CrashKart: comprehensive comparison of connected/interactive karting concepts
At CrashKart, we know that we are not the only ones on the market, so we regularly engage in reflection and monitoring to position our concept in order to differentiate ourselves from our colleagues (hello, friends!)
Before any analysis, let's lay the groundwork: what is the concept of connected karting or interactive karting?
Connected karting (or interactive karting) is an evolution of recreational karting that incorporates real-time digital technologies to transform driving into an interactive gaming experience, where performance no longer depends solely on speed, but also on interaction, strategy and gameplay.
The fundamental pillars of connected/interactive karting
Real vehicles + physical driving
- Real electric karts
- Real driving sensations (acceleration, trajectory, inertia)
- No pure simulation: the body is engaged
👉 Without a real kart, we're talking about VR or simulators, not connected karting.
Real-time kart connection
Each kart is connected to a central system
Continuously transmitted data:
- position
- speed
- collisions / impacts
- interactions (shooting, bonuses, areas, etc.)
👉 It is connectivity that enables gameplay.
Interactive gameplay (beyond racing)
Unlike traditional karting, pure speed is no longer the only criterion.
The player can:
- attack
- defend
- capture areas (not at CrashKart)
- activate bonuses
- score points in ways other than by the clock
👉 We move from driving to playing.
Centralised gaming system
- Game server
- Rule management
- Calculation of scores
- Penalties/delays
- Real-time rankings
👉 Like a video game engine... but applied to real karts.
Possible technological building blocks
Not all concepts use the same building blocks, but they draw from this common foundation.
Embedded interaction
- Sensors
- Laser / trigger
- Effects on karts (slowing down, boosting)
Player interfaces
- LED screens
- HUD
- Direct visual feedback
Augmented reality / projections
- Video projection on the ground
- Interactive areas
- Visual power-ups
- Virtual obstacles
Environmental immersion
- Wall projections
- Immersive settings
- Sound and light effects
👉 A connected karting concept can use one or more of these building blocks.
Difference between traditional karting and connected karting
| Classic karting | Connected karting |
|---|---|
| Objective: go as fast as possible | Objective: win a game |
| Chrono = truth | Score / rules / objectives |
| Little interaction between drivers (except for collisions ;) | Continuous interaction |
| Same race for everyone | Multiple game modes |
| Mechanical sensation | Playful sensation |
Connected karting is also, above all, a multi-generational concept: since speed is not the objective, all members of the family have a chance to win the game!
What connected karting is NOT
❌ Improved classic karting
❌ Simulator
❌ Pure VR
❌ A simple animation without gameplay
👉 The heart of it is game design (we're not quite sure what that means, but it sounds cool).
Ultimately, what defines a true connected karting concept:
✔️ The karts are connected to each other
✔️ There is a rules engine
✔️ Players interact actively
✔️ Victory depends on several skills
✔️ The experience is replayable and adaptable
Come on, let's get started!
| Concept | Event mobile | Permanent room (public building) | Licence / white label |
|---|---|---|---|
| CrashKart | ✅ | ✅ | ✅ |
| BattleKart | ❌ | ✅ | ❌ (franchise / closed network) |
| Chaos Karts | ❌ | ✅ | ❌ |
| Kart Klash (RPM) | ❌ | ✅ | ❌ |
👉 CrashKart remains the only multi-format, licensable concept.
🎮 Gameplay & interaction
| Criterion | CrashKart | BattleKart | Chaos Karts | Kart Klash |
|---|---|---|---|---|
| Direct player interaction | Very strong (laser shot) | Average (virtual AR) | Low | Average |
| Video game approach | Average | Strong | Low to medium | Very strong |
| Competition / skill | Average | Medium to strong | Low | Strong |
| Visual immersion | Average | Strong | Very strong | Average |
💰 Operation & business model
| Criterion | CrashKart | BattleKart | Chaos Karts | Kart Klash |
|---|---|---|---|---|
| Can be used as standard ERP software | YES | Hard | Hard | Yes |
| Initial investment | Low → medium | Very high | Very high | Average |
| Scalability | Very strong | Average | Low | Low |
| Technical maintenance | Low | High | Very high | Average |
| Adaptability of premises | Very strong | Low | Very low | Average |
CrashKart transforms recreational karting into an interactive, profitable and scalable gaming platform that can be used for both events and permanent indoor venues
The aim is not to create yet another spectacular attraction, but rather an economically sustainable concept that can be replicated and adapted to the realities of operators
A concept designed for operation (key to profitability)
Unlike technologically complex concepts, CrashKart is based on a deliberately simple and efficient architecture:
- Technology embedded in karts (no dependence on projected ground, shooting and effects function everywhere)
- Lightweight infrastructure, compatible with many existing ERPs
- Simple maintenance
- Rapid deployment
👉 Result: Controlled CAPEX (initial investment), low OPEX (operating costs), and high economic and geographical adaptability.
Our ambition? To make CrashKart the benchmark for profitable connected karting, capable of adapting to all operating formats, in France and internationally.