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.
- Total visits
- 3,771
- Residents engaged
- 29.6%
- Avg visits / day
- 66
- Game launches
- 2,046
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.
Friday leads weekly traffic.
40–93 visits / day, every day.
Is this really a gaming facility —
or just a PC lounge?
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.
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.
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.
- Fortnite223 launchesBattle royale · up to 100 players · free to play · all ages
- Overwatch 2133 launchesTeam shooter · 5v5 · rated T · skill-based competitive play
- Rocket League55 launchesCompetitive soccer with cars · rated E · easy to learn
- Phasmophobia35 launchesCo-op ghost hunting · teamwork-focused · rated T
- Minecraft26 launchesSandbox builder · creative & survival · all ages
- Among Us11 launchesSocial deduction · perfect party game · free to play
More visits. Less install.
Five times the efficiency.
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.
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.
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.
Strong engagement, every day.
What this means for your property.
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.
At 30% of the pool’s cost, the gaming facility generates more total visits and operates year-round with no seasonal maintenance overhead.
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.
When the pool winds down after 4pm, the gaming facility takes over. This property captures student engagement from morning through midnight.
One of the most resilient,
fastest-growing entertainment sectors.
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.
A well-equipped gaming lounge is increasingly appearing alongside rooftop decks and fitness centers as a tier-1 amenity for the 18–35 demographic.
Gaming facility installations average ~$70K — delivering a high-engagement student amenity at a fraction of what most amenity investments require.
Fortnite, Overwatch 2, Apex, and Valorant are all free. No licensing costs — the only ongoing investment is hardware and routine maintenance.
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.
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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