Lucky Strike Entertainment Corporation (LUCK)
Bowling and entertainment centers. Read November 8, 2026 from the annual report for the period ending June 28, 2026, filed August 27, 2026. Ranked 91 of the 240 Consumer Cyclical companies read so far, by the share within reach now.
Within reach now
28%
projected from METR's April 2026 measurement and Epoch's November 2026 index
End of 2028
31%
Employees, annual report
14,457
Leading staffing pattern
Other Amusement and Recreation Industries
Share of the working time within reach, long-run pace, four times in five
Now is projected from METR's April 2026 measurement and Epoch's November 2026 index.
- Now28%
- End of 202731%
- End of 202831%
- End of 203031%
What changes for its people by the end of 2028, by its industries' figures
- Stays with people 68%
- Becomes checking a model's work 22%
- Handed over with lighter checks 9%
A bowling and entertainment operator with 14,457 employees, three quarters part-time, 13,762 in its locations and 695 at the corporate level by the filing's count.
The figures on this page come from the company's own annual report and from BLS staffing patterns for its industries, never from a roster. They are estimates with a stated method. Nothing here says what the company will do: within reach is not a forecast of jobs lost or of savings.
What follows from the reading
Share of working time within reach of AI, on the long-run pace at four in five: 28% now, 31% at the end of 2027, 31% at the end of 2028, 31% at the end of 2030. By the patterns, the work is about 31% desk work, 30% people work and 39% body work. These are the site's industry estimates weighted by the shares below: estimates with a stated method and range, not a forecast of what the company will do. By the same patterns, at the end of 2028 about 68% of the working time stays with people (conversation, in-person and hands-on work), 22% becomes checking a model's work and 9% could be handed over with lighter checks, from the industries' own figures, not the company's roles.
Headcount
14,457 employees as of June 28, 2026 (stated). Derived from stated parts: 40 employees in Canada and 93 in Mexico of 14,457, the rest in the United States.
The filing: “As of June 28, 2026, we employed approximately 14,457 employees, including approximately 13,762 in the operation of our locations and approximately 695 at the corporate level.”
The workforce as industry patterns
| Pattern | Share | Reason, from the filing |
|---|---|---|
| Other Amusement and Recreation Industries | 95% | Count (a): approximately 13,762 of 14,457 employees work in the operation of the bowling and entertainment locations, each with a general manager, operations managers, a facilities manager and 20 to 30 associates handling food and beverage, customer service and maintenance. |
| Management of Companies and Enterprises | 5% | Count (a): approximately 695 employees at the corporate level, a stated corporate count under rule 6, kept as its own pattern under rule 5 because it is counted. |
What the filing says about the workforce: 3,409 full-time and 11,048 part-time; 54 union members; staffing is seasonal and fluctuates through the year; 40 employees in Canada and 93 in Mexico.
Companies read with the same leading pattern
Other companies whose largest staffing pattern is also Other Amusement and Recreation Industries, largest first, each read from its own annual report. Within reach now and at the end of 2028, long-run pace, four in five. Now is projected from METR's April 2026 measurement and Epoch's November 2026 index.
- Life Time Group Holdings, Inc. (LTH, 44,000 employees)27% now, 29% by 2028
- Vail Resorts, Inc. (MTN, 6,500 employees)26% now, 28% by 2028
- Planet Fitness, Inc. (PLNT, 4,393 employees)29% now, 32% by 2028
What the filing says about AI
11 sentences in the filing name AI. Eleven sentences, uses and risks: AI and machine learning, including generative AI, in guest marketing and personalization, loyalty, dynamic pricing of bowling, amusement, food and beverage, labor scheduling and demand forecasting, with the risk that flawed output harms pricing, staffing or guest-service decisions.
- “Our use of artificial intelligence technologies, and our ability to keep pace with our competitors' use of such technologies, presents operational, reputational, legal and competitive risks that could adversely affect our business.”
- “We increasingly incorporate artificial intelligence and machine learning (collectively, "AI") technologies, including generative AI, into aspects of our operations, such as guest marketing and personalization, loyalty and customer relationship management, dynamic pricing of our bowling, amusement, food and beverage and other offerings, labor scheduling and demand forecasting, and guest-facing t...”
- “AI models may produce output that is inaccurate, biased, incomplete or otherwise flawed, and our reliance on such output in pricing, staffing, marketing or guest-service decisions could harm our operating results, expose us to liability or damage our reputation and our relationships with guests.”
- “In addition, much of the AI functionality we use is developed and maintained by third parties, which subjects us to the operational, security and compliance risks of those providers, over which we have limited control.”
- “Our use of AI may also create or heighten risks relating to data privacy, cybersecurity and the protection of our confidential information and intellectual property.”
Its annual reports, year by year
Sentences naming AI in each annual report, counted by one rule, beside the median report in the Index that year. Each count links its filing. Every company, by year and sector
Headcount by filing year
As reported in each year's annual report, with the filing. A year marked not read had no figure the reading could take from the report's text.
| Period | Employees | Filed | Filing |
|---|---|---|---|
| 2026-06-28 | 3,409 | 2026-08-27 | 10-K |
| 2025-06-29 | 3,198 | 2025-08-28 | 10-K |
| 2024-06-30 | 3,419 | 2024-09-05 | 10-K |
| 2023-07-02 | 3,289 | 2023-09-11 | 10-K |
| 2022-07-03 | 2,965 | 2022-09-15 | 10-K |
Limits of this reading
- The universe's 3,409 is the full-time count alone; the filing states 14,457 employees in all (rule 2).
- The fiscal year ends June 28, 2026, the newest filing in the Index.
Source: the company's annual report on EDGAR, accession 0001628280-26-059179, the filing. Read by Claude Fable 5.1 under rubric version 1, by the method. A company can write to info@stratussc.com to have its reading checked against its filing.
The report on Lucky Strike Entertainment Corporation, $29
This page as a document to keep, with what it does not show: the share within reach at every date on three paces and two reliabilities, a typical workforce of this shape at the stated headcount role by role and task by task (the industries' staffing, never the company's roster), where to start, what changes for the people and what they would learn, every sentence in the filing that names AI, the headcount by year, the companies read with the same leading pattern, the method and a citation line. To print or save as a PDF, open again in your browser for a year.
See the report, $29See the sample first: Walmart's report is free
Questions about this company
- How much of Lucky Strike Entertainment Corporation's working time is within reach of AI?
- An estimated 28% now and 31% by the end of 2028, on METR's long-run pace at four in five, from the workforce Lucky Strike Entertainment Corporation's own annual report describes and BLS staffing patterns for its industries, never from a roster. It is an estimate with a stated method. It is not a forecast of jobs lost or of savings, and it says nothing about what the company will do.
- How many people does Lucky Strike Entertainment Corporation employ?
- 14,457 as of June 28, 2026, as its annual report for the period ending June 28, 2026 states. About 99% in the U.S.
- What kinds of work make up Lucky Strike Entertainment Corporation's workforce?
- Read from its annual report as a blend of 2 industry staffing patterns, the largest Other Amusement and Recreation Industries; by those patterns the work is about 31% desk work, 30% people work and 39% body work. Each share has a one-sentence reason on this page that can be checked against the filing.
- What does Lucky Strike Entertainment Corporation's annual report say about AI?
- 11 sentences in the filing name AI. Its annual reports for fiscal 2022 to 2026 name it in 0, 0, 0, 0 and 11 sentences, year by year. They are counted and quoted on this page, never judged: a count says how much a filing talks about AI, not what the company does with it.
- How is this estimated?
- Claude Fable 5.1 read the annual report under the Index's written rubric (version 1) on November 8, 2026: the stated headcount, the share in the U.S. when stated, and the workforce as a blend of industry staffing patterns. The estimates are the site's industry estimates weighted by those shares, from O*NET tasks with estimated lengths and METR's measurements of how long a task AI models can finish. A company can write to info@stratussc.com to have its reading checked against its filing.
Embed these figures on your site
A small card with the share of working time within reach now and at the end of 2027, 2028 and 2030, the date and a link back. Free under CC BY 4.0; the card carries the credit.