Case study · Student housing · Feb–Mar 2026

5× more student visits per dollar
than the pool.

One 1,000-resident student-housing property installed an LK gaming facility alongside its existing pool. Two months in, the gaming facility logged 49% more visits at 30% of the install cost — and brought 30% of all residents back at least once.

At a glance
Total visits
3,771
Residents engaged
29.6%
Avg visits / day
66
Game launches
2,046
Peak vs. off-peak · hourly visits

Traffic peaks at 9pm.
Stays elevated through midnight.

The 5pm–midnight window accounts for 49% of all visits — a clear after-school and evening pattern. Mornings are quiet; late nights are not.

Peak (5pm–midnight)
Off-peak
Day-of-week traffic

Friday leads weekly traffic.

Daily visit trend · Feb–Mar

40–93 visits / day, every day.

What students are using it for

Is this really a gaming facility —
or just a PC lounge?

Game titles (622)
Platform launchers (534)
Chrome (gaming support) (466)
Discord (voice chat) (424)
2,046
Total launches · March

1.7 game launches per visitor

Across 1,194 visits in March, students launched 2,046 apps — averaging 1.7 per visit. Most students play a game and run Discord for voice chat, or play a game while streaming music or watching YouTube on Chrome. Every visit involves active gaming, not passive browsing.

Chrome & Discord are gaming companions

Discord is voice chat students use mid-match to talk with friends in the room or online. Chrome is typically YouTube, game guides, or music — running alongside a game, not instead of one.

296 students kept coming back

Nearly 30% of all students visited in just two months. Repeat engagement at this level doesn’t come from PC access alone — it comes from hardware, social atmosphere, and a game library students want to use.

Top 12 most-launched titles · March 2026

Every major title is multiplayer. Chrome and Discord appear at the top as gaming-support tools — used for guides, streaming, and in-game voice. Steam runs as the active process during gameplay and represents a game session, not just a launcher.

Content breakdown

All content is community-driven.

The most popular titles — Fortnite, Overwatch 2, Minecraft, Among Us, Rocket League — are all designed to be played with friends in the same room. Residents aren’t using the facility for solo gaming; they’re using it as a social space.

30%
Multiplayer shooters
Fortnite, OW2, Apex, CS2, Valorant
14%
Platform launchers
Steam, Epic, Battle.net, Riot Client
10%
Co-op / party games
Among Us, Phasmophobia, R6 Siege, Ready or Not
8%
Sandbox / casual
Minecraft, Roblox, Fall Guys, NBA 2K
4%
Sports / fighting
EA FC25, NBA 2K26, Rocket League
34%
Browsing + comms
Chrome & Discord — used alongside games
Key titles at a glance
  • Fortnite
    223 launches
    Battle royale · up to 100 players · free to play · all ages
  • Overwatch 2
    133 launches
    Team shooter · 5v5 · rated T · skill-based competitive play
  • Rocket League
    55 launches
    Competitive soccer with cars · rated E · easy to learn
  • Phasmophobia
    35 launches
    Co-op ghost hunting · teamwork-focused · rated T
  • Minecraft
    26 launches
    Sandbox builder · creative & survival · all ages
  • Among Us
    11 launches
    Social deduction · perfect party game · free to play
Facility comparison · pool vs gaming

More visits. Less install.
Five times the efficiency.

Pool install cost
$1M
approx. build cost
Gaming facility cost
$300K
this property
Pool total visits
2,528
Feb–Mar 2026
Gaming total visits
3,771
Feb–Mar 2026
Total visits · pool vs gaming

49% more total visits than the pool.

The gaming facility generated 3,771 visits vs. 2,528 for the pool in the same two-month period — 49% more total student visits at roughly 30% of the construction cost.

Cost per student visit

5× lower cost per visit.

The pool cost ~$1M and drew 2,528 visits in Feb–Mar 2026 — ~$396 per visit. The gaming facility cost ~$300K and generated 3,771 visits — ~$80 per visit. That’s a 5× difference in cost-per-visit.

Hourly traffic · pool vs gaming

Two amenities, one full day.

The pool peaks noon–3pm. The gaming facility takes over from 5pm through midnight — picking up exactly where the pool leaves off. These amenities are complementary, not competing.

Day-of-week · pool vs gaming

Strong engagement, every day.

Key takeaways for prospective buyers

What this means for your property.

A year-round amenity

The pool drew strong winter traffic in Feb–Mar 2026. Combined, both amenities logged over 6,000 student visits in a single two-month period.

Gaming outperforms on investment efficiency

At 30% of the pool’s cost, the gaming facility generates more total visits and operates year-round with no seasonal maintenance overhead.

Consistent year-round amenity usage

Pool usage held consistent across seasons — 2,452 visits in summer vs. 2,528 in winter. Combined with gaming traffic, this property maintains strong amenity engagement year-round.

Full-day student engagement

When the pool winds down after 4pm, the gaming facility takes over. This property captures student engagement from morning through midnight.

The gaming market opportunity

One of the most resilient,
fastest-growing entertainment sectors.

Global gaming revenue 2024
$188B
source: industry analysts
Projected annual growth
~10%
2025–2030 CAGR
Gamers worldwide by 2029
3.0B
Statista forecast
Americans 18+ who game
76%
ESA / Pew Research
Market size · actual & projected (USD billions)

Outperforming traditional entertainment

Gaming generated $187.7B globally in 2024 — outpacing film and recorded music combined. Growth has been consistent even outside pandemic-era peaks.

PC gaming is the fastest-growing platform

80% of game developers now build for PC first, up from 66% the prior year. PC gaming revenue grew 4% YoY in 2024. This facility runs entirely on PC hardware.

The demographic is broadening

The average gamer is 34 years old. 81% of men and 50% of women aged 18–29 play regularly. Gaming is the dominant entertainment category for the 18–24 student demographic.

Why a gaming lounge is a student-housing differentiator
Amenity arms race is real

A well-equipped gaming lounge is increasingly appearing alongside rooftop decks and fitness centers as a tier-1 amenity for the 18–35 demographic.

Low cost, high impact

Gaming facility installations average ~$70K — delivering a high-engagement student amenity at a fraction of what most amenity investments require.

The top titles are free-to-play

Fortnite, Overwatch 2, Apex, and Valorant are all free. No licensing costs — the only ongoing investment is hardware and routine maintenance.

Social by design

Every top title is multiplayer. Students build relationships with neighbors through shared gaming — social infrastructure that reduces turnover and drives re-signing decisions.

Facility data covers February–March 2026 (gaming & pool winter) and June–July 2025 (pool summer). Game launch data covers March 2026. Total student count (~1,000) derived from facility access records. Market statistics: Statista, Grand View Research, Entertainment Software Association, Pew Research Center.

Run the numbers for your property

Curious what your space could become?

A 15-minute call. We’ll walk through your space, your residents, and what an installed lounge would actually look like — numbers and all.

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