Power Bank Rental for Theme Parks and Amusement Parks
Theme parks run on phones all day: tickets, wait times, ride photos. See why power bank rental keeps guests in the park instead of heading for the exit.
Power Bank Rental for Theme Parks and Amusement Parks
A day at a theme park runs almost entirely on a phone now: the ticket at the gate, the park map, the wait-time tracker for the next ride, the mobile food order, and every photo and video from the day. None of that works on a dead battery, and a dead battery on a full-day visit is no longer a minor inconvenience, it is a reason to leave early. Brick's own venue research puts a number on it: 7 in 10 guests already leave a venue early once their phone hits zero. A self-service power bank rental station gives guests a way to keep going without asking a staff member to babysit a charger behind a counter.
No theme park network runs Brick stations yet. This is the case for the vertical, built on Brick's own venue research and the same self-service logic already applied to bars, malls, arenas and hospitals, not a customer story.
What a phone is actually doing all day at a park
Most large parks now run their own ticketing and wait-time apps, alongside mobile food ordering, digital maps and ride-photo delivery, so a phone is not a nice-to-have accessory for a park visit, it is the interface for most of it. A guest who is heavy into ride photos, video and app-based wait tracking is drawing on the battery constantly from the moment they walk through the gate, hours before the trip to the car and the charging cable most guests do not carry with them into the park.
A dead phone is a lost sale, not just an inconvenience
Brick's own venue research found that 7 in 10 guests leave a venue early once their phone dies, and that staff get asked to help charge a phone on every shift. A widely cited 2016 consumer survey found a similar pattern from the guest's side: roughly 9 in 10 people report feeling anxious once their phone drops under 20% battery (LG Electronics, 2016). At a theme park specifically, that anxiety compounds: a low battery does not just threaten the next photo, it threatens the mobile ticket a guest needs to get back through the gate.
Dwell time is already the metric park operators are watching
IAAPA, the global trade association for the attractions industry, reported in its own Q3 2025 member survey that the time guests spend inside the gate is trending down year over year across several regions, even where attendance itself is holding up (IAAPA, State of the Global Attractions Industry, Q3 2025). That is a direct revenue signal for an industry that earns heavily on in-park food, drink and merchandise, not just the ticket at the gate. Separately, retail dwell-time research has found that a guest who stays longer spends more: a widely cited 2017 study found that access to phone charging roughly doubled the time shoppers spent on site and lifted checkout totals by 29% (see Brick's full breakdown of the dwell-time research). A guest who does not have to plan an early exit around a dying phone is a guest who stays for one more ride, one more snack, one more round of photos.
What this looks like on site
A self-service power bank station near guest services, the main food court or a high-traffic gate does not require a park to build anything into its own app. Tap-to-rent works directly at the station with a card reader, no app install required, so it works the same for a first-time visitor as it does for a season pass holder. Placing more than one station around a large park means a guest is not stuck backtracking across the whole site to return a rental exactly where they started, the same "return anywhere on the network" model Brick already runs at bars, malls and transit hubs, scoped here to return-anywhere-in-the-park rather than a citywide network. For the placement logic behind where stations actually earn their keep in a large venue, see where to place power bank stations.
Does a guest need the park's own app to rent a power bank?
No. Tap-to-rent works with a card reader at the station itself, independent of whatever ticketing or wait-time app the park runs. A guest taps a card, takes a power bank, and returns it to any station in the park's network.
How does billing work if a guest keeps the power bank past the end of their visit?
Rentals run on a pay-as-you-go structure with a base unlock fee plus a running rate, the same model used across every Brick venue type. See how and when the user is charged for the full mechanics.
Why would a theme park add this instead of just more outlets?
A fixed outlet ties a guest to one spot for the time it takes to charge, which is exactly the dwell-time problem in reverse, a guest who is not out enjoying the park, not spending on food or merchandise. A power bank rental keeps the guest moving while it charges in their pocket or bag.
Theme parks and amusement parks sit on the same fundamentals that already justify power bank sharing everywhere else Brick operates: long dwell time, a phone-dependent guest experience, and real money on the table when a guest leaves early. See battery anxiety, the struggle is real for the psychology behind it, and brick.tech for what a station lineup includes.