The Virtual Arena: Amusements VR Obsession Continues – Part 1

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. His latest Virtual Arena column provides two-part coverage of America’s largest amusement trade event, charting the leading immersive trends.

AAMA
Image credit: KWP

It would be difficult to hide the shock that some in the media have had towards the explosion in interest for out-of-home amusement and entertainment, following the arduous global lockdown. Where some had written that the restaurant, cinema, and amusement industries would never survive – in the shadow of the global health crisis. But the customer has again proven popular media wrong – and has jumped at the ability to socialize and enjoy entertainment post calamity. Mirroring the 1918 pandemic, many observers now expect a “New Roaring ‘20’s” atmosphere to grip the market.

The American Amusement Machine Association (AAMA) and sister organizations held in Las Vegas during March, the 2022 Amusement Expo International (AEI), gathering all things amusement and entertainment to bask in the return to physical show events, but also the newfound excitement in the business – and one of the trends that was defined in this excitement was VR.

Virtual Reality

We have reported from the last London amusement trade event on developments seen there, and we can see that they have gathered pace since January with many new developments and trends in evidence on the Las Vegas show floor. The leading trend was the continuation in investment in “Self Service VR Kiosks” – these systems offer an amusement-like operator’s dynamic, but still embrace the interest in VR entertainment.

We had reported on the launch of the VRsenal ‘V2’ Standalone VR Kiosks previously. The game was shown for the first time for most US operators at AEI, supported by the latest game content, including Vader Immortal – Lightsaber Dojo (licensed from ILMxLab). And new titles Rhythmatic (developed by Blackwall Lab), and VR shooter Space Pirate Trainer (developed by I-Illusions, through Vertigo Games). The ‘V2’ uses a rugged HTC Vive headset in a special retractable harness mounted into the eye-catching kiosk.

AAMA - VRsenal titles
Latest selection of titles on the V2. Image credit: KWP

Creative Works booth also showed a ‘V2’ platform, but this one was populated with content developed by VRstudios. The new ‘Fury’ platform was running the two-player basketball skill game Hoops Madness. The immersive hoops game had the player trying out their game in virtual reality, developed to support an extensive tournament element that will create league-based competition supported by online apps. This is the first of a series of sports-based VR games aimed at creating thrilling competition from VRstudios.

AAMA - Hoops Madness
Getting to grips with the Hoops Madness VR game. Image credit: KWP

A newcomer to the Western market that launched at AEI was VAR Live with their ‘VAR Box’ VR kiosk system. The company has had strong success with the system in the Asian market. The ‘VAR Box’ currently using an Oculus Rift headset (though the company is planning on rolling out a new headset soon). The player wielding a gun interface incorporating their controller, taking part in several shooting experiences. These games are linked to a dedicated tournament infrastructure, which has eSport support and looks to apply the same model in the West.

AAMA - VAR Box
Shooting action with the VAR Box. Image credit: KWP

Also, on display in this category, exhibitor Benchmark Games International, working in partnership with BoxBlaster had developed ‘VR X-perience’ – a VR kiosk with a popular kid-based VR game called ‘Gold and Mace’, offering one of the first ticket-redemption VR pieces. We had already reported on the launch of the SEGA Amusements International (SAI), ‘VR Agent’ platform – the upright VR kiosk that incorporated the VR headset into the body of the players gun to create an immersive shooting experience that did not need cumbersome headbands, that was seen by the US trade at the show, for many for the first time.

We have also charted in the trade the explosion in “VR Ride Systems” – two-rider, motion seat machines such as the Virtual Rabbids (LAI Games), STORM (TRIOTECH), or King Kong of Skull Island (Raw Thrills), along with at AEI, Chinese examples from company 360action! using Deepoon E3 VR headsets.  But the technology had gathered pace and a new entrant to this category was revealed to the amusement trade.

AAMA - VR Ride Systems
The VR ride experience from 360 action! Image credit: KWP

Creative Works on their crowded AEI booth showed SpongeBob VR a licensed property, developed in partnership with MajorMeg. The game has two players taking the rolls of SpongeBob and his best friend Patrick Star in a wacky racing game. The motion-base cabinet, using tethered HTC Vive headsets, has the driver using his body movements to steer their jalopy, while the player at the rear launches Krabby Patties at customers lining the course, to score points. Building on the VR ride experience, but with a strong game element to generate repeat play.

SpongeBob VR
Fast two-player action on SpongeBob VR. Image credit: KWP

The ability to offer a unique physical element within the immersive experience differentiates Out-of-Home VR gaming from consumer applications, and AEI had examples of the latest “VR Motion-Platform” products. Barron Games represented the ‘Birdly’ flying VR experience from Somniacs. Players lay on the special motion platform, moving their arms to steer their flight through the virtual world. With experiences such as ‘Wingsuit’ and the virtual bird simulator ‘Cities WeR’.

The ability to totally immerse the player within the virtual world was given a new spin at the show with the launch of the production prototype of the EnterIdeas, gyro-motion ‘AT360’ platform. An enclosure single seat simulator that spins the player through a 360’ motion envelope, offering a thrilling ride experience. The company has developed the unusual DogeCoaster, a VR crypto meme-based ride. Just starting the process of placing the attraction at venues in the US.

AAMA - AT360
Going for a spin in the AT360. Image credit: KWP

This concludes the first part of our coverage of the 2022 American Amusement trade extravaganza. The second part will follow shortly covering the other VR and MR trends making their mark on the scene.

The Virtual Arena: Developments in the LBE VR Arena – Part 1

The Virtual Arena

Investment in Out-of-Home entertainment development continues, and in his latest Virtual Arena column, industry specialist Kevin Williams collects the latest investments, partnerships, and acquisition news, shaping the landscape of the location-based immersive entertainment business.

The recent movements in investment being made into location-based entertainment (LBE) developers and operators cannot be ignored. Even if most Western venues are in lockdown currently, numerous institutions and investors are banking on the post-COVID #Springback hitting the social entertainment market as the pent-up need for fun hits the streets. Many investors positioning themselves to capture this expected windfall.

SPREE Arena
The SPREE Arena in operation. Image credit: KWP

One such development was German developer SPREE Interactive, VRFocus recently reporting the successful securing of a multimillion-euro investment from strategic investors. Along with announcing that they had launched a V2 of their ‘SPREE Arena’ using the Valve Lighthouse tracking platform for easier operation and pricing. All this and a far-reaching partnership with Pico Interactive to deploy their ‘Pico Neo 2’ headset (powered by the Qualcomm XR chipset), integrated on the ‘SPREE Arena’ platform.

It is this level of investment on the future of LBE that marks the recent slew of announcements emanating from an industry that only a few months ago, some parties were keen to write off. The investment and development community has seen the need to establish a strong position in the opportunity that the social entertainment business will offer the post-lockdown audience.

Regarding that social entertainment mix trying to be developed, competitive eSports and tournament play are crucial elements, and we are seeing the development of a new cross-over between in-home and out-of-home players. One of the aspects of the SPREE Interactive announcement was their partnership with game developer VR Nerds to release an exclusive version of their smash VR competitive blaster Tower Tag. As previously reported, Tower Tag has been deployed in LBE venues in Japan through a previous affiliation with amusement factory SEGA. Having also been launched as a consumer title, the new SPREE release of the videogame will offer a dedicated eSports element for competition, with a leaderboard shared between the home and venue players.

Hoops Madness

Other LBE developers have looked at the need for a dedicated cross-over between the home players, and the future facility tournament competitions. VRstudios has revealed its new VRstudio Sports line, with the release of their VR basketball experience Hoops Madness. The eight-player game has been specially developed to offer an intense competition element, that is supported by a dedicated eSports competition component and leaderboard. But the company has also expanded the competition element by supporting an innovative business model that links the consumer to the venue. Consumer VR players hone their skills to try-out at the facility tournaments.

The investment in using standalone headsets as an alternative to the tethered and backpack PC’s continued, with news of a new partnership from Asia entering the Western LBE scene. Vietnamese based Holomia announced the launch of an update to the game MissionX – VR Laser Tag. A frenetic multiplayer VR arena platform offering 3 game modes, such as capture the flag and deathmatch, across a series of unique maps. The system can accommodate up to 10 players, with the developer running 8 headsets in a game at one time as part of their tournament competition.

Holomia - MissionX
MissionX – VR Laser Tag. Image credit: Holomia

The developers have the game running on the Oculus Quest 2, with the developer currently using SideQuest to provide a download, offering commercial use license for VR arcades. The use of SideQuest hoping to negate the need to abide by the Oculus for Business restrictions on commercial entertainment usage, of this kind. But in a move to break into the Western market the company is working to release their platform in partnership with SynthesisVR – developers of a VR facility management and content distribution platform.

Speaking of VR arcade content delivery and support, and one of the largest of these operations had an announcement of their own. SpringboardVR, the leading VR venue management and distribution platform currently, serving some 500 venues with over 400 pieces of VR content; revealed that they had been acquired by Vertigo Games, famous for their multi-platform VR development and publishing with VR titles such as Arizona Sunshine.

Vertigo Games was recently acquired themselves by Koch Media GmbH Austria (a subsidiary of Embracer Group AB), and this latest move was part of the operation consolidating its position in the commercial VR entertainment landscape. Recently we reported on the work that the Vertigo Arcade LBE division of the company had achieved with their new game ‘Ghost Patrol’. In acquiring SpringboardVR, they now represent the leading providers of venue content. As well as managing the revenue operation and royalty transaction of these facilities and games.

Ghost Patrol VR

It was announced that following the acquisition of SpringboardVR, emerging from this move is a brand new operation called ArborXR – developed as content providers to deploy enterprise VR at scale. This follows on from our report from the London education conference, BETT, in 2020 where we reported on development by the team on VR educational content in partnership with HP on their platform.

The investment into commercial (enterprise) development as eagerly attacked by many new start-ups. Where the home entertainment scene seems to be constantly incubating this immersive technology, the need for a more inclusive business model sees growing investment.

We expect to cover in the next part if this report, another series of major acquisitions and partnerships in the coming days.