Hands-On: Spaces Inc. Opens First High-End Terminator VR Attraction

Hands-On: Spaces Inc. Opens First High-End Terminator VR Attraction

At the Irvine Spectrum shopping center in Orange County, California, anyone can use virtual reality to step inside worlds and fight Skynet or escape Jurassic World.

The attractions represent the culmination of work by half a dozen companies and one of the best chances yet to prove there’s a market for out-of-home virtual reality entertainment in the United States. Indeed, VR’s journey toward the opening this summer of top tier attractions in Southern California began six years ago in an office not too far from the Irvine Spectrum. That’s when Brendan Iribe, Palmer Luckey and the other co-founders of Oculus entered their first office and started building the Rift.

Spaces Inc. uses the Rift connected to an HP Omen PC backpack to provide a wireless walk-around VR experience complete with face scanning, full-body tracking and a trip through time battling Skynet. Tickets are $30 per person and up to four people can play together at their location right across from Barnes & Noble and Dave & Buster’s.

Spaces is a startup co-founded by Shiraz Akmal and Brad Herman, former Dreamworks veterans who ran a division called DreamLab focused on new kinds of immersive experiences. Their debut ticket price is a few dollars less than similar experiences from The VOID, which operates a location featuring Star Wars at Downtown Disney in nearby Anaheim. Yet another Orange County shopping center recently saw the opening of a VR attraction for Aliens charging $22 per person. The price being asked for all these is quite a bit more than the $5 Dave & Buster’s is charging for a five-minute trip to Jurassic World in a motion simulator with an HTC Vive. If Spaces represent the high end of VR attractions, then, this startup is doing some things best-in-class. Here’s a look at what a trip to Spaces is like.

Leaving With A Video Of Your Trip

The experience begins when Spaces hands the guest a QR-coded card to track their high scores and face.

Yes, Spaces scanned my face.

Getting your face scanned at Spaces helps personalize your avatar in VR so that others can no who is who.

Face scanning is a quick process that requires looking left and right.

The actual time spent inside VR in the Terminator experience should be about twice as long as Jurassic World — a little more than 10 minutes. Terminator also offers far more interactivity, including full-body tracking and movement as well as physical props you need to use to complete your mission. Spaces also sends everyone home with a 15 second clip of their experience.

For an extra $10 a team can go home with a 2-minute version of the video. Below is an example of the two-minute video as cut automatically by their system during my playthrough this week.

The capture of my face looks weird and funny and the video misses some of the most memorable moments of playing through the experience. For example, you can see a shot in the video above where we pick up a battery pack and take it to another location. The virtual camera was clearly set up to capture us moving the battery to the right spot at the right moment. We eventually figured out the right place to take it, but only near the end of the camera’s shot. Still, the only time I’ve seen another startup automatically produce a video of your trip to their VR attraction was a proof-of concept that Neurogaming had up and running. The video I got out of that process didn’t have any sound and there was no face scanning. So even though this video from Spaces is far from perfect it is already — even in this early state — a step above what I’ve seen from other well-known location-based VR startups.

Spaces uses Striker guns modeled in VR to look like miniature gatling guns of the same size. Of all the virtual rifles I’ve been handed over the last few years, the weight, size, haptic feedback and look of the gatling gun in VR made this my favorite VR gun to use ever.

The below photo does a pretty good job of showing the entire arrangement at Spaces in the Irvine Spectrum. I’m glad Spaces allowed open photography at their location because some other location-based VR companies have not been so forthcoming. We were told that shooting toilets hidden around the map would actually garner the most points and we found one hidden through a hole in the ground.

You can see a pair of foot trackers and hand straps. I felt fully embodied inside my robot avatar almost the entire time and though the video shows some awkwardness with avatar movement, it doesn’t feel that awkward wearing the headset and looking down at your own body. You can even see the fans in the background for providing wind effects. At one point when I was leaning over some railing in the experience I saw a minor tracking hiccup, but other than that the experience was pretty seamless from entry to exit.

Conclusion

Overall, it looks like the Irvine Spectrum is home to two of the best VR attractions I’ve ever seen. High scores and taking home videos of your experience are incredibly important things to include if you are going to start asking people to justify spending more than $30 per ticket. Spaces including those features on day one suggests to me they are thinking holistically about how to make out-of-home VR experiences sustainable over the long term.

If you are looking for early indicators that out-of-home VR in the United States will be a success, keep an eye on how much foot traffic these VR attractions get at Dave & Buster’s and Spaces at the Irvine Spectrum.

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The Virtual Arena: The New Drive for Out-of-Home VR (Part 1)

What a difference a month makes! We enter June to a cacophony of announcements regarding major LB-VR projects and new hardware using powerful Intellectual Properties (IP), deployment aimed squarely at virtual reality (VR) and the digital out-of-home entertianment (DOE) scene. Industry specialist, Kevin Williams continues his retrospective of developments in this emerging market.

Anyone that tried to ignore or label the Out-of-Home application of VR as an unimportant niche, has had to concede their folly. Following an avalanche of news stories, and investment, regarding brand-new Location-Based VR development. We have followed many of these projects from their inception some years ago and seeing them reach fruition is a vindication of the investment that big IP are willing to bet on DOE VR implementation; all this, while the consumer VR scene seems to be at a major crossroad.

Dave & Buster's VR SimulatorOne of the largest social entertainment brands, caused a rash of mainstream media headlines with the announcement that they would be installing, what has been called the “World’s largest commercial multiplayer VR attraction, at over 110 Dave & Busters (D&B) locations. The attraction called Jurassic World: VR Expedition – has been developed in partnership with pioneering developer of turn-key large-scale, multiplayer, free-roaming commercial VR attraction systems, VRstudios. The four-player VR attraction incorporates a motion platform and uses HTC Vive headsets and controllers, to immerse players in the Jurassic World environment in a fast-paced virtual experience.

D&B had previously carried out several experiments with early VR technology, considering the best deployment that meets their exacting needs and audience demographics. The company having a history in incorporating VR into their mix, being one of the major supporters of the technology back in the last heyday of VR amusement in the 1990’s. This new VR attraction builds on lessons learned and incorporates what VRstudios has named their VRcade Attraction Management Platform (AMP) to operate and manage the new attraction across the D&B sites.

It was revealed that HTC is taking the new D&B project so seriously that they signed an agreement with the social entertainment venue that will see over 500 HTC Vive headsets deployed to D&B locations across the USA and Canada. This is one of the largest mass deployments of this VR headset into the Out-of-Home entertainment scene in the West; while HTC has already signed other large deployment partnerships – as we reported in our AAA’18 coverage, in affiliation with developer VR LEKE.

Beyond the motion platform approach to VR entertainment – we have seen an explosion of investment in VR free-roaming (Arena-Scale) experiences, also driven by major IP that have garnered many of the big headlines in recent weeks. One of the biggest was the announcement of Terminator Genisys – Time Machine – again based on a major cinematic universe. This Arena-Scale VR experience has been conceived by SPACES, a Californian based immersive entertainment developer, in partnership with IP holder Skydance Media.

Terminator Genisys

It is important to understand that SPACES, a relatively new operation, comprises a strong talent pool of skilled specialist in the creating of immersive attractions – the company including ex-DreamWorks executives with film and attraction experience and is supported by a major investment chain that includes the likes of Songcheng Performance Development Co., Ltd, (one of the world’s biggest theme-park and performing arts companies), Comcast Ventures and GREE, to name a few.

The first of the corporation’s immersive VR attractions sees groups take part in elements taken from the cinematic universe of Terminator – but along with more familiar game elements, there is a team interaction and puzzle solving, as well the overall experience incorporating the personalization of the experience with scanning of the players, and a repeat visitation element. The company partnering their attraction with established location-based destinations (theme parks, tourist destinations, theaters and malls).  All aspects driving the innovation of LB-VR into the mainstream.

Not all the major IP being deployed into the commercial entertainment scene comes from Hollywood – recently opened in Japan, we saw the first VR deployment of the popular consumer game brand Dragon Quest. The latest installation within BANDAI NAMCO’s VR ZONE at their Shinjuku facility, the specially developed Dragon Quest VR – that sees four players taking on the unique roles within a virtual representation of the Square Enix RPG.

This Arena-Scale experience supporting up to four players, utilizing unique interfaces such as swords, shields, and staffs, but also the ability for certain characters to cast spells with their wands. The game, concluding with a boss fight, where the party must learn to work as a team to succeed. BANDAI NAMCO have stated that they look towards leveraging more IP into their VR experiences, seeing this as a strong platform to create compelling experiences building on their amusement experience. We have already seen a previous free-roaming VR experience launched by the company based on the Ghost in The Shell anima series.

Free-roaming VR technology is not just driven from Asian and American developments – great strides in innovation have been seen in Europe, such as with Swiss based trueVRsystems announcing a few weeks ago their sixth arcade installation in Stockholm, Sweden. Installing a modular 2 x 150m² system that offers groups of players with VR backpacks the chance to explore virtual experiences. The system one of only a few that can support up to 10-players, using full bodying tracking and deploying interfaces such as the StriverVR weapon system.

Another company building on their cinematic universe, to create compelling VR attractions, recently opened the doors to their first test location. 20th Century Fox (FoxNext Destination group) partnering with iP2 and Pure Imagination Studios to develop and launched their ALIEN: DESCENT experience; opening for the first time at The Outlets, at Orange in Orange County, South California. A shopping mall retail unit converted into become a dedicated VR entertainment venue.

Alien Descent

This themed VR experience, incorporates a 2,000-sq ft. free-roam space with groups of players navigating virtually rendered darkened corridors, and blasting Xenomorphs, in a full virtual experience. The platform has been in secret test for several months as the company’s perfected their vision of the best VR experience. Using the Samsung Gear VR as their immersive platform, married to a force feedback weapon – again using the StrikerVR gun.

It is great to see StrikerVR, one of the early developers in this latest phase of the VR landscape, making headway, though aspirations in the consumer sector have pivoted to a wholly commercial entertainment business model. Some of the new projects launching in recent months deploy the StrikerVR system – which has completed an arduous evaluation and testing phase to become a dominant brand in this sector.

One of the leading lights in the deployment of Arena-Scale virtual attractions, The VOID announced nine additional locations, bringing the company’s total footprint to 18 venues. This growth marks the progression of The VOID to establish their unique “Hyper Reality” experience that launched back in 2016 with their first location at Madame Tussauds in New York (partnered with Sony Pictures and Merlin Entertainment). The process of doubling its locations comes as the company closed a very successful Series A round of investment.

THE VOID - Star Wars
“Move along…”

Las Vegas recently saw the opening of the latest VOID location (now partnered with Walt Disney), placed within the Venetian Casino Resort – the latest installation of their VR backpack experience based around the cinematic universe of Star Wars. The VOID started with another of their games based around the Ghostbusters IP – and is looking to continue this path of innovation while emerging the guest in an interactive film like narrative.

This opening in Las Vegas last month coincided with several VR openings in this entertainment capital. Several major LV casino resorts incorporating a VR offering to appeal to the “Millennial audience”, looking for a new draw beyond the gaming floors of the casinos. One such example was seen at New York-New York casino resort, who have augmented their popular rollercoaster by added VR Coaster technology. Riders wearing Samsung Gear VR headsets that supply a sweeping VR ride experience to the twists and turns of the coaster.

New York-New York Casino VR Coaster

Watch this space for the next and final part of this latest coverage into DOE, coming soon to The Virtual Arena and VRFocus.

Hands-On: SPACES Reveals ‘Secret’ Terminator VR Attraction

Hands-On: SPACES Reveals ‘Secret’ Terminator VR Attraction

VR startup SPACES is looking for Terminator fans to “join the resistance.”

In 2016 Brad Herman and Shiraz Akmal spun out their exploratory work in immersive entertainment at DreamWorks into its own independent company. They named the company SPACES and, backed by Comcast Ventures, VR Fund, and others, indicated they were working on location-based VR solutions. Last year, they announced additional investment and a $30 million commercial partnership with Chinese theme park operator Songcheng but, other than that, Herman and Akmal remained quiet.

A few months ago they asked me to sign a non-disclosure agreement and invited me to experience an early test-bed for a walk-around Terminator installation they are officially announcing today. The backpack-based system included some fantastic immersive and interactive effects. SPACES is also planning additional features like high scores and video recording that are a step above what’s currently available at similar setups from The VOID and Dreamscape Immersive.

Akmal, the CEO, told me they think being first to market has “never been important. What’s been important is being best to market or as close as we can get to that.”

Over the past year or so I’ve visited an assortment of VR attractions to catch ghosts, infiltrate an Empire base and investigate an Alien infestation. With Terminator, SPACES transformed me into a cyborg and sent me on a mission to save the future from Skynet. Some VR headset owners, in the comfort of their own home, get to become an ape from the Planet of The Apes or Rocky Balboa in Creed: Rise To Glory, and the developers building all these virtual worlds are doing some interesting things to try and balance authenticity with fun. What SPACES is building takes immersion to levels unattainable at home (using effects like wind and physical props), and they aim to combine that with a more personalized social experience not yet available from some of the other companies working in this area.

During the narrative I experienced, SPACES first scans player faces as part of a “transformation” process turning you into a cyborg. In VR, player avatars are traditional machine skeletons, as seen in the movies, but a version of each player’s face is attached to their respective heads. The solution doesn’t do anything to animate the face but it does solve a major problem. Each of the players in VR can quickly identify each other. And with full-body tracking players can easily interact with one another. Other installations let you pick an avatar or color for your player, but remembering which color corresponds to which player is pretty difficult while under assault from ghosts, aliens or robots.

“Something like ‘Terminator’ you have a pre-conceived notion of how serious this is going to be, but it is really what you make of it,” said Akmal. “What we see mostly is people tend to be themselves.”

The efforts also extend to a level of interactivity I’ve not seen in a public-facing VR demo. In addition to tracked limbs, headsets and guns, SPACES also includes environmental effects and haptics alongside fully tracked objects. The VOID and Dreamscape Immersive do some of this too, but I found the way SPACES tied the Terminator story into the interactivity of the environment to be both memorable and fun. I’m trying to avoid spoilers, but the woman carrying the canister in the concept image below does a good job depicting the feeling SPACES is pursuing.

“We want to push the boundaries of what’s possible with entertainment,” Herman said in a prepared statement. “We build SPACES attractions with the goal of taking guests on adventures with friends that they will never forget. With Terminator, our team of industry veterans has created a special blend of physical props, dynamic movement, and environmental effects for a social experience that fans will not only love but will want to experience again and again.”

SPACES will announce locations around the world soon — and they are working on a number of other  projects — but in the meantime they are inviting folks to sign up at www.spaces.com to register for more information or a chance to be among the first to see Terminator VR at an “undisclosed” location.

“We’re going to issue a small number of special invitations to registered fans across the globe,” Akmal said in a prepared statement.

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Take on Skynet When Terminator VR Comes to VR Entertainment Centres

Location-based virtual reality (VR) company SPACES and Skydance Media have announced the creation of a new attraction based on the popular Terminator movie franchise. 

Spaces_Logo_HiRes_Vector_v2

Having developed the Terminator VR experience for several months SPACES has said that guests will be able to join the Resistance, infiltrate Skynet, destroy Terminators, and hopefully save humanity in this theme park style adventure.

“SPACES has been delivering immersive VR experiences for years,“ notes Chris Hewish, EVP Interactive for Skydance Media. “When we experienced how they brought the Terminator world to life with their unique brand of multi-sensory VR, we knew this was something that would blow people’s minds. Now fans won’t just watch a story unfold in front of them, they will participate in one.”

To begin with the VR experience will come to a few select locations in the US, with SPACES preparing to announce these locations soon. In preparation for Terminator VR a small number of fans will have the chance to receive an exclusive behind-the-scenes sneak peek inside the Terminator universe, physically entering the world of the movie at an “undisclosed”, secret SPACES location. To be in with a shot all you need to do is apply at Spaces.com.

Terminator Genisys

“After developing and perfecting the Terminator VR experience, we can’t wait to share this with the world,” says Shiraz Akmal, SPACES’ CEO. “We build SPACES attractions to be limitless, fantastical experiences, allowing people to Go Anywhere Do Anything™. We’re going to issue a small number of special invitations to registered fans across the globe to ‘join the resistance’.”

“We want to push the boundaries of what’s possible with entertainment,” says Brad Herman, SPACES’ CTO. “We build SPACES attractions with the goal of taking guests on adventures with friends that they will never forget. With Terminator, our team of industry veterans has created a special blend of physical props, dynamic movement, and environmental effects for a social experience that fans will not only love but will want to experience again and again.”

In addition to Terminator VR, SPACES are currently working on several other experiences based on existing and original IP, that will be installed in theme-parks and retail locations around the world in the future. For further updates from SPACES, keep reading VRFocus.

Facebook Hires Altspace CEO Eric Romo

Facebook Hires Altspace CEO Eric Romo

What’s left of the Altspace social VR team might be working at Microsoft now, but its CEO and founder Eric Romo is now a product director at Facebook.

Altspace ran out of money last year after it was unable to raise additional funds to drive the early innovator in social VR, then had a surprise return after it found a lifeline. The company had developed a cross platform social service that included first-of-its-kind features, like Slack integration allowing teams to quickly set up a private room in VR where they could meet up and discuss ideas.

Romo is joining Facebook as a product director, according to a post by Facebook’s social VR team leader Rachel Rubin Franklin. A post by Romo explained some of his thinking:

 It wasn’t an easy decision, but I left AltspaceVR with confidence that the team is well-placed to continue pushing forward the promise of virtual communication as part of the Microsoft mixed reality ecosystem. I can’t wait to see what they’ll do next, and wish them all the best.

I’m beyond excited for the opportunity to continue exploring how VR can help communities connect as a part of the Facebook team. I’m also grateful I’ll be able to keep my family’s roots here in the SF Bay Area, which was a big priority for me. I’ve been inspired by Facebook’s commitment to VR and I’m motivated by how much there is yet to do.

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Facebook Launches Spaces For HTC Vive

Facebook Launches Spaces For HTC Vive

Facebook’s social VR app Spaces is now available for HTC Vive.

The app previously came to Vive unofficially through the Revive hack but this is official support from Facebook itself. Interestingly, however, the app is available as a direct download from Facebook’s website — bypassing Valve’s Steam store as part of its distribution.

Rift and Vive users can now connect in Facebook Spaces. You can create an avatar, view Facebook photos and 360-degree videos, play games, draw with markers, stream live and make Messenger video calls to the real world. That final bit is one of the most interesting parts of Spaces as it lets people on their cell phones anywhere in the world get a call from virtual reality.

“We’re working to bring Facebook Spaces to even more VR platforms and devices in the future, so stay tuned,” Facebook’s head of social VR Rachel Rubin Franklin wrote in a post.

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Facebook Spaces Now Lets You Broadcast Live from VR to Any Facebook-capable Device

Facebook today announced their Oculus Rift app Spaces is getting an extra feature, bringing it closer in functionality to the rest of Facebook’s near ubiquitous platform—of course with a few extra ‘VR perks’. Starting today, Facebook is letting Rift owners ‘go Live’ and broadcast in-app video of their session, sharing it with the rest of the Facebook-using world.

Facebook Spaces, released in April on Rift, lets you view 360 photos and videos, doodle with a virtual set of Tilt Brush-style markers, visit VR buddies in the virtual flesh, and manage your timeline, albeit in a limited way considering there’s no virtual keyboard solution yet. Despite the split from normal Facebook functionality, there are a few VR specific tools at your disposal.

The tool set already has a selfie camera that lets you snap impromptu pictures and share them to your Timeline, and a ‘Messenger’ call function that lets you place direct VR-to-realty video calls with anyone on your Facebook friends list. With the recent update pushing out today, you’ll now have a virtual camera too that you can position anywhere in the space to capture your session.

image courtesy Facebook

Just like going live in non-VR broadcasts, friends on Facebook can comment or ask you questions in the moment. You can even see their emoji reactions while you’re in VR, and pick out the best comment by hand to highlight it for the rest of the viewers.

In the promo video, Facebook is suggesting the new Live feature would be valuable for when the video’s contents could be useful to many people, like during office hours for a college-level course. Teachers could hypothetically institute the new ‘VR office hours’ today supposing enough of their students had Oculus Rifts. Letting a conversation unfold naturally between a teacher and student can yield some valuable answers that some less outspoken students wouldn’t naturally be inclined to ask.

Facebook’s latest update to Spaces comes hot on the heels of a dramatic price drop for the Oculus Rift, now cut to $400 for the next six weeks for both the Rift headset and Touch motion controller.

This price drop comparatively puts the Oculus Rift + Touch in the same range as the latest gen consoles such as the PS4 Pro ($399) and the more expensive Xbox One X ($499).

Facebook ‘Spaces’ on Rift

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The VR Job Hub: HTC, Sony, Oculus & More…

As we saw this week, in the technology industry things can change day by day. People leave, people join, studios wind down and close and existing companies get investment. It’s a ball that does not stop rolling and there are always opportunities for those new to virtual reality (VR) or augmented reality (AR) or already in the industry looking for something different.

Let’s see what the listings hold this week:

Location Company Role Link
Seattle, US HTC Performance Marketing Manager / Digital Advertising Manager Click Here to Apply
Slough, UK HTC Product Intern Click Here to Apply
Seattle, US HTC VR Intern Click Here to Apply
Seattle, US HTC User Experience Designer Click Here to Apply
San Mateo, US Sony Interactive Entertainment PlayStation Senior Staff Programmer – VR Click Here to Apply
Los Angeles, US SPACES, inc. VR Lead Programmer Click Here to Apply
Chicago, US RYOT Studio Content Partnerships Manager Click Here to Apply
Los Angeles, US Mindshow, Inc Community Manager for VR Content Creation Platform Click Here to Apply
Los Angeles, US Mindshow, Inc Lead Unity Engineer / Virtual Reality Click Here to Apply
Los Angeles, US Mindshow, Inc Unity Engineer / VR Platform Click Here to Apply
Menlo Park, US Oculus Front End Engineer, Oculus Click Here to Apply

 

You can check back at last week’s edition of the Job Hub for additional listings. If you’re an employer and are looking for someone to fill a VR or AR related gap on your workforce and would like your role to feature on next week’s VR Job Hub please send details of the role to either pgraham@vrfocus.com or keva@vrfocus.com.

Check back with VRFocus at the regular time of 3PM GMT every Sunday for the latest positions in this ever growing industry.

Facebook Spaces Is The Killer App for VR And Its First Conquest Might Be Twitch

Facebook Spaces Is The Killer App for VR And Its First Conquest Might Be Twitch

I’m ready to proclaim Facebook Spaces the killer app that VR has been waiting for. Despite owning every single consumer VR headset since the Oculus Rift DK1, there has been nothing out there that drew me back into VR day after day. Until Spaces.

Since its release I’ve spent a couple hours just about every day goofing off in the incredible social VR world of Facebook Spaces with my VR friends from around the world.

It hits the nail on the head in just about every way. The social presence is unmatched. The user interface is relatively intuitive. Hell, it’s even making me enjoy 360 videos, something I always thought was impossible.

The great thing about Spaces is the ability to put on a 360 video to play all around you. So far, these fall into two main categories, the videos you put on to watch with your full attention and the ones you put on as background for just hanging out.

The main problem we’ve been running into with Spaces is that there just isn’t that much to do. There’s only so many times you can watch the same 360 video about Angel Falls.

For Facebook Spaces to succeed it needs a steady stream of exciting, visually appealing content. And while the 360 filmmakers of the world are hard at work creating all kinds of incredible films, there is another deep well of content out there that would be the perfect complement for Facebook Spaces – Esports and game streaming.

Social VR & Esports – A Match Made in Heaven

For the uninitiated, the idea of video games being popular sports sounds as ridiculous as … people socializing in virtual reality. But the days when you could plausibly dismiss Esports are in the past, today Esports are a multimillion dollar industry which sells out the biggest stadiums in the world for competitions and regularly appears on ESPN.

Right now, most people watch Esports on Twitch, the popular game streaming service that Amazon bought for $1 billion. These streams attract tens of thousands of users, bantering in the chat and reacting in real time.

And it won’t be long until they’re watching these streams in VR. By their very nature, Esports are perfectly positioned to be ported to VR, either through a 360 video stream of the game or preferably, a complete 3D generated environment which viewers can explore. The amount of interesting and unique content going to Twitch daily dwarfs anything else that is available to social VR right now.

And the best part is that all of the incredible environments and visual effects from 2D games will be available to VR viewers without having to completely port the games to VR.

Unlike a 360 livestream of a traditional sport, watching Esports in social VR is undoubtedly the single best way to experience it, because VR can take you in the game. A 360 video of a basketball game will always be at least a little inferior to being there, but a stream of the Dota 2 championship will never be better than streaming live in a social VR space like Facebook Spaces with your friends.

Of course, for that to happen, Dota 2 would have to be available as a streaming option in Facebook Spaces. Valve has actually built a social VR viewer for Dota 2 matches which is embedded within the current Dota client. While a good first step, the real benefit of Esports in VR are only going to come when there is a singular hub where people can explore a variety of different streams from different games.

After all, it wasn’t until Twitch came along that Esports became as huge as they did, even though games included the ability to spectate for ages. It will be interesting to see if Valve works out their own SteamVR social experience for streaming and whether that impacts potential Facebook attempts to get into Esports streaming. But there are dozens of popular Esports titles and it seems quite likely Facebook could convince some of them to integrate with Spaces.

With Spaces, Facebook has cracked a number of important pieces of the puzzle toward making VR an enjoyable daily activity for a large number of people. The product looks great, feels great and truly lets you feel like you’re hanging out with friends from around the world. However, without a steady stream of interesting and visually engaging content, it’s hard to see how it can maintain its strong early momentum.

It remains to be seen if they will take the next step toward incorporating Esports as a sustainable method of high quality content, but if they do, Twitch and the rest of the players in the Esports world will surely want to take notice. Personally, I can’t wait to crack open a beer, boot up the headset and watch some intense Overwatch battles with my friends from around the world.

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COLOPL Announces New $50 Million Fund To Invest In VR/AR Companies

COLOPL Announces New $50 Million Fund To Invest In VR/AR Companies

As more high-quality projects surface and the install base for virtual and augmented reality continues to grow, more and more money is pouring into the different entities cultivating and creating that content. Japan-based COLOPL has charged forward to become a solidified part of the mobile industry with a collection of solid games that include VR experiences. Now, COLOPL and its subsidiary COLOPL Next have created a new $50 million fund focused on VR and AR that brings their total funds focuses on those markets to $100 million.

Named the Colopl VR Fund 2, the accumulated $50 million will be used to invest in companies creating virtual and augmented projects. According to a press release:

COLOPL’s strategy is to develop games and video images within the group, while investing in business fields that the group doesn’t cover on its own. Based on this strategy, the company is steadily working on VR fields one step at a time. Managed by COLOPL NEXT, the Colopl VR Fund has invested in over 30 companies all over the world. The company believes that the development of the nascent VR market requires players that are committed to further accelerating the growth of the market.

The website for the fund declares that COLOPL is “laser-focused” on virtual reality as they’ve spent the last two years investing in research and development for VR projects. COLOPL Next President Shintaro Yamakami gave a statement, declaring VR platforms could transcend the “conventional way of life and gives people a chance to experience new things”.

COLOPL has disclosed most of the 30 companies they’ve invested in, including SPACES Inc, which recently announced the acquisition of $6.5 million for their VR theme park ambitions. Given that interest in AR is ramping up significantly, it should be expected that COLOPL will be investing a great deal more in augmented reality.

Disclosure: COLOPL is an investor in the parent company of UploadVR.

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