SEGA Increases Investment in Location-Based VR

SEGA Entertainment and virtual reality (VR) solutions provider StarVR today announced its collaboration to bring StarVR arcade experiences to existing SEGA Game Center locations throughout Japan. StarVR will work with SEGA Entertainment to roll out its VR arcade experiences across the country, at three SEGA arcade locations by March 2018 and at more than ten locations by the end of the year.

John Wick: The Impossible Task

The two companies today unveiled the first StarVR-powered VR arcade installation in the flagship SEGA Game Center Shinjuku Kabukicho branch located in Tokyo, and will welcome consumers starting on 22nd December 2017. Tickets for the experiences will be priced at 1,200 Japanese yen. At launch, Japanese consumers will be able to experience John Wick Chronicles and The Mummy Prodigium Strike developed by Starbreeze Studios, while more titles will be introduced gradually.

“Continuing our commitment to providing the best arcade experiences in Japan, we’re now bringing world-class VR to SEGA Game Centers with StarVR,” said Tadashi Kawaguchi, Senior Vice President of SEGA Entertainment. “With StarVR’s industry-leading visuals, immersive haptics and premium content, we’re stepping up the game and redefining the arcade experience.”

“We’re especially excited to bring StarVR arcade experiences to Japan, as it has the world’s most sophisticated arcade industry and culture,” said Jerry Kao, Vice Chairman of StarVR Corporation. “Collaborating with SEGA Entertainment, the leader in the local market, we’re confident that we can make truly immersive and premium VR experiences widely available to Japanese consumers soon.”

With nearly 200 branches nationwide, SEGA Game Center is one of the leading arcade chains in Japan. Managed and operated by SEGA Entertainment, the arcades currently provide a range of entertainment choices including Prize Games where customers can win a range of unique items; rhythm action experiences; the latest game consoles; “Purikura” which are photo sticker booths where in some stores costumes can be rented; and Medal Games where friends challenge each other to win as many tokens possible.

The StarVR HMD is a VR head-mounted display (HMD) built from the ground-up for enterprise and professional entertainment use. The HMD features a 5K resolution and 210-degree field of view, with the potential to offer experiences above and beyond home environment setups.

Purchased by Starbeeze Studios back in 2015, StarVR has since received significant investment from Acer. The StarVR HMD is targeting location-based VR specifically, and so is the perfect partner for SEGA Entertainment’s planned expansion. VRFocus will keep you updated with all the latest moves on the VR scene from SEGA Entertainment, as well as any new StarVR installations.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tickets Now Available For The Mummy VR Experience

Location-based virtual reality (VR) spin-off of the new The Mummy movie from Universal Pictures, titled The Mummy Prodigium Strike now has tickets available.

Fans can experience The Mummy Prodigium Strike at the IMAX VR centres in Los Angeles and New York, or at the Hollywood & Highland Centre in Los Angeles. Tickets at the IMAX VR centre will cost $12 (USD) whereas tickets for the Hollywood & Highland Centre will cost $15.

The Mummy Prodigium Strike was developed as a partnership between Universal, IMAX and location-based VR content creators Starbreeze Studios. In the experience, players will take on the role of a Prodigium agent who has been tasked with locating and capturing the ancient Egyptian princess Ahmanet, a task complicated by the hordes of ravens, spiders and undead. Players will need to protect fellow agents as The Mummy increases in power. Like the movie it is based on, The Mummy Prodigium Strike is set in Universal’s ‘Dark Universe’ – a shared cinematic universe similar to Marvel’s cinematic universe.

The experience uses Starbreeze Studios 210-degree VR headset, the StarVR and several 4D elements to enhance  and create a more immersive experience. The same technology was also used for The Walking Dead VR experience.

“As Universal makes a strategic push into gaming, we felt The Mummy was the perfect place to start,” said Chris Heatherly, Executive Vice President of Worldwide Games and Digital Platforms, Universal Brand Development. “We worked with the best developers in their fields and took creative risks to imagine exciting new ways for fans to enter the Dark Universe.”

A mobile spin-off title is also due to be launched later in June, and a console videogame for Xbox One, Nintendo Switch, PlayStation 4 and Steam is expected to be launched in August.

VRFocus will bring you further news on location-based VR experiences as it becomes available.

The Mummy Zero Gravity VR Experience Coming to The Shop at NBC Studios in NYC

During the recent South By Southwest (SXSW) conference in Austin, Texas, Universal Pictures, IMAX and engineering firm Positron premiered a virtual reality (VR) experience based on the new Tom Cruise movie The Mummy. Now The Mummy Zero Gravity Stunt VR Experience is getting a much more public outing, coming to The Shop at NBC Studios in New York City this month.

The experience allows the public to go behind-the-scenes with The Mummy stars Cruise and Annabelle Wallis whilst they perform one of the stunts from the film, an intense zero-g segment involving a plane crash. Visitors will be strapped into Positron’s Voyager platform, a full-motion chair designed for cinematic VR. Combining unique software and hardware technology, Voyager guides the viewers’ attention to points of interest in the experience by incorporating gentle motorized yaw and pitch motion and haptic feedback.

Voyager - image 1

There’s an added bonus for those going to see the VR experience. Alongside photo-ops with actual props from The Mummy they’ll be able to play a new title from Starbreeze Studios, The Mummy Prodigium Strike on StarVR.

Players are cast in the role of a Prodigium Agent and are tasked with capturing the ancient Princess Ahmanet—while battling hordes of ravens, spiders and the undead. From ground battles to fighting out of a helicopter, players must protect their fellow agents as The Mummy grows in power, battling to the finish to capture her, or be her slave for eternity. The videogames’ exact availability dates are to be announced soon.

The Mummy Zero Gravity Stunt VR Experience will arrive at The Shop at NBC Studios (30 Rockefeller Plaza, NYC) on Saturday, 27th May, and run through to Sunday, 11th June 2017, from 9am to 6pm daily. Limited reservations will be taken daily, and walk-ins are also welcome.

VRFocus will continue its coverage of The Mummy Zero Gravity Stunt VR Experience, reporting back with any further updates.