The Virtual Arena: The Ascendance of Arena-Scale Entertainment – Part 2

The Virtual Arena

The second and final part of his report observing the current immersive Out-of-Home entertainment scene for VRFocus. In his latest Virtual Arena column, industry specialist Kevin Williams concludes his overview of the Free-Roaming VR sector in LBE, and looks at the key developments, and the next phase of investment as the market re-emerges.

Continuing the coverage of the impact that free-roaming out-of-home entertainment is having on the re-emerging market, we see that major IP and a continuation of business are driving the sector. While many tried to paint the post-COVID LBE VR market as doomed – the reality is that the market has started to re-emerge from lockdown and are seeing a return of their audience, while the operators that have survived the loss of business now look to the investment towards the next phase of establishing their prospects.

Battle Arena
Battle arena – Image credit: KWP

The Re-emergence of the Free-Roam Business

Establishing a full suite of VR entertainment experiences for the various needs of the entertainment venue business has been a constant challenge for many corporations. One of those that has established an important place in the market is VRstudios. Along with the company’s enclosure and free-standing VR platforms (‘ATOM’), they have also defined backpack VR arena experiences with their ‘FLEX’ VR game arena platform. Supporting from four to eight players in either small 25’x25’ to big 40’x40’ arenas, using their Attraction Management Platform (AMP) to integrate the hardware support working with the HTC Vive headset and HP backpacks.

The company before the pandemic had installed the first ‘FLEX Arena’ system in partnership with entertainment chain Dave & Buster’s demonstrating the value of adding a new attraction and revenue source to otherwise underutilized space. This level of flexibility opening the opportunity to venues of all scale to include a free-roaming arena in their offering. As with all their range, ‘FLEX’ is supported by the company’s overarching Attraction Management Platform (AMP) that handles content and operation of their systems – and also supports the VR sports competitive element of their platform, bringing an eSports capability to the ‘ATOM’ and ‘FLEX’, and free-roaming experiences, in general.

Nomadic VRthe company had initially wanted to develop their own videogame content, but after an initial process, reverted to a partnership to license a version of the popular zombie shooter from Vertigo Arcade (‘Arizona Sunshine: Contagion Z’). But soon the reality of what they offered impacted the plans of the operation. Long before the pandemic, Nomadic had closed its Orlando flagship venue (only open some eleven months) and plans for Las Vegas and Los Angeles sites were shelved. But the company has built on the valuable lessons it has learned from operating in the sector and during 2019 partnered on a major installation creating a pay-to-play LBE VR experience, Vader Immortal: Lightsaber Dojo, based on the consumer VR experience (Star Wars Lightsaber Dojo). In September it was announced that following this initial test, Nomadic and ILMxLabs would be partnering to make Lightsaber Dojo more efficient for family entertainment centres and arcades to operate in a tethered upright amusement version.

Vader Immortal Lightsaber Dojo

Backlight – known for their innovative VR escape game and arena-scale attraction has not been dormant during the lockdown period and are part of the new opening news. The Las Vegas-based AREA15 venue labelled as a 200,000-sq.,ft., “experiential art, retail and entertainment complex”, will be the flagship location for a brand new platform from Backlight – a 6,000sq.,ft., space that will have two groups of six play. The ‘OZ Experience’, pop-up LBE VR installation that will utilize backpack PC’s and offer a compelling attraction to support the eclectic mix of partners for this experimental entertainment venue. But Backlight has also been working on other projects launching this year based on their VR escape gaming and new innovative experience platforms. The company looking at rolling out their new innovative platform for wider deployment, most recently for their groundbreaking free-roaming experience Toyland: Crazy Monkey – combining a unique D-BOX motion seat system, married into the free-roaming experience, players take on hordes of toy enemies as they are shrunk into toyland.

Toyland
The motion seat part of the unique Toyland experience. Image credit: YMAGIS

While others are re-assessing their LBE VR aspirations, other new incumbents are entering the water and applying much of the lessons learned from theme park style attraction presentation. One of the veteran attraction manufacturers is Mack Ride (part of Mark International) and they have over recent years established a media-based interest. Launched in September YULLBEFull Body Tracking Free-Roaming VR Experience, developed by new division MackNeXT in cooperation with VR Coaster and Mack Rides. Working in calibration with motion tracking specialists Vicon, the YULLBE attraction offers two unique arena-scale experiences which can accommodate up to 32 users – what could be called an “Attraction-scale Platform.” The first being a fully tracked, backpack PC experience presented through the Pimax 4K VR headsets (customised for the attraction). But this is not a one-off installation, YULLBE is part of a roll-out of a chain of LBE VR centres across Europe.

YULLBE
YULLBE players don Pimax and PC backs. Image credit: MackNeXT

The European developer DIVR Labs has proven to be a strong developer of free-roaming VR experiences, most notable for their installation at the Hamleys Toy Store in Prague in the Czech Republic. The operation reconfigured the basement of the toy store to turn it into the Golem VR attraction. An arena-scale immersive experience that was based on the 15th Century Prague folk law, where Rabbi Löw created a creature known as a Golem. The attraction employing backpack PC’s, Oculus Rift CV1 headsets and the use of Ultraleap hand tracking – players in groups of four traversing the virtually created cityscape, the environment employing physical as well as virtual effects with great results.

Building on this success and the DIVR team started to roll out several experiences at new locations but were impacted by the lockdown of business with the global situation. Now re-emerging from this lockdown and the company reveals its first new installations at the Premium Outlet Prague Airport called Meet the Dinosaurs. The free-roaming time-travelling dinosaur experience transporting groups of four players back 80 million years, in an area of ​​150 square meters (players using backpack PC’s and HP Reverb headsets). Quickly following on from this, and the third DIVR location opened in the UAE.

DIVR Labs

One of the European developers that has grown a strong following in the LBE VR, is Swiss-based TrueVRSystems. Having been one of the first to develop an effective free-roaming platform incorporating multi-player and physical effect immersion – the operation has gone on to license its platform across numerous sites. During last year, the company announced plans to expand the level of capacity of their virtual worlds, accommodating 10-player simulations. This was the fifth VR arena-scale experience created by the company, supporting the OptiTrack system, and running on Oculus Rift CV1 headsets – with the use of the StrikerVR weapon system. At the time leading up to lockdown, the operation had content licensed across some 13 venues, with plans for new US and EU venues. 

A crowded landscape of free-roaming developers and one of the early developers is VEX Solutions – with a suite of different VR applications, the company has their VEX Adventure turnkey platform, offering 6m x 6m virtual arena for players for up to four PC backpack wearing players, using HTC Vive headsets, including the use of haptic vests. The VEX platform offers physical effects (heat, olfactory and vibration) within the arena to enhance the virtual experience – offering some six available games, on average offering 40-minutes of play from developers such as ECLIPSE and Backlight Studios.

Another backpack PC VR arena developer and operator is MASSVR – the company had established in Chicago their unique interpretation of the multiple player experience. Long before Fortnite was a thing, the company had installed an 8,000 square feet VR arena in a converted department store floor plan. This Westfield, Skokie location would be joined by a dedicated facility in Bloomington, IL – offering one of the largest mass playing experiences with some 16-players simultaneously. The game experiences are PvP style with teams battling through environments to capture the flag – but in a unique immersive element, the games incorporate virtual jetpacks and zip-lines, as well as an assortment of weaponry. The company with its emergence from lockdown announced the addition of its VR Champions high-action active game experience with a group of eight players in a “head-to-head” competition. 

MASSVR
Players ready for the MASSVR experience. Image credit: MASSVR

One of the start-ups that gained some coverage was BiggerInside – the company showed a free-roaming concept back in 2019 at the IAAPA Europe event and went on to roll out their concept called Protocol 223. It uses the Microsoft MR tracking system, with HP Reverb headset and HP-Z-VR backpack PC – the system had the additional element of full body and hand tracking through extensive “eXosuit” fully body tracking, favouring a softer style of play away from players brandishing weapons. The four-player game arena also included physical maze wall elements to marry the physical and virtual worlds together and created a unique PvP style of experience.

The VR arcade scene has striven to broaden its appeal, looking for the latest innovation to keep relevant. The ability to offer a turn-key arena-scale offering to the widest audience has seen the free-roaming genre added to the libraries of content providers. One of the established facility management and content providers to hundreds of VR arcades is Synthesis VR, and in August the company partnered with Secret Location, to launch a free-roaming, multiplayer version of their previous popular content, releasing Blasters of the Universe: Infinity Forever. This attraction takes the original wave-based shooter and brings it to the world of arena-scale.

Blasters of the Universe: Infinity Forever

As previously reported other developers have started to offer free-roaming plug and play solutions for operators wanting to add this level of entertainment to their facility. As we covered in the first of our venue visits after lockdown, the escape room scene has embraced VR – and we had seen that Vertigo Arcades, along with an arena-scale version of their popular Arizona Sunshine, had released the brand new title Ghost Patrol VR, also for four players and also as a simple turn-key VR arcade addition. Vertigo Arcades had worked closely with Nomadic on a unique version of their popular title, creating Arizona Sunshine: Contagion Z as an exclusive version only for their LBE venues. Charting the major movements in the LBE sector of late, and just as we went to the wire news came from the Dutch game’s parent. It was announced that Vertigo Games Holding had had 100-per-cent of their shares acquired by Koch Media GmbH Austria – a wholly-owned subsidiary of Embracer Group AB, (more commonly known as THQ Nordic), for $59.3m. 

Other major developments continue to underpin the more positive nature of this sphere of immersive tech following the upheaval. SPREE Interactive – despite COVID-19, major venue openings have been taking place. In August SPREE Interactive in partnership with Pixomondo (Hollywood FX house) and broadcaster giant ProSieben launched Mission to Mars attraction at Forum Schwanthalerhöhe, Germany. An example of a pop-up retail unit installation for an immersive 10-player free-roaming VR experience. ProSieben’s popular Galileo television program is recreated immersively with a 15-minute VR experience, having guests take on an adventure to investigate humanity’s possible survival on the red planet. The attraction employing Pico standalone VR headsets and SPREE’s unique architecture that alleviated the need for backpack PC’s. Opened in August as the European LBE VR scene re-emerged from lockdown, an extremely popular attraction with audiences seeing over 60-per-cent capacity which has led the mall owner HBB to expend the attraction until the end of November.

Red Planet - SPREE Interactive
Players get ready to visit the Red Planet. Image credit: SPREE Interactive

Hyperverse – had heavily promoted their interpretation of what was needed, with their “full-immersion free-roam VR park” concept. The company had achieved initial success with installations as part of existing entertainment venues in Moscow, Chelyabinsk, New York, and Samara, the operation had initially raised some $1.5m in investment. Their hopes of being a turn-key solution was difficult as the water became crowded with more start-ups entering the free-roaming arena. Offering three free-roaming experience for between two and six players over 25-minutes, at venues such as Moscow’s ArenaScape.

While most arena-scale investment has been for LBE VR as seen in these reports, there are new applications for free-roaming experiences being developed for the arts. It was revealed recently that in London, The Royal Opera House (ROH) has been developing the first “hyper-reality opera” in partnership with Figment Productions (known for their work in theme parks and attractions). The free-roaming VR experience will place the user in the heart of an original operatic, artistic creation (inspired by the freeing of Ariel from The Tempest). The arena-scale application incorporating 4D effects married to the immersive experience, is called Current, Rising. It is scheduled to open later this year in the Linbury Theatre, part of the Opera House in Covent Garden, London. In what has been described as “historic stagecraft and cutting-edge technology”.

The Road Ahead

One of the key aspects of the latest phase of development in LBE VR has been the adoption of free-roaming applications. What industry specialist KWP has dubbed “Phase Five” of the latest adoption of VR into the commercial entertainment landscape, where vast cumbersome and technologically complicated free-roam arenas were deployed. In many cases employing camera-based mapping and tracking of objects in a complicated ballet usually referred to as SLAM (Simultaneous Localization Mapping). With advancements in technology and the simplification of the process the ability to track multiple users within an arena has been achieved, and the cost reductions are being applied towards creating cost-effective solutions.

The new generation of FAM (Flexible Arena Mapping) platforms will drive the investment in more free-roaming installations. No matter the consumer VR scene hopes to encroach on the experiences achievable with free-roaming, such as with “Co-Location” – the unique entertainment offering from this installation in a commercial setting, is still highly compelling, and unbeatable.

Angry Birds VR Has Begun its Attack on Arcades Worldwide

Resolution Games launched Angry Birds VR: Isle of Pigs a year ago bringing Rovio Entertainment’s iconic mobile videogame to virtual reality (VR) headsets. Today the title expands its reach even further thanks to a new partnership with SynthesisVR, a content distribution platform for location-based entertainment (LBE) venues worldwide. 

Angry Birds VR

VR arcades using SynthesisVR will have access to Angry Birds VR: Isle of Pigs in its entirety rather than a cut down made for LBE version. This means visitors will be able to play over 75 levels across a variety of environments as well as the Spooky Mode levels introduced for Halloween.

For those that like to set challenges for others, the Level Builder is available. Players can build challenges for their friends or other visitors, or the arcade itself can create its own unique levels found nowhere else. A neat little feature to help drive traffic.

“All LBVR operators will have access to license Angry Birds VR: Isle of Pigs without a subscription to Synthesis, making Angry Birds VR: Isle of Pigs available to every arcade non-exclusive of any management software,” SynthesisVR says in a statement. “SynthesisVR also announces this game is available under the Regional pricing plan introduced to help LBVR worldwide, making amazing content affordable to all.”

Angry Birds VR

“We are psyched to bring Angry Birds VR: Isle of Pigs to arcades around the world,” Paul Brady, co-founder and Chief Communications Officer of Resolution Games, said. “This game is so fun and interactive, and it’s really an ideal game to play in an arcade setting. Plus, with the Level Builder, players can build their own levels and challenge others in a tournament-style format for hours of gameplay.”

VRFocus gave the original videogame a decent four-star review, saying: “Angry Birds VR: Isle of Pigs is Angry Birds just in VR, and that’s no bad thing, equally fun and frustrating as it ever was.” Angry Birds VR: Isle of Pigs supports most of the major VR headsets including PlayStation VR, Oculus Quest, Oculus Rift/Rift S, HTC Vive, Valve Index and Windows Mixed Reality.

For further updates on SythesisVR’s latest content or more from Resolution Games, keep reading VRFocus.

An Arcade Version of Doctor Who: The Edge of Time Coming to VR Locations on ‘Doctor Who Day’

Doctor Who: Edge of Time is due for release across various virtual reality (VR) headsets in less than two weeks. Today, developer Maze Theory has confirmed its been working on a location-based entertainment (LBE) version in tandem, with a plan to release it in VR arcades at the end of November.

Doctor Who: Edge of Time

Maze Theory, in conjunction with BBC Studios and publisher PlayStack, has partnered with several content distribution platforms; Synthesis VR, SpringboardVR, Ctrl V and Vive Arcade to make Doctor Who: Edge of Time available in more than 100 arcades worldwide, located across the UK, Europe, Asia and North America.

Doctor Who: Edge of Time will be a special customised version of the home videogame, featuring three modified levels for an action-packed 20-minute experience. They’ll be able to explore the iconic TARDIS, come face-to-face with Weeping Angels and pilot a Dalek through a shooting sequence, fighting against drones and other aliens from the franchise.

“As we’ve been making the feature-length game, we have engaged with fans who are desperate to try it out,” said Maze Theory CEO, Ian Hambleton in a statement. “Our aim is to make it possible for anyone, including those that don’t have VR, to step inside the show, collude with the Doctor and experience first-hand what it’s like to pilot the TARDIS and come face-to-face with the show’s terrifying monsters and aliens.

“We firmly believe VR is the future of entertainment as it offers unparalleled opportunities for people to immerse themselves in incredible adventures. It’s truly mind-blowing – if a little terrifying in parts!”

Doctor Who: Edge of Time

“We’re excited that from 23rd November, Doctor Who Day, fans will be able to enjoy an arcade version of Edge of Time in VR arcades around the world. Whilst the full game will be widely available for those with VR headsets the arcade version will let anyone try the experience,” adds Bradley Crooks, Global Head of Games & Interactive at BBC Studios.

For those who own a VR headset Doctor Who: The Edge of Time will launch on 12th November for PlayStation VR, Oculus Rift, HTC Vive and HTC Vive Cosmos. As VRFocus reported last week, the Oculus Quest version has been delayed until December. For further updates, keep reading VRFocus.

Synthesis VR Brings Swords of Gargantua to VR Arcades Worldwide

Regular readers of VRFocus may have noticed a spate of articles relating to the location-based entertainment (LBE) industry recently. The sector is growing very much in tandem with the consumer market as VR’s popularity gains momentum. The latest videogame to venture across from home headsets to VR arcades is Yomuneco Inc’s. Swords of Gargantua, care of distribution platform Synthesis VR.

Swords of Gargantua

They have announced a partnership to distribute the sword fighting title to LBE venues worldwide, available immediately to arcades using Synthesis VR.

VR Arcades will be able to host up to four players at once inside Swords of Gargantua, where they’ll need to work together to fight waves of heavily armoured enemies. They’ll be able to wield a number of weapons, from swords, nunchucks and axes to throwing blades and morning stars. Shields are also available for a more defensive strategy. Each has its own particular strengths and weaknesses in battle, like the short sword which is ideal for facing large groups of weak enemies. While a longer sword has more power, great when facing a single strong enemy because of the reduced attack speed.

When not in combat, players will be able to hang out in the multiplayer lobby where they can practice with different weapons. Other amusing additions include the ball and cup weapon, and miniaturized figurines of the characters.

Swords of Gargantua“Swords of Gargantua is a very realistic swordplay action game that is fun for the whole family. It is already a very popular game, and I believe bringing Swords of Gargantua to all the VR locations worldwide is going to benefit the arcades in a big way, attracting new customers and retaining customers which is a big issue when it comes to arcades. Games like Swords of Gargantua make this happen and we are pleased to announce the availability globally through SynthesisVR,” said Shabeer Sinnalebbe, CEO of Synthesis VR on the partnership.

2019 has seen Synthesis VR add some major content and features to the platform. These include Wargaming.net’s World of Tanks VR and Vive Studios’ Front Defense and Front Defense: Heroes. To further enhance the player experience Synthesis VR partnered with Blueprint Reality Inc. to utilise its MixCast technology so visitors can receive mixed reality (MR) photos and videos of their gameplay sessions. As further content is added to the Synthesis VR platform, VRFocus will let you know.

World of Tanks VR to Manoeuvre Into VR Arcades Next Week

Wargaming has been experimenting with virtual reality (VR) and augmented reality (AR) versions of its popular MMO World of Tanks for several years now, most notably launching World of Tanks VR as a location-based entertainment (LBE) experience in Russia last year. Next week the videogame will be rolled out to VR arcades worldwide using the Synthesis VR distribution platform. 

World of Tanks VR was created specifically for the LBE market, featuring specific motion controller support so players can drive, aim, and shoot these war machines quickly and fluidly. Arcades will be able to offer 2-4 multiplayer battles with three tanks (LTTB, T-144, IS-3) offering their own strategic advantages and disadvantages available at launch. The LTTB is light and nimble yet poorly armoured while the IS-3 is a giant brute with plenty of power but very slow. That makes the T-144 the balanced medium tank.

With deathmatch and team deathmatch modes to chose from, three realistic maps (medium-sized summer – Citadel, small winter – Monastery, and large winter – Blizzard) featuring hilly terrain with all kinds of obstacles, shelters and destructible objects will be on offer.  The matches are designed for high-velocity gameplay taking approximately 8 min per session with an optional tutorial and 2 battle rounds of 3 min each.

For VR arcades Synthesis VR mentions in a blog post that: “All LBVR operators will have access to license WoT VR without a subscription to Synthesis, making WoT VR available to every arcade non-exclusive of any management software.”

World of Tanks VR image2

When VRFocus first tested World of Tanks VR we noted: “It’s very much a simplified experience; one designed less for the passion of tanks and more for the thrill of battle. That’s no bad thing however, as World of Tanks VR stands as an interesting LBE title that may introduce new audiences to the core online experience.”

Distributed directly through Synthesis VR’s content delivery network, World of Tanks VR will be made available to hundreds of arcades across the globe on Friday 13th September 2019. To celebrate the launch the companies will be hosting a World of Tanks VR Global Arcade Invasion Day featuring competitions and prize giveaways. For further updates on World of Tanks VR, keep reading VRFocus.

Remember Those VR Arcade Experience’s With a Mixed Reality Picture

Years ago, theme parks across the world realised a great way to make more money from rides was to install a camera and photograph guests at the most exhilarating point, creating funny and memorable images they could never achieve otherwise. It’s that sort of service virtual reality (VR) arcades will soon be able to supply, thanks to a partnership between Synthesis VR and Blueprint Reality Inc., creator of MixCast.

Rather than a rollercoaster picture highlighting a screaming guest or a crying child, with Blueprint Reality Inc’s. MixCast technology, players at VR arcades using Synthesis VR’s management system will be to get mixed reality (MR) photos and videos of their gameplay sessions.

Using the MixCast VR Photobooth players will be able to capture their real-life selves inside their favourite VR gaming experiences to then share on Facebook, Twitter, Instagram and YouTube. This helps to provide further awareness for the VR arcade as well as an incremental revenue stream.

“With MixCast, we’re able to offer Synthesis VR arcade operators the ability to provide mixed reality pictures and videos to their customers as a great experience enhancement, which is something we’re very excited about,” said A Shabeer Sinnalebbe, Synthesis VR CEO. “With so many cool features and now with the addition of MixCast, we believe this will help our partners to generate more revenue, add value and better promote their venues.”

“We’re thrilled to be working with a forward-thinking company such as Synthesis VR, as they offer a feature-rich platform that’s good for both VR arcade operators and their customers,” said Tarnie Williams, Blueprint Reality CEO. “We believe the addition of shareable mixed reality photos and videos will help communicate the experience and excitement around location-based VR.”

Synthesis VR arcade operators interested in offering MixCast Pics & Clips to their customers need to contact – synthesisvrarcades@mixcast.me. The MixCast Moments video capture solution for VR arcades rolled out earlier this year, offering location-based entertainment (LBE) providers a new tool to bring in customers. For home users, you can always head on over to Steam to download MixCast 2.0 for free.

VRFocus will continue its coverage of MixCast and Synthesis VR, reporting back with the latest updates.

Vive Studios Titles to see Arcade Distribution via Synthesis VR

Studios need to get their projects out to as many customers as possible to gain revenue, doing so by supporting multiple headsets as well as appearing on numerous sales platforms. Location-based entertainment (LBE) is another avenue has proved fruitful for a number of virtual reality (VR) studios. Today, Vive Studios has announced a partnership with Synthesis VR to distribute its content VR management and licensing platform.

Front Defense: Heroes image

Synthesis VR is a dedicated LBE VR platform designed to help VR arcades with online and offline booking, customer retention via customer management features, gift card and membership functionalities; cater to multiple experiences and also capture and stream real-time gameplay.

With Vive Studios now onboard, titles such as Front Defense and Front Defense: Heroes (developed by Fantahorn Studio) will now be made available to any entertainment venue using the Synthesis VR system. Both of these titles will have their different use cases in a VR arcade. Front Defense is a WWII-era first-person shooter (FPS) with a single-player campaign. Originally released in 2017 for HTC Vive, Front Defense puts you in the role of an Allied Forces hero defending a fictional European town against an entire Axis armoured division.

Front Defense: Heroes, on the other hand, is a multiplayer experience offering 5 vs 5 multiplayer, with multiple maps to fight on and the option to play as the Allies or the Axis powers. Game modes include Capture the Flag, Death Match and Defense Mission. VRFocus reviewed the title in 2017, giving it three stars, noting: “In comparison to Front Defense, Front Defense: Heroes is certainly a step up, offering a far more dynamic experience than its single-player sibling, it’s just not quite the standout experience it could’ve been.”

Vive Studios has helped to publish several other titles including Jam Studio VR, Super Puzzle Galaxy, Arcade Saga, Operation Apex and Knockout League. All of which could come to LBE venues thanks to the collaboration.

Synthesis VR has also revealed a studio partnership with Dutajaya Media, offering a pay per play (PPP) licensing option to LBVR operators through the platform. Two videogames will be available, Dimensions 13, a 2-4 player co-op, and Verxus, a 4-6 player PvP experience. For further LBE VR updates, keep reading VRFocus.

VR Arcades Will be Able to Showcase Targo’s Immersive Documentaries Using Synthesis VR

Targo is a specialist in virtual reality (VR) documentaries, tending to distribute its content via apps like Samsung VR, InceptionVR, Oculus Video and LittlStar for a range of headsets. To broaden that content delivery even further the company has now partnered with Synthesis VR to enter the VR arcade market.

Synthesis VR is a location-based entertainment (LBE) content and licensing platform which is currently used in over 120 locations worldwide with over 150 experiences in its catalogue. Thanks to the new partnership Synthesis VR will now be able to offer its customers all of Targo’s immersive documentaries no matter where they are.

The trend in LBE content tends to focus purely on interactive content, whether that’s single-player experiences or multiplayer mashups. As the industry expands and diversifies there has been a growing demand for travel, educational, documentary and journalism experiences from customers.

“Though VR locations and arcades have been focused on gaming, there has been a pivot and more locations and consumers are interested in experiences and non-gaming content in the past few months,” said A Shabeer Sinnalebbe, CEO of Synthesis VR in a statement.

TARGO

“With this partnership, we want to offer arcades the tools to reach everyone, beyond the gamers. There are still so many people who don’t know that VR can be used for documentaries,” adds Victor Agulhon, CEO of TARGO.

VR Arcades need to stay fresh a vibrant, hosting not only popular videogames but new and revolving content. As such, Targo and Synthesis VR will be releasing a new documentary each month for the platform, which should help attract new customers and retaining existing customers.

Remember, if you prefer watching VR documentaries at home you still can very easily. In November 2018 Targo released its very own free app for Oculus Go, allowing users to view all of the films created so far. Or for those that own an HTC Vive, Oculus Rift, PlayStation VR, Google Daydream, Samsung Gear VR or Windows Mixed Reality headset there’s always one of the other apps previously mentioned. VRFocus will continue its coverage of Targo, reporting back with the latest content and expansion updates.