and launch. The attraction formerly traded as Veil of Dark, until 2016, which featured a different form of gameplay that starts as a shooting dark ride using controllers mounted to the restraints. There are two shooting sections separated by a short chain lift before the tire launch.
Halfpipe Tokyo 1996 F1 A ride similar to that of a Frisbee, where two guests snowboard down a halfpipe with chosen music. It was known as Halfpipe Canyon until 2012.
House of the Dead: Scarlet Dawn: The Attraction 2020 F2 An attraction version of the Sega arcade game House of the Dead: Scarlet Dawn with moving seats. Up to twelve players can play at once.
The Joypolis Explorer 2011 F1 A walk-through treasure hunting attraction where guests hunt for emblems throughout the park before time runs out, and if successful, they can undercover the treasure warehouse.
LASER SHOOTING -ISSEN- 2024 F1 A story-based lightgun attraction.
Lola and Carla the Beauty Contest 2009 F3 An attraction where Joypolis attendees answer questions to create a character.
MISSION SPARK 2025 F2 An attraction where guests press on buttons.
Mystic Mansion: Tale of Pandemonium 2017 F3 A 3D horror show, of which the seats can rotate to show the ride film on all four sides of the attraction walls.
Murder Lodge 2020 F3 A 3D sound attraction, originally seen at the park in 1997 until 1999. It underwent various themes and names before reverting back in 2020.
Pirate's Plunder 2017 F1 An Alterface shooting theater ride with a pirate theme.
SADAKO - The Curse Psychic Manor 2019 F3 A fortune-telling walk-through attraction based on the film Sadako, and is one of the numerous walk-throughs based on The Ring that have been featured in the park over the years.
Sonic Athletics 2013 F2 A Sonic the Hedgehog-themed racing arcade game powered by a treadmill. Up to eight players can play the game at once, each as a different character.
Spicy Taxi 2019 F1 A arcade game/ride hybrid where up to four guests take a ride on a taxi as they solve quizzes and play minigames to get to the treasure.
Storm-G 2009 F2 A bobsleigh arcade game, of which the cabinet can rotate 360 degrees.
Transformers: Human Alliance Special 2015 F2 A ride version of the arcade game Transformers: Human Alliance with 360 degree movements. The cabinet is similar to Sega's R-360 machine.
Wild Jungle Brothers 2000 F3 A jungle-themed jeep simulator. Known as simply Wild Jungle until 2006.
Wild River: The Treasure Hunt 2000 F3 A jungle-themed dinghy simulator, originally located at Shinjuku Joypolis. Known as Wild River until 2006 and Wild River - Splash! until 2015.
Wild Wing 2004 F3 A jungle-themed hang glider simulator.

Former attractions

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Name Opened Closed Floor Description
Aqua Nova 1996 2005 F1 Simulator attraction. Was removed following the Viva! Skydiving incident due to safety precautions
Aquarena 1999 2011 F1 A virtual aquarium. Originally located on the second floor, it was later moved to the first. Replaced with The Joypolis Explorer.
AS-1 1996 2004 F1 Standard Motion Simulator attraction seen at other Joypolis parks.
Beast in Darkness 1996 1998 F3 Hybrid walk-through and dark ride facility. Split into Terrors of America and Horror Ride.
Horror Ride 1998 2004 F3 A tracked motion simulator, formed as a spin-off of the tracked portion of Beast in Darkness. It was dismantled in 2004 and replaced with Wild Wing.
Sky Cruising 1999 2013 F1 Flying theatre attraction, replaced with Sonic Ghost Shooting.
Sonic Ghost Shooting 2013 2016 F1 Projection shooting dark ride. Replaced with a Zero Latency VR venue.
Spin Bullet 1996 2012 F1 A spinning coaster built by Masago Industrial. It originally opened as Rail Chase: The Ride in 1996 as a successor to the installment in Yokohama. It was renamed and rethemed as Speed Boarder to prepare for the park's first remodelling at the end of 2000, and to its final name and theme in 2006. It was removed and dismantled at the start of 2012 as part of the park's second major remodelling, and was replaced with Veil of Dark (Gekion Live Coaster).
The House of the Dead 4 Special 2006 2020 F2 A light-gun attraction serving as the expansion to The House of the Dead 4, featuring rotating seats that mimick the character's movement. Also available via separate arcade booths in locations outside Joypolis. It was removed from Joypolis in 2020 and replaced with The House of the Dead: Scarlet Dawn: The Attraction
Treasure Panic 1996 2000 F3 A shooting dark ride based on Ghost Hunters at the other Joypolis parks. It was removed as prat of the park's first remodelling in 2000 and replaced with Wild Jungle and Wild River
Weird Photo Studio 1996 1999 F3 Horror walk-through facility.
Viva! Skydiving 1996 2005 F1 Drop Tower that simulated skydiving, originally known as Time Fall. Removed following a major incident (see below)

Other attractions

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  • JP Store: A store that sells Sega-themed merchandise and souvenirs.
  • Main Stage: A stage that is located in the main atrium of the park and houses events.
  • Multi Stage: A stage that is located in Frame Cafe.
  • Prizes Corner: An area containing UFO catchers, with merchandise exclusive to Joypolis.
  • Sonic Carnival: A section for younger Joypolis attendees featuring carnival games themed to Sonic and his friends.
  • Sonic Ghost Shooting: An interactive shooting dark ride.
  • Space Interaction: Zones that fuse the digital world with the real world.

Restaurants

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  • Crepe Store: A crepe-selling store.
  • D-Lounge: An interactive lounge that serves Joypolis attendees snacks and drinks. This is the only area of the park that serves Joypolis attendees alcohol.
  • Dippin' Dots Ice Cream: A Dippin' Dots-selling store.
  • Frame Cafe: A café that provides the views of Tokyo.

Qingdao Joypolis

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Normal attractions

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  • Animal Treasure Box: An attraction where Joypolis attendees need to look for animals in a 3D environment.
  • Beautiful Test: A picture-showcase attraction.
  • Chuang Jurassic: A 3D simulator.
  • Deadly Blitz: A VR shooting game.
  • Fortune Forest: is a virtual forest that tells Joypolis attendees what their futures will be like.
  • GO GO Jockey!: An arcade-game that is powered with a plastic horse that Joypolis attendees need to ride on.
  • Horror House: A haunted house-themed attraction.
  • Initial D Arcade Stage 4 Limited: A driving simulator that is based on the manga series of the same name. Joypolis attendees sit in real cars for this game.
  • Search Impossible: A haunted house-themed attraction.
  • Sega Lightning Knight: A roller-coaster that has an interactive shooting element.
  • Sonic Athletics: A Sonic the Hedgehog-themed racing game that is powered by a treadmill.
  • Sonic Brain Ranking: A attraction that tests Joypolis attendees trivia about the Sonic the Hedgehog franchise.
  • Sonic Jumping Tour: A Sonic the Hedgehog-themed 4D attraction.
  • Sonic Star Race: A Sonic the Hedgehog-themed bumper-car ride.
  • Sonic Tropical Resort: A Sonic the Hedgehog-themed hot-air-balloon ride.
  • Spy Mission: A jungle-themed hang glider simulator.
  • The First Scene: A VR attraction that is powered with a chair.
  • Transformers: Human Alliance Special: A ride version of the arcade game Transformers: Human Alliance. The cabinet is similar to Sega's R-360 machine.
  • VR Bing Feng Warriors: A VR attraction.
  • VR God-Arrow: A shooting simulator where Joypolis attendees need to use VR headsets.
  • VR Living Dollhouse: A VR horror game.
  • VR Snow Competition: A snowboarding simulator where Joypolis attendees need to use VR headsets.
  • VR Space Warrior: A VR version of a popular game series.
  • Wind Wing: A jungle-themed hang glider simulator.

Other attractions

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  • Balloon Walker: A luck-based game.
  • Clown Cannon: A themed Skee-Ball set.
  • Sea Fishing: A fishing simulator.
  • Stage: A stage area.
  • Thunder MT: An area that is dedicated to holding machines of the Thunder MT arcade-game.
  • UFO Catchers: An area that is dedicated to UFO catcher machines.

Restaurants

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  • D-Lounge: An interactive lounge that serves Joypolis attendees snacks and drinks.

Joypolis Sports

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Activities

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Source:[11]

Accident history

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On April 20, 2005, Sega Corp. closed its Tokyo Joypolis (Odaiba area) theme park temporarily, pending a police investigation and an internal investigation into park safety procedures. The action came in the wake of an accident on the previous Monday in which a 30-year-old man died after he fell out of a ride. The ride, called "Viva! Skydiving," is a simulator ride that is designed to give passengers an experience of virtual skydiving. Apparently, the ride's operators allowed the overweight man to board the ride, even though the safety belt was not long enough to fit around his body. The man was secured only by an over-the-shoulder restraint, but Sega president Hisao Oguchi says that the restraint was locked in a "more loose position," causing the man to fall out. [citation needed] Reports indicate that, while Sega's official park operations manual forbids riders from riding without seat belts, Tokyo Joypolis had given its employees an unofficial manual that allowed ride operators to use their own discretion as to whether a person could board a ride. Sega says it was unaware that the park had its own manual.[12]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Joypolis is a chain of indoor amusement parks operated by CA Sega Joypolis Ltd., a subsidiary of Corporation, specializing in interactive attractions, experiences, arcade games, and themed entertainment based on Sega's popular franchises. These facilities emphasize technology-driven fun in climate-controlled environments, making them ideal for year-round visits regardless of weather, and combine elements of gaming, rides, and immersive storytelling to appeal to families, gamers, and thrill-seekers alike. The Joypolis brand launched with its inaugural park in , , on July 20, 1994, as Sega's pioneering effort to extend its video game expertise into physical amusement experiences. Over the following years, the chain expanded across with locations in cities such as , Niigata, , Fukuoka, , and , though many closed by the early 2000s due to economic challenges and shifting consumer trends. The Tokyo Joypolis, which opened on July 12, 1996, in the district, emerged as the flagship venue and has undergone multiple renovations to incorporate cutting-edge attractions like motion-based simulators and collaborative events with Sega properties such as and . As of 2025, Tokyo Joypolis remains the primary active site, spanning three floors within the Decks Tokyo Beach complex and offering over 20 attractions, including laser tag games, haunted houses, and VR adventures, with admission starting at ¥1,500 for adults and passport tickets for unlimited rides at ¥5,800. Complementary Joypolis Sports centers, focusing on sports-themed , operate in and , Japan, while licensed versions persist in and , China, under third-party management. Internationally, the brand expanded with a Joypolis Sports flagship in Hong Kong's Kai Tak Mall in late 2024, marking Sega's continued global push into "sportainment."

History

Founding and early expansion

Sega launched the first Joypolis indoor amusement park in , , on July 20, 1994, as a flagship venue under its Amusement Theme Park (ATP) initiative. This pioneering facility blended traditional arcade with innovative rides and early virtual reality experiences, occupying multiple floors in the Yamashita Wharf area and spanning approximately 10,000 square meters. Designed as a weather-proof destination, Joypolis emphasized immersive, technology-driven attractions to appeal to urban audiences seeking year-round fun. The concept emerged from 's broader strategy to evolve its arcade business into comprehensive entertainment complexes, conceptualized by amusement facility planner Yoshiyasu Takada amid the company's push into experiential gaming. It integrated popular Sega intellectual properties, such as characters from and gameplay elements from , into themed rides and interactive zones, creating a seamless fusion of digital and physical play. This approach positioned Joypolis as an accessible alternative to outdoor theme parks, capitalizing on Japan's dense urban environments and 's expertise in coin-operated machines. Building on the Yokohama success, which drew 1.75 million visitors and generated around ¥4 billion in its debut year—surpassing initial projections of 1.2 million attendees and ¥3.7 billion in revenue—Sega rapidly expanded the chain across . Subsequent locations included Niigata Joypolis in December 1995, Fukuoka Joypolis on April 20, 1996, Joypolis on July 12, 1996, Joypolis on October 4, 1996, and Joypolis in September 1997. Each venue featured multi-story layouts with motion simulators, arenas, and arcade clusters, attracting families and gamers alike. This early expansion was fueled by Sega's arcade sector boom in the mid-1990s, propelled by blockbuster titles like (1993) that revitalized the industry and generated substantial revenue. The company aimed to rival global giants such as and Universal by offering compact, high-tech alternatives to large-scale resorts, with the initial parks collectively drawing millions of visitors by 1998 through cutting-edge attractions that highlighted Sega's technological edge.

Challenges and closures

In the early s, Sega faced severe financial difficulties, posting a net loss of $398.1 million for 2000 amid declining sales of its console and broader industry challenges. This culminated in Sega's decision to exit the hardware manufacturing business in January 2001, shifting focus to third-party software development and licensing to reduce costs and streamline operations. The transition led to reduced investment in non-core assets like theme parks, prompting widespread restructurings that directly impacted Joypolis venues, as arcade and amusement operations were deprioritized in favor of more profitable segments. Several Joypolis locations closed permanently during this period due to ongoing financial pressures. Shinjuku Joypolis shuttered on August 31, 2000, after Sega declined to renew its lease amid low attendance. Niigata Joypolis followed on January 16, 2001, following management disputes and poor performance. Joypolis closed on February 28, 2001, as part of Sega's broader cost-cutting measures, with admission fees slashed in its final days to clear inventory. Fukuoka Joypolis ceased operations on September 24, 2001, ostensibly for refurbishment but ultimately downsized into a smaller arcade without reopening as a full theme park. Later challenges persisted, with Joypolis closing on May 6, 2018, after its lease expired and amid stagnant visitor trends, and Okayama Joypolis shutting down on September 2, 2018, due to insufficient revenue. Contributing factors to these closures included the declining popularity of arcades in , exacerbated by the aftermath of the burst in the early , which led to prolonged stagnation in on . High maintenance costs for advanced rides and simulators, combined with low visitor numbers and intensifying from larger outdoor theme parks like , further strained operations. As part of restructuring, Sega sold off or scaled back non-core amusement assets, while temporarily closing its flagship Tokyo Joypolis for refurbishments in September 2000 (reopening December 2) and January 2012 to update attractions and improve efficiency. Visitor attendance at Tokyo Joypolis, which peaked above 1 million annually in its early years, declined significantly by the mid-2000s, reflecting broader trends in the sector.

Revival and international growth

Following the challenges faced by earlier locations, Joypolis underwent a significant refurbishment at its flagship in 2012, reopening on July 14 with a renewed emphasis on blending digital and real-world experiences under the theme "DIGITAL-REAL." This update introduced advanced (VR) attractions, such as immersive multiplayer shooting games, alongside 4D motion-based rides that enhanced sensory engagement through effects like wind, water, and vibration. These innovations aimed to draw in younger audiences by leveraging cutting-edge technology to create interactive, game-like adventures tied to Sega's intellectual properties. Joypolis marked its entry into the Chinese market through partnerships with CA Cultural Technology Group (formerly China Animation Characters), beginning with Joypolis in the Changning District. The venue opened in phases, with Phase I launching in December 2014 across 1,000 square meters, followed by the full grand opening in February 2016, expanding to nearly 8,500 square meters with Sega-themed rides and arcade experiences. In July 2015, a second site debuted in Qingdao's Shinan District, operating until its closure on May 31, 2023, due to shifting market dynamics. The brand launched the Joypolis Sports concept in the early 2020s to diversify offerings toward interactive physical activities infused with entertainment. The inaugural site opened in , , on April 29, 2022, at the Sendai Nakayama Store, featuring zones for training simulations and Sega's Sonic the Hedgehog-themed challenges to promote active play. A second Japanese location followed in during the mid-2020s, expanding the sports-entertainment model with over 30 activities emphasizing fitness and fun. Further international growth continued with the opening of Joypolis on May 9, 2022, within the Junming Happy World complex in Zengcheng, spanning 18,000 square meters and incorporating 40 attractions centered on IPs. This marked the first Joypolis in , building on the model to tap into regional demand for indoor family entertainment. In December 2024, the flagship Joypolis Sports venue debuted outside Japan in at , occupying a 30,000-square-foot facility across four floors in the Health and Wellness Centre, with zones like Ninja Dojo and Sonic Stadium to blend sports and gaming. Driving this revival were strategic integrations of (AR), VR technologies, and mobile apps for enhanced visitor engagement, alongside cross-promotions with Sega's iconic IPs like to foster repeat visits. Post-COVID recovery was supported by hybrid digital-physical events, such as VR e-sports tournaments and app-linked challenges, which helped sustain attendance amid travel restrictions and positioned Joypolis for sustained expansion in .

Ownership and operations

Corporate structure

CA Sega Joypolis Ltd. traces its origins to Sega Live Creation Inc., which was established on April 1, 2015, through an incorporation-type from Corporation as part of Inc.'s amusement division dedicated to managing indoor theme parks like Joypolis. On January 1, 2017, Sega Live Creation was acquired by CA Cultural Technology Group Limited (formerly China Animation Group Limited) and renamed CA Sega Joypolis Ltd., transitioning from full ownership under the Sega Sammy Group to a majority-owned of the Hong Kong-listed CA Cultural Technology Group, with retaining a 14.9% minority stake. This structure allows CA Sega Joypolis to oversee operations while benefiting from Sammy's ongoing minority involvement and brand licensing. The corporate framework centers on CA Sega Joypolis Ltd. for domestic Japanese operations, including the development and management of Joypolis parks in locations such as , , and . For international expansion in , the organization employs separate entities through joint ventures under CA Cultural Technology Group, such as direct ownership of the Joypolis by CA Sega Joypolis and full control of Joypolis by CA Cultural Technology Group, enabling localized management while adhering to Sega branding standards. These subsidiaries and ventures form a networked structure that supports park planning, ride development, and live entertainment production across . Joypolis attractions are deeply integrated with ' broader ecosystem, particularly through Sega Sammy Creation Inc., a wholly-owned responsible for development, production, and licensing. This includes the use of -owned IPs like for themed rides and experiences, as well as licensing agreements for external properties such as Capcom's series, which features interactive courtroom simulations in parks like Tokyo Joypolis. Such integrations ensure attractions draw on established franchises to enhance visitor engagement. The staffing model employs approximately 261 full-time personnel across operations, with centralized research and development based in for innovating rides, shows, and technologies.

Management and partnerships

In January 2017, Animation Group (now known as CA Cultural Technology Group Limited) acquired an 85.1% stake in Live Creation Inc., the entity responsible for operating Joypolis parks, for approximately 600 million yen (about $44.5 million). retained a 14.9% minority stake and maintained full control over rights, ensuring continued use of its brands in attractions. The acquired company was renamed CA Joypolis Ltd., with executive Takeshi Yoshimoto appointed as CEO to oversee operations. This transaction marked a strategic shift toward Asian market dominance, leveraging Animation's local expertise while preserving 's creative oversight. Post-acquisition, CA Sega Joypolis established joint ventures with Chinese developers to expand in , adapting attractions to local preferences such as emphasizing family-friendly zones and cultural integrations. In , the existing Joypolis—initially launched as a licensed operation in 2016—operates under direct management by CA Group, incorporating region-specific themes to boost visitor engagement. Similarly, the Joypolis, opened in 2021 within the Junming Happy World complex, resulted from a with local and firm Junming Group, focusing on larger-scale facilities tailored to southern China's urban gaming trends. These collaborations facilitated regulatory approvals and site development but introduced challenges in localizing 's IP to comply with Chinese content restrictions on foreign media. Internationally, CA Sega Joypolis pursued alliances beyond to diversify operations, including a key partnership with the Limited for the 2024 launch of Joypolis Sports —the first overseas flagship facility outside . This collaboration integrated Sega's interactive technologies into the park's health and wellness center, spanning 30,000 square feet across five floors with sports-entertainment hybrids designed in tandem with local teams. Additional tech integrations involved VR specialists, such as partnerships with firms like Zero Latency for immersive experiences in Tokyo Joypolis, enhancing co-branded attractions without diluting core IP. Management changes emphasized Asian growth, with the board incorporating executives from both CA Cultural Technology and to balance innovation and compliance. This structure has enabled increased funding for technological upgrades, including VR and motion-based rides, supporting expansions in and . However, it has faced hurdles in IP adaptation and navigating 's regulatory landscape, such as content censorship and joint-venture mandates, which occasionally delayed projects like the Guangzhou opening amid pandemic-related disruptions.

Locations

Operating locations

Joypolis operates several indoor amusement parks across , , and as of November 2025, each tailored to local preferences while maintaining the brand's focus on interactive entertainment and Sega-themed experiences. These facilities are all fully enclosed, allowing year-round operation regardless of weather conditions, and typically feature a combination of admission fees and additional costs for rides or activities. The flagship Joypolis is located in the district of , specifically on floors 3 through 5 of DECKS Tokyo Beach at 1-6-1 Daiba, Minato City. Opened on July 12, 1996, it spans approximately 9,600 square meters across three floors and serves as the primary hub for comprehensive amusement offerings, including a wide array of rides, experiences, and arcade games. As the original large-scale Joypolis venue still in operation, it emphasizes high-tech attractions and has become a staple for visitors seeking Sega-inspired fun in an urban setting. Admission starts at ¥1,500 for adults (ages 18-59), with passport tickets for unlimited rides at ¥5,800 (evening passport from 3:00 PM at ¥4,800) as of November 2025, and combo options available for families. In , two sports-themed variants expand the brand's reach. Sendai Joypolis Sports, situated in Izumi-ku, , opened in 2022 and focuses on physical activities integrated with entertainment, such as interactive sports zones designed for all ages. This venue highlights a sports-oriented approach, incorporating elements like agility challenges and team-based games to promote active participation. Kitakyushu Joypolis Sports, located in , debuted in the mid-2020s and mirrors the Sendai model's emphasis on , offering similar immersive experiences in a dedicated indoor space. Both locations operate year-round with admission fees around 1,500-2,000 yen, often bundled with activity passes for enhanced value. Internationally, Joypolis has established a presence in with two key sites. Joypolis, in the Changning District at Global Harbor, opened on February 6, 2016, and covers about 8,300 square meters over two floors, blending thrilling rides with extensive arcade sections for a diverse mix. Joypolis, part of Junming Happy World in Zengcheng, launched on November 11, 2021 across 18,000 square meters and prioritizes family-friendly setups with around 40 interactive elements, fostering a welcoming atmosphere for group visits. These Chinese parks maintain indoor operations throughout the year, with entry fees typically starting at 150-200 RMB, including options for ride-inclusive packages. The brand's latest expansion, Joypolis Sports at , opened on December 22, , as its first international sports-focused outpost. This five-story complex spans nearly 30,000 square feet and integrates athletic themes with elements, including a dedicated Sonic Stadium area for dynamic play. Designed for multigenerational appeal, it operates indoors year-round, with admission around HK$200-300 and combo tickets for activities.

Closed locations

Joypolis has operated several locations that have since closed, reflecting broader challenges in the indoor theme park industry during Sega's periods of financial restructuring and external pressures. The first such venue, Yokohama Joypolis, opened in 1994 as Sega's pioneering indoor amusement park but shuttered in February 2001 due to persistently low attendance and operational costs that exceeded revenue expectations. The site was subsequently repurposed for commercial use, including retail and dining spaces, marking an early end to the initial expansion phase. Regional expansions in the mid-1990s faced similar fates amid Sega's financial difficulties in the late 1990s and early 2000s. Niigata Joypolis, launched in December 1995, closed in January 2001 after struggling with management issues and insufficient visitor draw in its regional market. Fukuoka Joypolis, opened in April 1996, followed suit in September 2001, downsized briefly into an arcade before permanent closure owing to budget cuts and low profitability. Joypolis, established in 1996 within Tokyo's , ceased operations in August 2000 after Sega opted not to renew its lease, citing competition from nearby parks and underwhelming attendance. Kyoto Joypolis, which debuted in September 1997, operated for a relatively brief period before closing in August 2002, primarily due to economic pressures and the non-renewal of its operational contract with partner . Despite efforts to scale down to arcade-style operations, it could not sustain viability. Later venues like Joypolis (opened July 1998) and Joypolis (opened July 1998) enjoyed longer tenures but ultimately closed in 2018. ended operations on September 2 amid large-scale urban redevelopment of its premises, while shut on May 6 following the expiration of its lease and declining foot traffic in the area. More recent closures include the VR-focused Joypolis VR Shibuya, a pop-up venue that opened in October 2018 and specialized in experiences but closed on June 30, 2020, impacted by the pandemic's restrictions on indoor entertainment. Internationally, Joypolis in , established in July 2015 as a , operated until May 31, 2023, when it shut down due to ongoing operational losses; some assets were relocated to other Sega-affiliated sites. Across these nine closed locations by 2023, common themes emerge, including high operational and maintenance costs for motion-based attractions, intensifying competition from larger theme parks and , and Sega's corporate restructurings that prioritized core gaming businesses over amusement facilities. These closures left lasting legacies in popularizing interactive, technology-driven experiences that influenced subsequent arcade and VR developments.

Attractions and experiences

Design philosophy and technologies

The design philosophy of Joypolis centers on the "DigitaReal" concept, which seamlessly integrates digital elements such as (VR), (AR), and Sega's technologies with physical real-world experiences like interactive rides and live performances to create immersive, hybrid entertainment environments. This approach, introduced prominently in renewals like the 2012 Tokyo Joypolis relaunch, emphasizes cooperative gameplay and sensory fusion, where participants engage in real-time interactions that blur the boundaries between virtual simulations and tangible actions, enhancing emotional engagement and replayability. Core technologies underpinning Joypolis attractions include advanced motion platforms that simulate dynamic movements synchronized with on-screen visuals, VR headsets for immersive first-person perspectives, and laser-based shooting systems for competitive, story-driven gameplay. These are often augmented with Sega's proprietary arcade hardware, such as the LOPIT operating system, which coordinates computer-generated (CG) content with physical effects to deliver synchronized experiences across multiple participants. The technological evolution at Joypolis has progressed from 1990s-era hydraulic motion simulators, like the VR-1 system that used fluid-powered platforms for multi-axis immersion in space-themed rides, to contemporary VR and AR integrations that leverage lighter, more responsive digital interfaces. This shift reflects broader advancements in computing power and accuracy, enabling more fluid transitions between digital narratives and physical feedback without the bulk of early hydraulic setups. Joypolis enhances visitor engagement through exclusive integration of Sega intellectual properties (IP), such as and other franchises, into themed zones that feature custom rides, arcade games, and events tailored to these characters for heightened thematic immersion and .

Key attractions by location

Joypolis attractions vary by location, emphasizing Sega's intellectual properties and innovative experiences tailored to each site's theme and audience. In , the flagship park showcases high-thrill rides integrated with multimedia elements, while sports-focused sites in and prioritize physical challenges with digital enhancements. Chinese locations blend arcade classics with family-oriented zones, often featuring over 40 attractions in larger complexes like . Tokyo Joypolis highlights several signature rides that combine motion simulation and interactive storytelling. The Gekion Live Coaster is a musical roller coaster where riders experience synchronized lights, sounds, and coaster movements to a dynamic soundtrack, accommodating groups in theater-style cars for an immersive performance. Halfpipe Tokyo simulates extreme skateboarding on a half-pipe track, using hydraulic platforms to mimic flips and grinds in a competitive multiplayer format. Transformers Human Alliance offers a 4D VR battle experience in an R360 motion simulator, where participants shoot at Decepticon enemies while the cabin rotates 360 degrees and shifts directions amid explosions and vehicle transformations. Ace Attorney in Joypolis provides an interactive theater show based on the video game series, allowing audience participation in courtroom dramas with live actors, projections, and decision-making elements that influence the narrative outcome. Sendai and Kitakyushu Joypolis Sports locations focus on active entertainment with obstacle-based and virtual sports challenges. Ninja Dojo features multi-level obstacle courses inspired by training, including climbing walls, balance beams, and agility tests designed for team or individual play to build physical skills. Future Arena incorporates VR sports simulations, such as virtual and trampoline-based with motion tracking for immersive training sessions. Sonic Stadium delivers themed racing experiences, including treadmill-powered races and AR-enhanced track competitions that encourage speed and strategy. Shanghai and Guangzhou Joypolis emphasize arcade-driven fun with licensed franchises and expansive family areas. shooting galleries feature light-gun games where participants battle zombies, available as arcade experiences. Family zones include interactive adventures suitable for younger visitors, such as treasure hunts and mild simulations. Guangzhou stands out with over 40 attractions, including a LSM launch called Shockwave Riders that swings and accelerates through themed environments. Qingdao Joypolis, opened in 2017, offers a mix of arcade games, motion simulators, and interactive attractions like Mystic Mansion and shooting games, blending IPs with family-friendly entertainment across multiple floors. Hong Kong Joypolis Sports expands on the sports theme with enhanced interactive zones across five floors. SONIC Stadium includes expansions like VR boxing rings and Sonic-branded obstacle relays, promoting competitive play in a high-energy environment. variants offer and simulations with real-time scoring and multiplayer modes. Interactive fitness challenges, such as AR climbing walls and e-sports corners, integrate physical exertion with digital feedback for all ages. Across all locations, expansive arcade halls house over 100 machines, ranging from classic titles to modern VR cabinets, providing casual gaming alongside major rides. Seasonal events, such as the NEWS TOYBOX collaboration in from July 23 to October 19, 2025, add limited-time experiences like themed sessions and digital concerts to refresh the offerings. Some modern drop rides incorporate repurposed elements from former attractions, such as the structural adaptations from the closed Viva! Skydiving simulator, enhancing safety in contemporary free-fall simulations.

Safety and incidents

Accident history

On April 18, 2005, at the Joypolis , 30-year-old Junichi Tsubouchi, a user with a , died after falling approximately 5 meters from the Viva! Skydiving ride, a virtual skydiving simulator. Tsubouchi was not properly secured to the ride platform, leading to his ejection during operation. The park was temporarily closed from April 20 to August 9, 2005, following the incident, as admitted in safety protocols for riders with disabilities. In July 2005, three employees—a director, a manager, and a part-time worker—were charged with professional resulting in death for failing to ensure Tsubouchi's securement. Prior to the 2005 fatality, Tokyo Joypolis had recorded more than 50 accidents since its opening in 1996, including several cases of bone fractures sustained on various rides such as motion simulators and the Skydiving attraction. Police investigations involved searches of Sega's offices and of internal reports documenting these prior incidents, prompting broader government-mandated reviews at parks nationwide. No fatalities have occurred at any Joypolis location since the 2005 incident, as of November 2025.

Safety improvements

Following the fatal accident at Tokyo Joypolis on April 18, 2005, where a 30-year-old man fell from the Viva! Skydiving attraction, Sega implemented sweeping safety reforms across its Joypolis facilities. The company temporarily closed Tokyo Joypolis for comprehensive inspections and established a special committee, chaired by then-President Hisao Oguchi, to investigate the incident and prevent recurrences. This led to the permanent removal of the Viva! Skydiving ride due to inherent safety risks, particularly for riders with disabilities. To address systemic issues highlighted by police investigations into over 50 prior accidents at Joypolis sites since 1996, Sega overhauled its safety management framework. Key enhancements included the development of reliable safety standards for all attractions, upgraded operating manuals with stricter protocols, intensified staff training programs focused on emergency response and rider monitoring, and the introduction of rigorous on-site supervision measures. These changes were applied not only to Tokyo Joypolis but also to approximately 400 Sega amusement facilities nationwide, ensuring uniform compliance. Sega also engaged third-party safety experts to conduct objective audits, marking a shift toward external validation of internal processes. The crisis management system was fully revised to prioritize rapid incident response and continuous , with Tokyo Joypolis reopening in late August only after these upgrades were verified. Subsequent attractions, such as those involving motion simulation, adopted enhanced restraint systems and pre-ride health screenings to mitigate risks identified in the review. In the years following, Joypolis operators under CA Sega Joypolis maintained these protocols, incorporating ongoing enhancements like regular equipment maintenance schedules and rider eligibility guidelines based on , , and mobility. These measures have contributed to a sustained decline in reported incidents, emphasizing proactive over reactive fixes.

References

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