The Virtual Arena: From Silver Screen to Silicon Dreams! (Pt 1)

With the Digital Out-of-Home entertainment (DOE) applications of virtual reality (VR) gaining momentum, along with the announcement of more VR arcades scheduled to open, developments in the serious business opportunities for VR have started to galvanize. In this two-part feature, industry specialist Kevin Williams looks at the continuing impact that the movie business aligned with prominent intellectual properties (IP) have in steer new commercial entertainment VR business.

The movie theater business is an industry that has started to play a crucial role in shaping the penetration of commercial entertainment VR systems. Beyond the more pedestrian approach of taking existing VR consumer content and representing it for commercial (pay-to-play) utilisation. Or the rarefied atmosphere of multi-million dollar contracts to create super-charged theme park attractions. The multiplex lobby has become the new crucible for the VR innovation

The film industry, and especially the movie theatre owners have started to see a stagnation in ticket sales, and have been active in trying to invigorate the guest experience beyond traditional approaches. What has been called ‘Lobby Entertainment’ has seen serious investment with VR deployed as a promotional and entertainment delivery platform. While the cinema sector has invested in improving the movie going experience, trying to compete with the explosion in immersive technology such as VR and interactive attractions.

The hopes for greater pixel density on future iterations of consumer VR head-sets are placed into stark comparison with the development in the planetarium business with the latest 8K projection systems. Industry leaders such as E&S, presenting their latest ‘True8K’ offering, an 8,000-pixel resolution stated to represent some 50 million unique pixels across their planetarium system. The immersive element of full-dome and planetarium projected experiences, an aspect that conventional VR head-mounted displays have yet to emulate. But even with this, at the recent Immersive Media Entertainment, Research, Science & Arts (IMERSA), a crucial champion of digital experiences for education and entertainment in planetariums, schools, museums and attractions, VR has started to gain traction as a medium in this sector.

The growth in interest was revealed during the National Theater Owner Industry’s annual convention in Las Vegas. CinemaCon 2017 proving a star-studded event for the promotion of the seasons major blockbuster movie releases. But behind the glitter, the cinema owners are faced with the reality to increase the guests dwell time within the movie-going experience, and along with turning to increased investment in the movie watching environment with 4D motion seating and increased presentational medium as seen with the development of the new three-screen panoramic theatrical systems, such as the Barco Escape; but the industry also evaluates new VR based ‘Lobby Entertainment’.

One exhibitor at CinemaCon that was heavily promoting VR was CJ 4DPLEX, the company has been involved in many prominent installations of their 4DX motion effects cinema seating system. Incorporating motion, spritzers and physical effects, combined with VR experiences. Most notably seen dominating the Samsung Gear VR Theater booth at CES. That theater seating approach to VR is part of CJ’s investment into the technology – at CinemaCon the company demonstrated their 4DX VR initiate, that sees the mobile VR (Samsung Gear VR) platform paired with their effects seats solution.

Fighting for the attention of the audience using this new technology has previously seen VR deployed in lobbies as a free-to-experience promotional tool. Taking their effects seat system outside of the theatre, and veteran manufacture MediaMation have launched their ‘MX4D VR Lobby POD’ – the two-rider, mobileVR equipped platform seen to promote the Coco-Cola Company both at IAAPA, CinemaCon and also at the International Cinema Technology Association (ICTA) event – the POD’s targeted for the lobbies of prominent cinema locations, offering an eye-catching and all important experimental marketing tool.

Many cinemas have installed pop-up promotional attractions to showcase coming feature films using VR enclosures, and several developers and producers have also started to get in on the act of presenting “experiential branding”. One such entrant was AMD’s Radeon Technologies Group (RTG) who partnered with Indian based Arka Media Works, to promote the upcoming Baahubali The Conclusion, Indian motion picture. Using their new VR capture camera, (the bb360cc), to create the fully immersive promotional VR experience, called The Sword of Baahubali – shown to movie-goers in lobby based pop-up VR experiences. Something VRFocus reported on late last year.

It is this continuous fight to create the most compelling VR promotion experience to help sell the Summers blockbusters that was represented on and off the show floor – Universal Pictures and IMAX during CinemaCon’17, presented the spectacular The Mummy Zero Gravity Stunt VR Experience. Seeing the installation, a ten-seat, 10-minute VR experience using the Oculus Rift HMD platform and Positron’s ‘Voyager’ full-motion pod seating, incorporating haptic feedback. The free pop-up promotion being installed at selected flagship venues as a major marketing experience to launch a vital property.

IMAX Corporations investment in VR has moved beyond using it as mere Pop-up promotion or ‘Lobby Entertainment’, the company board has invested heavily to develop their own estimations of what is needed create a chain of VR Arcade properties based on their movie experience – seen as a possible companion to the cinema visit, hoping to cement their future movie business. The first IMAX VR “pilot VR center” concept was opened in Los Angeles at the end of 2016, and based on initial reactions (with a reported some 20,000 visitations since the sites opening) has ramped-up development. Their second VR center opening in New York at the end of May, part of the exiting AMC Kips Bay 15 cinema, with a schedule to open additional sites in Manchester, UK, Shanghai and Japan. The concept visualized as an additional revenue component to an established cinema site, a rethinking of the traditional “arcade room” once seen at theaters.

https://www.youtube.com/watch?v=sX6j88BPopg

With their movie industry clout, IMAX has been able to establish partnerships with leading movie studios towards creating exclusive content that will populate the high-end VR establishment. IMAX recently announcing an agreement with Warner Bros. Home Entertainment, a co-financing and production agreement to develop and release three premium, interactive VR experiences based in Warner’s upcoming movie properties. The first announced being ‘Justice League VR’ – debuting exclusively at IMAX VR centers, before consideration of a ported to consumer VR hardware. This movie cross-over investment also seen with the StarBreeze Studio developed promotional VR game experience The Mummy Prodigium Strike (running on the wide-field of view StarVR headset), installed in the IMAX VR site as an early access content.

Other major cinema chain operators have started their own moves in this direction – much of the investment seen coming from the vast Chinese cinema sector, the conglomerate Dalian Wanda having developed their Wanda VR concept placing the latest Chinese DOE VR hardware in their own ‘Lobby Entertainment’ presentation. A move that is expected to be replicated across their growing movie theatre empire, building on the 2016 announcement that Odeon and UCI Cinema Group had been acquired by AMC Entertainment group (part of the Dalian Wanda operation) for an estimated $1.2bn.

With the ability to offer the best platform for the promotion of influential movie properties, the industry has turned from the restrictions of a consumer VR release and looked at using the latest immersive entertainment technology to promote their properties. Warner Bros., 20th Century Fox, MGM, Westfield, Bold Capital Partners and film giant Steven Spielberg recently revealed as first round investors in the VR developer Dreamscape Immersive with ambitious VR plans to enter the DOE sector with unique virtual attractions. Other new entrants into the VR attraction / IP sector expected to reveal themselves in the coming months.

Come back at the same time next week for part two, continuing this exclusive coverage of the DOE sector.

Octane Raceway in Arizona Opens VR Arena

The concept of the virtual reality (VR) arcade has been growing in popularity lately. As covered in the 3-part series The Virtual Arena, out-of-home VR experiences have begun popping up in many places. It seems that Scottsdale, Airzona will soon be getting one, too.

Scottsdale’s Octane Raceway is best known as a place for racing in high-powered Go Karts, but soon the Raceway will be opening a new facility to add to the go-karting, bowling and videogame arcade already on site; a free-roam multiplayer VR arena.

The new VR attraction is titled Velocity VR and was created by Australian VR company Zero Latency. The new VR arena will occupy 3,500 square feet, with no physical obstacles or walls within the play area, creating a massive open arena for VR players to explore. The available experiences are set to be around 15 minutes long and available to players ages 13 and over.

Velocity VR will be opening on 29th May for Memorial Day, and the first experience available for guests will be ‘Survival’, in which up to six players can participate in a zombie apocalypse scenario which will require coordination and team work in order to fight off hordes of the undead. Additional experiences will be added later in the year.

“Octane Raceway is committed to the most exciting and immersive experiences for our customers that leave them awestruck and wanting more. Velocity VR falls in line with that commitment, and will truly be a unique and memorable attraction,” says Scott Sanders, CEO of Octane Raceway.

The experience will cost $40 (USD) during weekdays and $45 at weekends. Anyone who is interested can go to the official Velocity VR website for more information, and to sign up to be notified for when reservations become available.

VRFocus will continue to bring you news of upcoming VR experiences.

The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 3

In the third and final part of this feature series, Kevin Williams concludes his coverage of the development in the virtual reality (VR) industry’s involvement in the Digital Out-of-Home Entertainment (DOE) sector. Ending with coverage of the recent developments in the UK, America and the interest from the games industry.

Moving beyond the UAE (discussed in part two), and the UK theme park and attraction market has invested heavily in being first to embrace “VR Ride Attraction” and “VR Dark Ride” attractions. Premier venue Thorpe Park recently relaunched the Derren Brown’s Ghost Train: Rise of the Demon VR experience, comprising fright elements and unique HTC powered VR elements. The venue part of the major Merlin Entertainment empire, the company also owning the Madame Tussauds franchise, and who have investment in the Ghostbusters Dimension attraction, developed by the The VOID, building on their physical space “hyper-reality” VR platform.

Along with the first New York facility, a second version of the site was opened in Dubai – a third site was also opened in their company’s home state of Utah, and along with running the Ghostbusters experience is being used to present their latest backpack and head-mounted display (HMD) platform with further games planned. The new executive structure within The VOID has revealed a new roll out plan for their location-based aspirations. Though still no word of the schedule on the first Chinese openings.

Retail VR & Theme Park Entertainment

A term that is not in general usage outside the commercial scene is Retail-tainment, defined as the use of entertainment and attraction elements to increase the dwell time of patrons in retail establishments. Where once the arcade was a popular component in many a shopping mall, amusement in most cases has been replaced by cinema multiplexes as an entertainment hub. England saw one of the first VR pop-up entertainment installations in the South London Whitgift shopping center. The temporary operation run by Sol VR London and running Chinese VR entertainment pieces from Movie Power. The spread of pop-up VR entertainment installations in malls seen as far afield as a Prague (Czechoslovakia) shopping mall running a 4D motion seat system and Ocululs VR DK2 headsets.

We have seen some retail venues incorporate directly an entertainment approach using VR technology, Samsung, no stranger to VR technology, are planning to embrace this approach, with plans to open an ‘Experience Store’ in Canada, an 21,000-square foot, two-story, facility that will include an ‘Interactive Zone’ including VR based attractions employed as demonstrators too interested customers. Building on that used by Samsung at other pop-up exhibitions promoting the company.

Regarding retail units in the West comprising more permanent VR entertainment experiences, generally referred to as “VR Arcades” – UK facilities have been opened in Leeds, and more recently in Birmingham saw the opening of Virtual X, the first VR arcade facility opened in the area. Sources have also revealed that along with the pop-up VR attractions, the UK capital London is about to see the opening of at least three VR Arcade and full VR Park installations.

Across the water, and North America has seen investment in this approach with the California seeing the opening of the first IMAX VR venue, part of the initiative by the film and cinema corporation to embrace this new entertainment media, offering their take on the “VR Arcades”, utilizing both HTC and StarVR head-mounts. Supporting this effort, IMAX and Warner Bros., have partnering to develop and deliver premium VR experiences for the out-of-home scene, including the support of the new venue; with the corporation confirming plans to open five more centers in New York City, California, the UK and Shanghai over the next few months. While Canadian “VR Arcades” chain CTRL-V was also linked to media stories surrounding their plans to expand from their first flagship location.

The concept of VR amusement ad attractions, and the whole aspect of out-of-home entertainment has gained momentum in the thinking of once consumer facing corporations. This was best illustrated at the recent VR World Congress in Bristol – along with the consumer game developments, and investment into new technology, the approach of DOE business was championed by event sponsor AMD, who invited on stage companies like MK2 VR from France, operator of a Europe’s largest permanent VR virtual reality facility in Paris; and Chinese based SoReal venue, developed by SLE who have created a unique VR Park operation with seated motion VR simulators and VR backpack game experiences.

Also, VR World Congress saw a local executive of HTC revealing the investment they have made into the ‘Viveport Arcade’ platform supporting the new VR arcade operator landscape, targeting to become the world’s largest platform for this emerging scene. The conference was kicked off by a far-reaching presentation from KWP, focusing on the opportunity that the Out-of-Home entertainment market has for those wondering on the viability of conventional consumer VR investment.

VR Gaming Enters the Fray

The way that VR entertainment systems could find their way into commercial venues has also taken on a new dimension with the land-based casino and gaming industry investment in deploying “VR Enclosures” systems to appeal to the Millennial audience visiting their sites, but not interested in the conventional table games. The inclusion of eSports has been enhanced by the consideration of adding a VR element to their activities. Companies such as MediaMation, VRStudio, and the developers of the Holocube, are just some of those involved with the deployment of their VR technology into casinos, and extensive testing of this approach is ongoing.

The recent VR / AR Gambling convention in Prague, marked the first dedicated conference run by specialist from the online and land-based casino industry, covering the impacts issues and opportunities for this technology in their business. And a second major exhibition in the United States (GiGse) late this month will see further discussion of this business pivot for the gaming industry, led by a presentation by KWP, concerning the VR promotional, operational and content development in the gambling and skill gaming sector.

Much of the investment and future development across the international scene will be presented in a dedicated convention, schedule for September in Las Vegas. The Future of Immersive Leisure (FOIL) conference will be gathering speakers from the core businesses leading the DOE market regarding immersive technology ranging from VR and AR, but also including the new disciplines of 3D projection mapping, and digital display immersion (VRFocus one of the media partners for the event). This first true B2B gathering is expected to offer a true snapshot on the emergence of this scene as a dominant player regarding driving the next phase of innovation in this technology as the consumer side of the sector restructures business plans.

As mentioned we will have more about FOIL in the coming months. As always for more information about any of the above you can reach Kevin Williams at kwp@thestingerreport.com.

The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 2

In the second part of his three-part feature, Kevin Williams continues his coverage of the development in the VR industries involvement in the Digital Out-of-Home Entertainment (DOE) sector. In this report looking at the American, Japanese and Dubai amusement trades interest in the technology. (You can find Part 1 here.)

Amusement & Attraction Embraces VR

Moving to the Western territories, and the American amusement trade had a major exhibition in Dallas during March; the Amusement Expo saw the usual gathering of traditional amusement pieces, but also new virtual reality (VR) investment. Previously mentioned Universal Sales (UNIS) also made the trip to the American event to show their OMNI Arena VR platform.

This was also held in partnership with the Laser Tag Convention, and one of the new VR systems being presented offers an approach likened to “VR Lasertag”, Zero Latency. The world’s first free-roaming, warehouse-scale, multiple player VR game arenas, (using VR back-packs to create the Arena-Scale experience). Currently successfully in operation on four continents, while seeking to announce its first signing in the UAE. And one of the first commercial versions of the Arena-Scale experience from the company was in Japan, installed in the SEGA JOYPOLIS facility.

Beyond the US shores, the Japanese amusement sector has started to invest in VR initiatives placing investment towards VR as a major component in future expansion. During February’s major Japanese amusement trade event, major corporation BANDAI NAMCO Entertainment revealed that following a VR experimental location, the company would be opening a new and larger version of their VR ZONE in Tokyo. The facility will again be a temportay operation (opening in April and closing in October 2017), the facility designed to house VR attractions specially created by BANDAI NAMCO building on their amusement development skills marrying the latest VR technology.

Other Japanese arcade operators such as TAITO and Capcom revealed that they would be installing the VR Game Stage, powered by HTC hardware. HTC supporting the use of consumer content able to be legally used in commercial entertainment venues through the Viveport Arcade commercial subscription platform for China, and currently on test in Europe and the USA. A similar solution is planned from Valve for SteamVR – while Oculus VR stays opposed to any commercial usage (not prepared at this point to pivot).

But the big development, missed by many in the media was the announcement and reveal of Koei Tecmo, launching their ‘VR Sense’, an experience capsule using a Sony PSVR headset and Move controller (powered by an internal Playstation 4 Pro system). This system was the advance guard on the major announcement that Sony Interactive Entertainment would be creating a specific division to roll out their PSVR platform into the location-based (out-of-home entertainment) sector in several territories. The ultimate example of the pivoting of the consumer approach to VR into the commercial entertainment arena.

Dubai Amusement and Leisure Industry VR Aspirations

Another territory that is embracing the opportunity of deploying DOE VR platforms is the United Arab Emirates (UAE) market, a sector that has seen an incredible investment in theme parks and leisure entertainment venues for their diverse audience. Taking place at the Dubai Entertainment, Amusement and Leisure (DEAL) expo recently, prominent amusement and attraction distributor in the UAE market, gathered the latest new developments to their booth. Veteran distributor and developer ASI showed the Holocube – the multiple enclosure VR game system using the HTC Vive and offering a unique gun interface experience (winner of the Silver Virtual Reality Game BOSA award 2017), and categorized as a “VR Enclosures” approach.

Also on the ASI booth was the WePlayVR system from developers AiSolve, running the VR Backpack experience called ‘The Mayan Adventure’. Also shown was the Yotto Group “VR Game Platform” EXOPLANE an immersive paraglider experience. At the Dubai exhibition, another major distributor in the territory supporting family entertainment center businesses is Warehouse of Games (WOG), the company had on their booth the local developer NUAT’s ‘The VR Cube’ another “VR Enclosures” approach. DEAL exhibitor FUNCO – Fun Entertainment Company, a prominent developer of turn-key solutions for operators wanting to open entertainment centers, partnered with Chinese VR Park developer LEKE VR, showing their full selection of “VR Game Platform” units that were seen foot-foot from the Chinese trade show premier.

Away from the major distributors, several standalone exhibitors showed VR aspirations. These included a “VR Ride Attraction” from Turkish developer AMEGA Entertainment – Cinecoaster 360 VR. This multi-directional motion XD cinema system using mobileVR headsets. Or exhibitor DOF Robotics who showed their HURRICANE 360 VR – a extreme motion platform system using mobileVR systems to represent the virtual experience, (the system a Bronze Virtual Reality Game BOSA award 2017).

Reflecting the interest in the territory to embrace VR in all its facets in the DOE sector, the local developer ImSim, demonstrated a 3DOF racing cockpit with force feedback and a power VR component. Many companies in the West have invested in motor sports network simulator (“Race Room”) ventures – and VR technology seen as a possible replacement to conventional flat screen visualization. American manufacturer CXC Simulations, is another name in this scene, having recently installed a “Race Room” at the Andretti Indoor Karking location in Marrietta. The venue running their latest CXC Motion Pro II VR system, the only VR simulator of its kind in commercial operation in the United States

Returning to the investment made in the UAE market, facilities such as the brand-new Hub Zero have added a major VR element to their interactive entertainment. The wireless multiplayer VR attraction was developed for the facility by VRStudio developer of the VRcade platform (winner of the Gold Virtual Reality Game BOSA award 2017). A leading global VR technology company, located in 11 countries, delivering the first truly wireless, full-range-of-motion, multi-participant, immersive experiences for commercial enterprises.

VRStudio has taken their wireless head-mounted experience into the realms of “VR Dark Ride”. Signing major theme park partnerships with Universal Orlando and most recently with Knott’s Berry Farm and parent company, Cedar Fair – towards opening in South California a specialized VR experience at the park.

The concluding feature covering recent developments in the UK, America and the interest from the Gaming industry on VR based Out-of-Home entertainment, follows shortly.

The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 1

In a three-part feature, Kevin Williams continues his coverage of the development in the VR industries involvement in the Digital Out-of-Home Entertainment (DOE) sector. This first part looking at the major Chinese exhibition and new developments on display.

It has been an incredibly busy time for the immersive entertainment sector focused on Out-of-Home experiences, an industry embracing the utilization of virtual and augmented reality technology at a speed that seems to have surpassed the noticeable slow-down in the consumer adoption of the technology. This slow-down has seen some investment and developers consider a new term in their vocabulary – “pivot”.

During recent meeting and conference events, the term “pivot” has been bandied around to describe moves by corporations and executives towards repurposing their business from previous aspirations in the consumer entertainment scene and re-organize to develop for the Digital Out-of-Home Entertainment (DOE) sector. This has been best illustrated by the restructuring that Virtuix undertook with their Omni-directional treadmill. The company now in partnership with amusement machine powerhouse Universal Space (UNIS), having launched their new OMNI Arena competitive virtual realtiy (VR) attraction.

Over the last few months of the beginning of 2017, our consultancy (KWP) specializing in the DOE sector has been rushed off its feet attending conventions and conferences as a speaker and observer on the latest inroads that are being made in the utilization of VR tech into the Out-of-Home scene, and I have attempted to encapsulate the key developments seen across the global business.

Asia’s Focus On Phase Four

The Chinese market has become a firebrand of new development in VR, and has also been the powerhouse for the investment and development of its application in the DOE sector – one of the major trade conventions that has embraced this new development is the Asia Amusement & Attractions Expo (AAA) taking place in Guangdong in the vast Import and Export Fair Pazhou Complex (Asia’s largest exhibition hall). This year’s event included the Asia VR&AR Fair & Summit, a dedicated section of the show for the VR community embracing the commercial entertainment scene – and the organizers invited experts from home and abroad introduced the latest technologies and achievement, KWP was one of those invited to present to the assembled audience.

 

Asia VR&AR Fair & Summit - Photo By Kevin WilliamsOn the Show halls of both AAA and VR&AR, the exhibition booths were crammed with new VR offerings that moved to a new phase of investment, best described as a phase four for the market, moving beyond the original egg-shaped 9D VR film experiences, and the early VR arcade investment, and now to a brand-new approach to the business. Even the established amusement trade has been forced to consider deploying a VR solution in their venues. One of the large Asian amusement manufacturers and distributors, WAHLAP Technologies underlined their investment in this sector, by partnering with prominent VR Park developer Movie Power; the company showing a selection of the systems they field to VR Parks, including a unique HTC based VR boxing game called Kuntun Fight. Movie Power had an extensive booth of their own on the show floor, showing their latest networked driving simulator VR experience.

Kuntun Fight / WAHLAP Technologies - Photo by Kevin WilliamsMovie Power - Photo by Kevin Williams

Another major amusement player in the territory is Universal Space (UNIS), along with a wide slew of first and third party amusement machines on display the company promoted their association with Virtuix, the developer of the VR motion platform, having partnered with Fun VR Tech, (a newly created division of Universal Space) to distribute the OMNI Arena internationally; one of the best examples of ‘pivoting’ business aspirations from consumer aspirations. The OMNI Arena is a winner of an Honourable Mention in the Virtual Reality Game BOSA awards 2017. The BOSA Winners covers categories of Video, Videmption, Redemption and recently VR / Motion simulation, and is judged by trade executives representing leading online amusement distributor BMI Worldwide Gaming and DOE news services Arcade Heroes and The Stinger Report (owned by KWP).
Omni Arena At Asia VR&AR Fair - Photo By Kevin WilliamsA consolidation has been achieved in the Chinese VR arcade scene, with investment consolidated into successful VR business, while a few scruple less operator have started to fall by the wayside. We have seen an evolution in the business approach seeing VR arcades (known as “VR Parks” in China), the business has seen major investment as the market has solidified into franchise operations, and revenue sharing opportunities.

At the Guangdong show the leading developers of these VR Park operations showed their latest packages. NINED is one of the first developers to make headway in this approach, and along with their HTC powered five-player standing VR system Platoon – or the unusual UFO inspired VR motion capsule experience; the company show the KAT Walk system, a VR walking simulator using a special harness that allows the player to navigate the virtual environment running the networked shooter V-War – the KAT platform another example of a pivoting business approach.

KAT Walk in-between use.

Platoon - Photo By Kevin Williams
Platoon

Another leading light in the VR Park scene is LEKE VR – the company showed at AAA their considerable range of specially presented VR amusement pieces to be placed in their own or franchise facilities, the company involved with over three thousand Chinese based ventures. Along with standing VR experience the company also showed a network VR racing game experience called Extreme Racing VR. LEKE VR also had platforms aimed at younger players. This approach was also seen from Super Captain, the franchise operation aiming at players between 5 to 12 years of age, even having a special children’s VR viewing platform Super Family –a cartoon mascot styled kiosk with a special viewing unit held to the face.

As seen with VR roller-coasters in the West the utilization of existing attractions, with an added VR element has gained much interest, and new investment in this approach was seen on the Chinese show floor. VR attractions on display included from Hirain their 720° Rider a multi-dimensional VR motion platform comprising three-seater spinning the riders corresponding to a unique VR ride film. Veteran Chinese ride manufacturer Golden Dragon had their Hero Dream, a robotic arm two-seat VR platform. But a new approach was revealed from C&Q Amusement, the company taking their Spin Zone bumper-car platform, retrofitted with specially tracked VR head-mount game experience. The first of its kind VR bumper-car experience using a unique multiple tracking arena-scale solution. C&Q working on a flat-ride variant of the VR platform, offering a retrofit solution to established attractions.

That’s all for this week, but come back next Friday at the same time for part two, as Kevin Williams covers the American, Japanese and Dubai amusement trades’ interest in VR based Out-of-Home technology.