The Virtual Arena: Amusements VR Obsession Continues – Part 2

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

AEI showfloor
Image credit: KWP

Returning to Las Vegas, and the 2022 Amusement Expo International (AEI) – the event offered a chance to chart the significant trends that are shaping the market. The hunger for VR was still intense from operators entertaining the returning audiences to their facilities. The lockdown has incubated a “cabin fever” with many of their customers, and social entertainment has proven still to be a growing business, even post lockdown. However, there is a need to find the right mix of immersive technology, and repeatability, from the trends on display.

One of the leading new trends in VR for location-based entertainment (LBE) adoption are those of tethered “VR Enclosures” and free-roaming “VR Arenas”. The latest tethered headset enclosures offer the ability for players to compete in groups, with multi-player experiences. This was represented at AEI by Inowize, bringing its ‘Arkadia Arena’ six-player VR Enclosure to the show, avidly played by exhibition attendees. The company launching a new VR game for the system called Heroik – a competitive battle arena game.

Akadia Arena - Inowize
The Akadia Arena from Inowize. Image credit: KWP

Regarding developments in the free-roaming VR applications, AEI debuted several new developments. Previous years had seen backpack PC’s employed in the free-roaming business approach, but the latest standalone VR headsets, favouring mobile processors (mostly the Qualcomm XR2), have offered an opportunity to develop the next generation of VR Arena, and offer a more simplified operation model.

VEX Arena
VEX Arena in full action. Image credit: KWP

Exhibitor Shaffer Distributing represented VEX Solutions, which had its VEX Arena hyper-reality platform, going through its paces at the show, an arena that is scalable, able to accommodate the available space at various locations. Next to them was SPREE Interactive, with their family-friendly SPREE Arena. Both platforms are able to accommodate multiplayer VR games, using Pico headsets.

The Pico Neo VR headset series offers equal performance to the Meta Quest 2 but is focused on enterprise, and had become a simple alternative headset for mobile processor standalone gaming. SPREE was also promoting development of a new arena-based experience with its VR Bumper-Car platform, developed in partnership with I.E. Parks, a report on its deployment after launch coming soon.

Spree Arena
Multiplayer action on the SPREE Arena. Image credit: KWP

The competition element in social entertainment was underlined across the numerous new releases at the amusement trade event – and especially regarding VR developments. One of those exhibiting their state in this was Phenomena, with its ‘VR Esports Arena’. A dedicated turnkey arena-based system that can support from four to eight groups of players, competing in a fast-paced eSports-based tournament with livestream eSports support, all from an audience-friendly arena. The platform is one of the first at the show to run on the HTC Vive Focus 3 headset, though many other manufacturers in this sector are looking at this headset as a go-to solution for the next generation of standalone gaming.

Phenomena arena
Competitive action in the VR Esports Arena. Image credit: KWP

Mixed Reality

Not all the interest in the market was on the VR side, AEI was the launchpad for a brand new MR platform. Developer Valo Motion will be a familiar name to readers from our coverage of their Valo Climb augmented reality climbing wall platform – marrying projection mapping onto the wall and tracking players’ movements and interactions with the virtual objects. So, creating an interactive game system from a conventional climbing experience.

Valo Motion has taken the aspect of placing the player’s physical movements into the game experience to a new level, with the launch of the ValoArena. Using chromakey and tracking, up to six players can compete in mini-games within the “Immersive Enclosure”, with their bodies and movements represented on the screen. The competitive games are supported by the ValoApp which allows players and operators to chart scores and create tournaments – leading obviously to a streamed eSports opportunity. Game videos can be shared instantly, too. Exhibitor CSE also had a body tracked game system with its ‘iWall Arcade’ – players getting quite a workout from the system, their body movements represented by their on-screen avatar.

ValoArena
Physical turned digital in the ValoArena. Image credit: Valo Motion

The ability to mix the digital with the physical was also illustrated by exhibitor Media Vision. The company along with their active physical games systems demonstrated The Great Bazookaball Time Transporter. Using a large projected screen, players use the company’s pneumatic “bazookaball” launcher, shooting real balls at hordes of zombies on screen, in a cartoon wild west game. The ability to have multiple players makes this both a fun and compelling game experience for indoor and outdoor applications and illustrates the diversity of the immersive game experience in the modern market.

Bazookaball Time Transporter
Physical balls launched at digital screen from Media Vision. Image credit: KWP

AEI 2022 was a great return to physical trade events, and an eye-opener to the advancements and developments in the LBE VR scene, but also opened a window on the greater deployment of immersive technology with MR starting to make inroads into this lucrative market.

COMING NEXT – While staying in Las Vegas, The Virtual Arena will be reporting on the application of XR in the venue business, with detailed coverage from the brand new AREA15 immersive entertainment venue.

The Virtual Arena: The Changing VR Out-of-Home Landscape – Part 2

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports – concluding this two-part feature. The impact of the latest trends in free-roaming VR attractions is looked at, as well as the continued success of VR enclosure business. Then the report turns its gaze to the impact of the health crisis, and what life for the VR entertainment scene could be #AfterLockdown.

Amusement Expo International
Amusement Expo International: Image credit KWP

Returning to the surprisingly crowded show floor of the influential B2B Amusement Expo International (AEI) in New Orleans, during early March. Days before the global health crisis would shut down all commerce – this show revealed the key trends and issues that would need to be reevaluated for a market in transition after lockdown.

Moving away from the approach of standalone VR amusement platforms, seen on the show floor that conformed to the more traditional pay-to-play model (covered in the first part). The amusement and entertainment facility sector had been revolutionized by the appearance and deployment of multi-player videogame experiences that offer a compelling attraction.

This approach has seen two unique categories – the first being “VR Enclosure” systems, these using frameworks to cordon off the player space. This has become a distinctive category of its own, and one of the most successful developers of this approach is Hologate. The company based in Germany has sold hundreds of their four-player systems across the market and came to AEI with an updated ‘HOLOGATE Arena’ – offering a compact two-player version of the system, to suit all sizes of location.

Hologate at EAG 2020
VR teamwork in the latest blaster from HOLOGATE. Image credit: KWP

Another developer of this kind of VR enclosure system was from Minority Media, having developed its own small foot-print enclosure, the operation was promoting its latest dedicated game system with ‘Transformers: VR Battle Arena’. Based on the popular Hasbro franchise, four players compete in a player-vs-player blaster, taking part as the famous robots in a fast base and competitive experience.

Looking at a larger enclosure offering, AEI exhibitor Inowize, in partnership with their lead distributor had their six-player enclosure system called the ‘Arkadia VR Arena’. The platform using the HTC Vive Pro headsets, tethered to the ceiling of the enclosure, offering a multiplayer immersive game experience. The flexibility of the system also offering a four-player variant.

The need to offer the latest platform that achieves the best ROI is essential in a fast-moving sector such as VR amusement and entertainment deployment. The latest variants of the VR enclosure category have started to use the new and emerging VR technology. Manufacturer Box Blaster has created a dedicated enclosure to suit the needs of the market, using the latest Valve Index high-end VR headsets for their four-player ‘Box Blaser VR’. And have focused on a family-friendly approach for their content to drive the key demographic interested in trying VR experiences.

Box Blaster VR
Box Blaster VR. Image credit: KWP

Purpose-built enclosures that allow entertainment facilities to run their own VR arcade-style operations, to compete with independent venues, was also on display. The new developer Sektor VR presented at AEI, their enclosure called the ‘Sektor 001’ that used a giant LED spectator screen to allow the audience to see the virtual environment that the players inhabit. The enclosure allowing two players at a time, both using wireless HTC Vive Pro headsets. As with all in this category, the operation is from a touch-screen kiosk, offering a selection of games provided through the popular Springboard VR content distribution platform.

One of the largest and most impressive of the enclosure systems is that offering from Virtuix – a completely enclosed environment offered by their ‘Omni Arena’. The attendant attracting players to come inside the system, prepare to enter the VR environment using the innovative omnidirectional treadmill, to physically navigate the virtual world. Virtuix has worked hard to create a competitive game environment and were running cash prize ‘VRZ Tournament’ during the show, illustrating the eSports credentials of their hardware.

As we saw leading up to the Health crisis, interest in “Arena Scale VR – Standalone” (the second leading category) has grown exponentially. These represented the deployment of the next innovation in tech, with the Standalone VR headsets such as Oculus Quest, Pico Neo2, HTC Focus Plus, and other systems offering a VR multi-player platform. That could be a cheap alternative to the more expensive and complicated backpack PC VR platforms, for area-scale (free-roaming) deployment. As covered in VRFocus recently this sector still garners much interest with developers like VirtuaActions and their ‘Cyberaction Arena’.

VEX Arena
VEX Arena. Image credit: KWP

The March AEI show reflected the growth of popularity in this trend across the trade floor.  Those companies exhibiting with their entry into this category included VEX Solutions with its ‘VEX Arena’ representing a six-player free-roaming turn-key system. The platform building on the operations’ experience with backpack VR systems. The new ‘VEX Arena’ uses specially customised Pico Neo2 headsets. A flexible arena platform that can accommodate four, six, eight and even 10-player configurations.

Another exhibitor with this category of experience was Arenaverse – showing its ‘Arenaverse’ platform, offering a free-roaming system requiring a minimum footprint of 20ft x 30ft – a totally scalable platform ranging from two players all the way up to twelve. An operation comprising accomplished VR executives in this field, many of the lessons from previous endeavours have been applied. Recently coming out of secret development, the platform comprises a unique operator kiosk that charges the headsets and launches the experiences.

The AEI exhibitor, Scale-1 Portal, is an official Oculus IVS Partner, and presented using the Oculus Quest headset, their new ‘Voxel Arena’ – one of the first official standalone free-roaming four-player spaces, crafted to offer unique multi-player specialist experiences. One of these unique titles is the energetic rhythm music game (‘RYTM’), played as a group in a highly frenetic immersive music experience.

Voxel Arena
Voxel Arena. Image credit: KWP

This is a snapshot of the considerable impact that VR had on the last major amusement and entertainment trade event of the post-pandemic market. The March Amusement Expo was driven by the innovation that VR was having on the industry, seeing 10% of the exhibitors on the show floor offering a VR solution of some kind.

VR Entertainment’s Future

From all the developments that were presented at the beginning of March, the then Out-of-Home entertainment sector looked to be continuing its rapid growth in market dominance. But this advance would be placed on hold as global commerce was impacted by the ravages of the COVID-19 epidemic. With all Western VR arcades and location-based entertainment centres shuttered, the industry has been placed in hibernation, eager to re-emerge.

VR Arcade
One of the many shuttered location-based entertainment facilities. Image credit: KWP

Going into these latest weeks of lockdown for the entertainment, hospitality and non-essential businesses, across the West; there is a mood towards attempting to understand what the #AfterLockdown future business for location-based entertainment (LBE) VR will look like. Many operators drawing up plans on how they will welcome their guests to the new landscape of social entertainment in an evolving landscape.

The consumer VR scene while in lockdown has proven that the interest in this technology has not diminished, and with the successful launch of Valve’s Half-Life: Alyx, there has been a desire for more. Not every one of the record number of watchers of the streamed “lets-play” of the videogame has access to the VR hardware or intend to buy it, but this does not mean they would not pay heavily to be able to experience the title. And already plans are in place to support VR arcades to run this title as an option to their clientele.

Hygiene and safe operation of their experiences are a constant for the Out-of-Home entertainment sector long before we entered the grip of the pandemic. Numerous developers have added extensive cleaning and guest operation procedures to ensure that as with the 3D cinema sector (with 3D glasses), bowling sector (with shoes and socks), paintball sector (with goggles and masks) and even the Go-kart sector (with helmets and race suits), the guests experience is a clean and comfortable one. Many operators of VR hardware have deployed “Ninja Masks” (disposable paper liners for VR headsets) to customers using their hardware.

VR Ninja MaskManufacturers are also looking to incorporate dedicated self-disinfection systems to their hardware, similar to that seen with VR LEO USA’s platform (covered in the previous part) – as well as emulating the work that CleanBox Technology has been developing with their UV-C disinfection stations for VR deployment in enterprise. Companies also like VR Cover have supplied specialist versions of their system for use on most VR amusement platforms.

Operators of large numbers of VR headsets ensuring the manufacturers accommodate the needs of resilience and durability regarding deployment in entertainment. The extra development time that has been afforded to the industry during this hiatus will inevitably result in major development work, and increased ingenuity in the deployment of this technology into the market.

Once the restrictions of isolation are eventually lifted and the population is allowed once again to enjoy themselves, there will be no doubt that VR entertainment will continue to play its part in the vast variety of offerings from the Out-of-Home entertainment landscape. But with increased burden on disposable incomes and concerns of venues operating under restrictions from local government, that the “new normal” for the sector will take some time to be defined with undefined new elements added to the mix. We await, with interest, to report on these new developments.

The Virtual Arena: LBE VR Success on Parade (Part 2.)

In his coverage of the immersive Out-of-Home entertainment scene for VRFocus, in his second part of his latest Virtual Arena column, Kevin Williams reports from the IAAPA trade show on the other emerging categories of “VR Enclosures”, and “Arena-Scale VR” both including backpack PC and now the new launch of Standalone systems.

In this, the second part of our coverage of the mammoth International Association of Amusement Parks and Attractions (IAAPA) held in Orlando and covering some 580,000 net square feet of exhibit space, and accommodated some 1,140 exhibitors – of those exhibitors it was calculated that over 70 of these had some form of VR product or initiatives on display.

IAAPA 2019 hall
The vast vista of just one hall of the IAAPA 2019 show floor. Image credit: KWP

Continuing the different categories of VR business that were on display during the convention and we come to “VR Enclosures” – this represents the creation of structures that enclose a space within a facility to offer a VR experience. This is best illustrated by leading provider HOLOGATE, who has developed and launched its ‘HOLOGATE Arena’ placed with some 300 active locations throughout Europe, the Middle East, the Asia-Pacific region, and North and South America. The four-player tethered enclosure revealed that the company would be moving from HTC headsets to using the Valve Index. And at IAAPA it also launched an eye-catching ‘HOLOGATE Tower’ – a two-floor steel platform that doubles the floor space to play on.

The company also entered the motion racing VR scene with its new ‘HOLOGATE Blitz’ – the developer partnered with an established motion platform manufacturer to create a unique motion cockpit system as a companion to the successful Arena. As we have seen in the first part of this report, the interest in VR racing simulator videogames has grown, and HOLOGATE is looking to offer a varied selection of both content and VR experiences to drive interest in this platform. 

Another VR enclosure developer that had big developments at IAAPA was Minority Media, the company is the developer of the four-player ‘Chaos Jump’ enclosure, and building of success selling this system launched their new ‘Transformers: VR Battle Arena’, created in collaboration with Hasbro. Again, four players battle against each other, but this time the videogame uses the new version of the StrikerVR haptic weapon for added immersion.

Hologate Blitz - IAAPA 2019
Extreme racing on the HOLOGATE Blitz. Image credit: KWP
Transformers: VR Battle Arena
Transformers: VR Battle Arena at IAAPA 2019. Image credit: KWP

One of the other VR enclosures developers on the show floor was Inowize, presenting the ‘VR Quest Arena’ – this is one of the first systems that offered six-player competition within their platform, using tethered HTC Vive Pros. The company has also partnered with an already established sales veteran, sharing space in the Amusement Products booth during the show.

Aiming at a younger audience has been the focus for several the new VR enclosure developers, hoping to attract the widest demographic. One such developer presenting at IAAPA 2019 was AlterEyes with its ‘DOJO’ – this system using the latest wireless HTC Vive Pros, uniquely able to accommodate four synchronize players. While another developer Boxblaster VR also presented a cost-effective tethered four-player VR enclosure platform, also announcing that its moving across to the Valve Index headset.

Inowize - VR Quest Arena
Inowize’s VR Quest Arena. Image credit: KWP
AlterEyes - Dojo
The AlterEyes DOJO at IAAPA 2019. Image credit: KWP

Another example of the successful deployment of this approach to VR entertainment, the Funovation represented their partnership with Virtuix, (the pioneer of “Active VR”) – who launched last years’ ‘Omni Arena’, a four-player VR enclosure employing their omni-direction movement system and HTC Vive headsets. Virtuix has focused their system on offering a perfect competition platform partnering with HP, to double the 2020 eSports prize-pool from $50,000 to $100,000. The company also announced the launch of the new eSports game ‘Elite Force’, a player-vs-player military blaster.

Another company that has expanded the approach to a VR enclosure from just a structure, but into a full game stage is MajorMega – presenting at the Orlando show its completed ‘Hyperdeck’ platform. Offering multi-sensory effects (wind, heat, motion), running the HTC Vive Pros for the four-players. The company has already seen a strong return on investment numbers while on test at a few well-known venues, and during IAAPA the company gave a sneak peek of its next videogame title on the system called ‘Dream-Saver’.

Virtuix Omni Arena IAAPA 2019
The Virtuix Omni Arena. Image credit: KWP
MajorMega Hyperdeck
The MajorMega Hyperdeck in action. Image credit: KWP

The development of VR enclosures that also expand into the other new category of “Arena-Scale VR – Backpack” was also witnessed, as well as the pivoting of many consumer VR developers into supporting LBE VR. Exhibitor IMMOTION was working in association with Survios to launch ‘Raw Data Arena’, a VR 4m x 4m multi-player enclosure based on the popular game. While Vertigo Games’ LBE VR division Vertigo Arcades made the trip to the Orlando show with their LBE version of their popular ‘Arizona Sunshine’ and their new release ‘Corsair’s Curse’. Both running on backpack PC’s and using HTC Vive Pro headsets.

Not all Arena-Scale VR – backpack systems are housed in enclosures and many builds on free-roaming spaces dedicated for their deployment. One of the veterans of this space is Zero Latency with its multi-player “warehouse space” VR experience. The company showed at IAAPA the Gen 2 VR System, developed in partnership with HP, Microsoft and Intel, with an HP backpack and HP Reverb headset. Zero Latency has started the process of retrofitting across some of their 41 venues, recently adding MeetupVR in London Wembley at Boxpark (as covered in the recent VRFocus report).

More exhibitors promoted their platforms that offered a multi-player arena-scale solution; developer Ideas Extremas presented their ‘VR Ideas – Cybengerz VR Arena’ – a three-player using wireless HTC Vive headset so removing the need for a backpack. While developer ARena Space showed its wireless HTC Vive Pro multiplayer platform, deployed in the companies established chain of stores. The appearance of wireless solutions shows the latest phase of development, while examples of the use of standalone headsets was also evident.  

Another Backpack PC VR provider is VEX Solutions – the company showing at the show their previously launched ‘VEX Adventure’ – run as a large VR enclosure employing FX elements such as vibrating floor and heat elements – along with the four players wearing haptic vests and HTC Vive headsets. But the company also launched a new variant of this approach with their “Arena-Scale VR – Standalone” system called theVEX Arena’. This platform making use of the Oculus Quest headset, the company offering a flexible game space of between 16 up to 100 square meters – with between two or 12-players.

Arizona Sunshine LBVR IAAPA 2019
Vertigo Games’ Arizona Sunshine LBVR enclosure. Image credit: KWP
VEX Arena IAAPA 2019
The VEX Arena deployed on the Oculus Quest. Image credit: KWP

Another exhibitor with this approach was ANVIO that showed their Standalone VR system running on the Oculus Quest. This was not the only company that looked at Standalone mobileVR headsets, with their all in one approach to offering immersive experience as a new opportunity for cost-effective deployment in the LBE VR scene, and there are several other manufacturers on and off the show floor that are taking the same approach. So much so, that OculusVR has undertaken to re-evaluate their approach to Enterprise business (including LBE VR) and will be making an important announcement in the coming weeks.

But not all Standalone developers are depending on the Oculus Quest – there are several alternative hardware offerings. Emerging VR developer SPREE Interactive; (formerly known as Holodeck VR) has created a suite of Arena-Scale VR experiences that use the Pico standalone headset. The company creating multiplayer free-roam experiences based on their patented technology aiming at a family-friendly approach with their ‘SPREE Arena’.

As touched upon in our previous report SPREE Interactive have taken their tracking technology and in cooperation with VR Coaster launched their ‘VR Bumper Car’ platform, converting a conventional bumper car attraction into a virtual experience – again using their standalone headsets. The company has also built on a third partnership with Hollywood VFX team Pixomondo – to launch a new experience called ‘Mission to Mars’. This free-roaming VR experience accommodating 20-players and allowing them to explore mans’ attempts to inhabit the Red Planet.

SPREE Arena
The SPREE Arena in operation. Image credit: KWP
SPREE VR Bumper Car
Taking SPREE Interactive’s VR Bumper Car for a spin. Image credit: KWP

Obviously, these two features can only offer a snapshot of this amazing trade gathering regarding some of the myriad of exhibitors that came to IAAPA 2019 – but shows the incredible diversity in development in VR applications for Out-of-Home entertainment. 2020 will continue to see the diversity grow with the launch of new hardware and entertainment platforms continuing, and also the opening of a number of the latest LBE facilities across major cities such as from Sandbox VR and The VOID, (to name just two). Watch this space for the next series for reports from this dynamic sector.

Inowize Announces Location-Based VR Attraction

One of the challenges faced by location-based virtual reality (VR) centres is how to offer a room-scale experience within a limited amount of space. Digital production agency Inowize thinks it might have the answer with its newly announced product, VR Quest Arena.

VR Quest Arena is a turnkey, location-based VR attraction which allows for three different types of VR videogaming experience from within the same gaming arena, able to provide for single player, multiplayer PvE or multiplayer PvP.

In order to circumvent the restrictions of space, VR Quest Arena utilises a labyrinth-like structure within its content that gives the illusion of a vast environment without needed a huge playing space. The company is promising several parks for customers, with the structure allowing for large walking environments, support for multi-sensory features all mapped to a 4.5m by 4.5m space.

On launch, VR Quest Arena will have two custom-developed VR titles available, one of which will be an action multiplayer experience, while the other will be an immersive single-player title. In order to enhance player engagement and add replay value, leaderboard and tournament options will be made available for its multiplayer modes.

Inowize expect that most of its clients for the VR Quest Arena system will be theme parks and family entertainment centers, and have developed a user-friendly management tool for the running and supervision of arcade operations.

“We aim to produce only high quality VR content, not just because we want our experiences to look good, but also because we want people to feel more comfortable with virtual reality, to embrace it as a new entertainment option,” said Claudia Mihalache, Co-founder of Inowize, referring to the company’s upcoming projects.

The single player VR experience developed by Inowize, Grim Helm, has already had positive feedback during its preview events in July.

Further information on VR Quest Arena can be found on the Inowize website. As usual, VRFocus will keep you up to date with news on new and upcoming VR content.

Inowize Announces Location-Based VR Attraction

One of the challenges faced by location-based virtual reality (VR) centres is how to offer a room-scale experience within a limited amount of space. Digital production agency Inowize thinks it might have the answer with its newly announced product, VR Quest Arena.

VR Quest Arena is a turnkey, location-based VR attraction which allows for three different types of VR videogaming experience from within the same gaming arena, able to provide for single player, multiplayer PvE or multiplayer PvP.

In order to circumvent the restrictions of space, VR Quest Arena utilises a labyrinth-like structure within its content that gives the illusion of a vast environment without needed a huge playing space. The company is promising several parks for customers, with the structure allowing for large walking environments, support for multi-sensory features all mapped to a 4.5m by 4.5m space.

On launch, VR Quest Arena will have two custom-developed VR titles available, one of which will be an action multiplayer experience, while the other will be an immersive single-player title. In order to enhance player engagement and add replay value, leaderboard and tournament options will be made available for its multiplayer modes.

Inowize expect that most of its clients for the VR Quest Arena system will be theme parks and family entertainment centers, and have developed a user-friendly management tool for the running and supervision of arcade operations.

“We aim to produce only high quality VR content, not just because we want our experiences to look good, but also because we want people to feel more comfortable with virtual reality, to embrace it as a new entertainment option,” said Claudia Mihalache, Co-founder of Inowize, referring to the company’s upcoming projects.

The single player VR experience developed by Inowize, Grim Helm, has already had positive feedback during its preview events in July.

Further information on VR Quest Arena can be found on the Inowize website. As usual, VRFocus will keep you up to date with news on new and upcoming VR content.