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Vr Arcades

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Last Updated: 02 July 2021

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The lagging trend of the past few months has been witnessing startups that COVID - 19 seem poised to kill end up scaling back some of those deep cuts and taking off again. Not all spaces have been quite so lucky; in particular, lately weve seen a host of location - base virtual reality startups shut their doors. Virtual reality arcades were exactly crushing the pre - pandemic; small industry was already bit of Hail Mary for Virtual reality market, which had failed to push consumers to adopt headsets on their own and saw arcades as a way to warm up the general public to VR's role in entertainment. Lackluster consumer interest and throughput difficulties associated with quickly moving users through experiences were among the biggest challenges facing VR arcades. This week, following a report from Protocol, Apple confirmed its acquisition of Spaces, virtual reality arcade startup that had been forced to close its in - person arcades amid COVID - 19 and had attempted to pivot to creating Virtual environments for video chat software. The Apple acquisition is hardly mark of failure, but it is unlikely that the company has any interest in reviving startups arcade business. Earlier this month, Wall Street Journal reported that the US subsidiary of Sandbox VR had filed for bankruptcy. Sandbox VR has raised quite a bit of money on the promise that they could revamp several industries at once. The idea was that mall operators in decline would give great deals to some of these startups to set up physical storefronts as loss leaders to bring in the younger generation of consumers, while they could capitalize on mixed - reality social media video to bring a level of viral growth to their VR offerings. In July, UploadVR discovered documents that suggest Disney had terminated the lease of Virtual reality startup Voids Downtown Disney location following months of COVID - 19 - related closures. It was impossible to forecast the current pandemic when many of these investments were being make, but virtual reality arcades had already shown they were far from a sure bet. In late 2018, IMAX shut the doors of the last of its seven virtual reality arcades after investing tens of millions into its VR efforts. With the future of in - person entertainment unclear, question is whether virtual reality arcades have any chance of rebound. The fact is, many of these startups were pushing up against current realities on multiple fronts and were attempting to seriously shift the landscape of 21st century digital entertainment, attempts that seemed daunting from the start. As massive movie theater chains struggle to see how the pandemic will affect their industries in the long - term, it isnt surprising that many of these startups have failed to see light at the end of the tunnel and have shut down operations or been sold off. I suspect investors will be reluctant to back new efforts in this space and that the time horizon of COVID - 19 will force current entrants toward pivots that look dramatically different from pre - COVID - 19 - era business models.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

The Struggle is Still Real

I find myself facing a commando drill sergeant in full body armor giving last - minute instructions shortly before noon on a recent weekday morning. Bombs were exploding and bullets whiz by windows just outside the hut we were in. Undaunted, I maneuvered outs doors and stumbled upon an obstacle course. My first task was to climb a wood - plank ladder up wall and get to the top of the platform. I failed several times before I finally make IT up ladder by putting my assault rifle to my side and grabbing rungs until I pulled myself up to the platform. Then, I had to make IT across monkey bars. During one of several unsuccessful attempts, I plunged several feet into a ditch where I had to make my way back to the ladder and up to the platform. Finally, I tap out. I could do IT. I wasnt going to be commando today. It turned out, that was OK. I was in Mall just outside Atlantic City anyway. I removed virtual reality headset that was making me nauseous and sweaty. It takes a few minutes before I finally regain my equilibrium without having to control the game with joystick - like controllers in my hand, strapped around my wrists. I was finally just another guy in the Mall again. But that was the point. This mall needs more customers like me. Sprawling Hamilton Mall in Atlantic County, once a tri - County meeting place and retail mecca, is now looking for a lifeline. While shoot - em - up commando games and race car simulators are standard fare at the New Ideal VR Lab virtual reality game room, perhaps the virtual reality program of a thriving Mall filled with businesses and customers would be more timely. Everybody try to tell me Hamilton Mall is dying, says Ren Parikh, VR Lab owner. I tell them IT cant be dying because I am here. You ca live or die without community. Parikh and his Ideal Institute of Technology are doing their part to write a new chapter for facility with 1. 1 million square feet of retail space. Jc Penney, one of the mall's two remaining anchor stores, is scheduled to close next month. Sears closes on Thanksgiving Day. Macys will be the lone remaining anchor. Mall owners have won huge concessions from townships past two years with a successful tax assessment challenge that cut its valuation nearly in half, from just under $91 million to $50 million. Hamilton Mall LLC, which is managed by Kravco, opened its books to townships and cites high Mall vacancy and declining revenue as reasons IT needs its tax assessment to plunge, Bill Johnson, township tax assessor, said this week. Refunds for taxes paid at higher valuation will be credited to future taxes due, he say. Areas around Mall, including the shuttered former Atlantic City Race Course horse track, have been declared in need of redevelopment by the township. But Parikh is doubling down on his investment here.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

The Future of Location-Based VR

San Francisco, March 6 2020 Spending on Virtual Reality Games, Entertainment and other experiences at dedicated Location - base Entertainment facilities reaches $1. 5 billion in 2019, according to Greenlight Insights ' latest report. The recently released Location - base Virtual Reality: 2020 Q1 Update includes global forecasts and analysis of current and future use of Virtual Reality at out - of - home venues based on proprietary data from Greenlight Insights Location - base XR Channel Tracker, which tracks activity at 1 200 venues around World. Use of Virtual Reality systems in Location - base Entertainment has continued to grow with increasing deployments from global operators. For the first time since Greenlight Insights began publishing reports on this MARKET in 2017, report will feature a five - year hardware forecast that details VR hardware systems that are deployed in Location - base VR venues. Location - base Virtual Reality MARKET has seen dynamic change in the past three years, and this will continue in 2020 as new Virtual Reality systems are becoming more affordable and easy to implement into existing venues, says Alexis Macklin, Research Manager at Greenlight Insights, We expect the most robust growth to come from multi - purpose venues, venues that are deploying VR systems as additional attraction to their existing facility. Although Greenlight Insights expects double - digit growth over the next five years, Location - base Virtual Reality industry faces significant challenges in the form of Coronavirus. The global health crisis is already affecting out - of - home venues, with many closing due to concerns. Greenlight Insights has since adjusted its global outlook on MARKET. This will affect the attractions industry as global travel will see a decline, resulting in a decline in tourism - related revenue, Macklin say. Covid - 19 is expected to have the greatest effect on Asia - Pacific, especially China, Korea, and Japan, but all markets are expected to experience slower than previously forecast growth. Market VALU E: global Location - base Virtual Reality industry is expected to reach a MARKET value of $4. 6 billion in 2020. This includes spending on consumer experiences, hardware, and services. Venue PENETRATION: number of venues offering Virtual Reality is expected to increase to more than 14 700 locations worldwide in 2020. Greenlights Insights is seeing rapid growth in most areas of industry and expects this growth to continue for several years. This report provides detailed revenue forecasts, key revenue metrics, competitive dynamics, and industry analysis for executives operating in the out - of - home entertainment marketplace. Greenlight Insights Location - base Virtual Reality: 2020 Q1 Update is available now. For more information, and to become subscriber to email hello greenlightinsights. Com, visit greenlightinsights. Com, or call 415 - 854 - 3282. For more information about Location - base Virtual Reality: 2020 Q1 Update visit, https: / greenlightinsights. Com / reports / Location - base - Virtual - Reality - 2020 - Q1 /. Greenlight Insights provides MARKET Intelligence on smart, Virtual Reality, and augmented Reality display technologies through proprietary data, Insights, and analysis. Greenlight Insights delivers critical strategic Insights to the world's leading technology companies, publishers, service providers, institutional investors, and government entities. Base in San Francisco, with offices in Los Angeles, Boston, and Denver, Greenlight Insights comprises a diverse team of highly skilled industry professionals who offer deep expertise about next - generation displays.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Tying it All Together

With headsets like Oculus Rift and PlayStation VR finally shipping out to customers, 2016 was supposed to be the year Virtual reality finally went mainstream. But things did n't exactly work out that way, and in 2017, all eyes are now on location - base VR. Whether in movie theaters or custom Arcades, VR installations are seen as an opportunity to will functioning VR ecosystem into existence. Customers can try experiences in paid, bite - size doses without investing in expensive hardware, and content creators can take advantage of that larger reach to monetize titles and encourage further development. One of the entities moving most aggressively in that direction is IMAX. Company best known for bringing larger - than - large cinematic imagery into movie theaters soft - open IMAX VR Experience Centre in Los Angeles on January 6. It is first of six pilot locations the company plans to roll out, with IMAX targeting China, UK, New York City, and a second location in California by the end of the year. But each of those new installations will be tied to cineplex chains, set up either in revamped movie theaters or in venues lobby. Flagship LA center is a standalone location made up of 14 VR pods equipped with a combination of HTC Vive and StarVR headsets, and a selection of titles ranging from Star Wars: Trials on Tatooine to John Wick Chronicles. It is not a perfect setup by any means, but for audiences that have never had an opportunity to try room - scale VR, IMAX may have created the best introductory experience yet.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

VR arcades are no fad

Vr is becoming more popular with the public with the current rollout of VR arcade machines. Arcades are stepping up their game with advanced technology like VR to draw in visitors with activities outside of home. Vr isn't fair - weather and overhyped trend like some cynics will say it is. It's beginning to look more like a rocket with tons of momentum behind it. Zion Market Research reports that VR is increasing in popularity with the public and in business with a 2016 value of $2. 02 billion and a project value of $26. 89 billion. Who are the pioneers of transforming VR games and apps and turning them into arcade machines? Check out these 3 major players who are stepping up the entertainment industry and elevating the popularity of the industry with out - of - home attractions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Physically integrated experience

Walk into New Southern California, flagship location for location - base VR company Dreamscape Immersive, and the sights and sounds of the bustling shopping center Its located in quickly fade away. A large clock hangs over a wooden concierge desk, while a pair of monitors advertises departure times for locations trio of immersive experiences, using three - letter abbreviations that echo airport more than movie theater or Arcade. The transition away from reality continues in locations waiting lounge, where physical artifacts from worlds explored in titles like Alien Zoo and Lavans Magic Projector: Lose Pearl await examination. Props set up backstories and plot details well before audiences get anywhere near headset or backpack computer, and by time guests are ushered into gear - up rooms designed to echo train cars, decked out in wood and soft overhead lighting. It is tough to shake the feeling that youre doing more than stepping into virtual reality Experience. This feels like a journey. Its thought - out, cohesive approach pulls heavily from lessons of modern - day theme park queue designs. And as Dreamscape ready expansion into AMC movie theaters, company hops it will be one of the keys to selling sometimes - skeptical public about the power of virtual reality. We want to transcend what I think is a very common perception or misconception of what VR is, which is tech and gaming, says Dreamscape CEO Bruce Vaughn. Former chief creative officer of Walt Disney Imagineering, Vaughn joined Dreamscape in 2012. He explained that design choices like departure lounge metaphors were made precisely to help reframe how audiences view medium. People cross threshold and come in, and get a sense of like, Whoa, this is not what I was anticipating, or it is certainly different than what I 've experienced before, he say. Or at least if you had no idea, Its incredibly inviting, and I think it feels like, Okay, Its place that I want to trust. As for VR Experience themselves, Dreamscapes approach feels like cousin to the work of location - base VR company VOID. Groups of up to six guests are outfitted with backpack computers, headsets, and hand and foot trackers and are then ushered into a 16 - foot by 16 - foot walkable space equipped with a vibrating haptic floor. That is where VR Experience begin, with guests appearing in the digital world as full - bodied avatars. From there, they take on a journey where they can physically touch and feel objects they see through their headsets. Along the way, other senses are engaged with smells, mist, or wind, further grounding digital experience. Tickets run for $20, and experiences clock in around 15 minutes each. Title Alien Zoo, for example, takes guests on dark ride - style tour of orbiting interstellar habitat where they may actually pet aliens.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Intersection with esports

This is a guest blog written by Ryan Burningham of Virtual Athletics League and Virtualities in significant step for VR ESports, new Global Arcade League is forming. Co - host by Virtual Athletics League, Arcade management platform SpingboardVR and mixed reality streaming software LIV, pilot season is getting major boost from corporate sponsors HP, Inc and HTC ESports. This effort is also a collaboration with seven prominent VR game development studios. Official competitions will take place around the world in cities with VR arcades through the rest of 2018 and beyond. Vr ESports have long been the realm of science fiction, but the reality is that VR ESports are happening today and gaining momentum. The introduction of HTC Vive two years ago and sophisticated controllers represent a tectonic shift - it move players from behind computer screens, into the center of their living rooms and VR arcades worldwide. Ideal games for VR ESports are easy to learn, but hard to master. Any new player can walk into Arcade worldwide and within minutes shoot drones in Space Pirate Trainer. However, it takes hours and hours of practice to climb global leaderboards. At elite level, players start to perform time bending moves, dodge lasers by sound alone, and land insane combos with dozens of drones shooting from all directions. People who a few short years ago had never heard of VR, are now competing in VR ESports on a global scale. Virtual Athletics League started two years ago as a concept of Virtualities, VR Arcade in Salt Lake City, Utah. From the beginning, we saw potential for VR ESports to become a new major worldwide movement. We first noticed that VR athletes were a special demographic after looking at return rates following the local VR ESports tournament. Normal customer return rates hover at around 20%. For customers who attend our VR ESports tournaments, that rate skyrockets to over 50%. From there, we hold a few regional cross Arcade tournaments, then a national one for Blaster of Universe alongside 10 arcades. When the Beat Saber Arcade version was release, Virtual Athletics League was selected as the official Arcade tournament organizer. It was originally meant to take place at 50 locations, but for arcades, it was VR ESports gold. Competition takes place at a record - breaking 168 locations globally, with several thousand players and hundreds of record high score submissions. With Beat Saber, players really put Athletics in Virtual Athletics League, with some players ' heart rates topping out at nearly 180 BPM. This physicality drives the same type of grit and competitivity that are seen in both traditional sports and sports. Over the course of the tournament, thousands of participants dedicated hours toward achieving a Global high score. Our co - host SpringboardVR reported the number of minutes played in arcades for Beat Saber double that weekend over the previous weekend. Our tournament winners take dedication to the next level.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Storytelling to storyliving

Creators of theatrical immersive productions, like VOID, offer a full - bodied experience that allows you to actually walk heroes journey, free - roaming as you follow narrative along with a group of friends, family, or strangers that have joined you for ride. Immersive theaters are proving hugely successful with Ryan Andal, President and cofounder of Secret Location, reporting at VRLA in May that they get up to 40 percent occupancy rates versus the traditional film industry's steady 11 percent. It is no storytelling, but storyliving, which strikes at the heart of what mixed reality is all about in the first place. It certainly holds true For experience I had last month when I was part of a group of six attending Somnai, mesmerizing London - based production that does not simply hinge on VR Gear but mixes and incorporates mixed reality along with a variety of other theatrical devices in order to create hypnotic melange that facilitate surreal narrative; guiding each participant step - by - step through lucid dream that continually teeters on edge of unconscious. You can only truly understand the full potential of this category of mixed reality by trying it. What is clear is that high fidelity VR content will increasingly and in large part, necessitate six degrees of freedom to move, interact, and feel through surroundings, and that will by default require ample stretches of space that are entirely devoted to it. While many categories of lighter VR and AR content will no doubt be suitable for household consumption, you can expect that flagship experiences will most certainly not be For what my spidey sense predicts will be no less than a decade from now. So we better get used to Location - base VR as a leading staple for industry. Amir Bozorgzadeh is cofounder and CEO of Virtuleap, host of Global WebXR Hackathon and startup powering up Gaze - At - Ratio XR metric.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Shooting galore

Have you always wanted to bring VR / AR experience to light? Vrfocus is giving you the opportunity to speak out! Virtual reality specialist website created VRFocus Awards, largest ever survey on the VR / AR market. No judges, no committees, no bullsh * t. Users have get power. Best game, most promising startups, top influencer, favourite hardware. Altogether, 6 Awards will be deliver. Vrfocus asks its readers to vote for the best XR content of the year 2020. No industry professionals will be selected for the final vote. Its up to us! Vrfocus has a list of nominations, but also offers the possibility to fill in the open entry section. This is the time to promote new projects and companies.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Solving interactive puzzles

Advancements in VR headsets and content that push what these devices can do have ushered in a new generation of games in the early 1990s, CD - ROM puzzle games such as Myst and Riven make use of the added storage capacity of this new storage medium by adding graphical elements that go well beyond those of traditional games of time. Much as the advent of the CD - ROM helped to further the puzzle game genre, virtual reality is reinvigorating puzzle games by immersing player in the puzzle environment. When you feel like youre present in the environment, game is enhanced on many levels. For puzzle - type games, mechanics of the VR connect you to puzzle elements. Live - action Escape Room gaming arcades have been popping up all over the world. They provide team - building immersive puzzle - solving experiences for customers. At these locations, you pay a fee to be trapped in a room that you must escape. From Escaping usually involves solving a series of logic puzzles. These live - action Escape Room experiences have inspired the creation of VR Escape Room game counterparts. In VR, youre not bind by limitations of the real world, so VR Escape rooms can be anything you can imagine. Maybe you have to escape medieval dungeon or perhaps the space station. Check out these VR puzzle games and Escape Room games to find out just how immersive VR gaming can be.


About the Game

Vr Escape Games offer a unique and limitless universe for players to immerse themselves within. If that environment can be part of popular established Intellectual Property, then the draw is stronger; this has been seen in the physical Escape Room business with licensed venues using popular media properties, such as Doctor Who or Mission Impossible. The major developer in this sector is Ubisoft Escape Games - division of a major consumer game publisher, This company has developed unique VR Escape Games, including their first title Escape Lose Pyramid and now their new release Beyond Medusas Gate - both based on Assassins Creed universes IP. Tethered VR players in 45 + minute game sessions, supporting two - or - four players experiences within Room - scale space, supported by game - master. Companies make their properties available to FEC, VR arcade and Escape Room businesses under special licensing franchise. An example of consumer VR game content developers pivoting to a more believable business environment of commercial entertainment deployment. Virtual Vault - UK VR developer has moved into the field of developing pure VR Escape Games, launching with their first title quarantine - placing players into secretive underground government laboratory experience taking place following a viral outbreak. With multiple endings and mysteries to uncover every decision and every minute count. All elements of a good Escape Room game are written large on the canvas of virtual reality. The company is working on their second release for the 2019 launch of Hellevator. Fall Planet Studios - another VR content development house which has turned their consumer development into a profitable VR arcade service. Companies launch the original consumer version of their game in 2017, but at the same time, start to reach out to VR arcade operators towards including games that are target for their unique needs. Companies work with VR arcade content distribution platforms such as SpringboardVR, and CTRL - V, deploying the final version affect: Manor, license across some 370 venues. See as originator of much of the haunt house VR style narrative that draws guests into an atmospheric experience as they walk though the house. Fall Planet Studios will go on to partner with UK tech company Ultrahaptics to incorporate their revolutionary mid - air haptic feedback system into an extended version, with first commercial installation planned for later in the year.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Sources

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

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