Malls Have A Future: Location-based Entertainment

Every industry is noticing the effects of changing generational preferences and technological progress. The ways we shop, socialize, and amuse ourselves have all shifted into the digital age, limiting our opportunities to make real, in-person connections. The tasks that once got us out and about among our communities are now handled through screens, slipping us into a space of digital isolation.

However, the need for social and emotional experiences hasn’t gone away, and this shift is fueling a growing desire for real-life experiences and face-to-face interaction. As recently stated in Forbes, “Consumers are [now] looking for places to be—not things to buy—when they leave the house.” In fact, 74 percent of Americans said they’d rather spend money on an experience than a physical product.

Editor’s note: This guest post by Kim Schaefer originally appeared on VentureBeat.

The search for new, more entertaining ways of using shared social spaces and bringing people together has begun. With nearly 100,000 stores hit by the “retail apocalypse”, there’s ample real estate in need of revitalization and millennials, who currently make up more than half of the United States’ workforce, know just what to do with it.

Having grown up witness to the internet’s revolution, millennials saw how quickly communities changed with technology, giving them a very different viewpoint than that of surrounding generations. But the value of relationships remained, and they learned just as much from friends and teachers as they did from Nintendo and AOL Instant Messaging.

This generation is now the one with influence, and their memories of the pre-internet good ole’ days, combined with their love of technology, is driving the future economy. Through their nostalgia for genuine, emotional experiences, millennials are creating a new wave of location-based entertainment (or LBE) and positioning it as a prominent solution to empty real estate and struggling retail.

The gamers are now the gamemakers

Location-based entertainment (LBE) is about bringing people together, in real life, to share experiences. Arcades, water parks, and family entertainment centers — built by baby boomers and Gen X — gave millennials great childhood memories and a particular fondness for LBE. However during their youths, this focus was quietly overshadowed by the advent of the internet, and the scramble to secure smooth, online experiences caused innovation in LBE to stall.

Now, as the novelty of online experiences starts to wear down, millennials want to go back and recreate those childhood memories in grown-up, more immersive and tech-enhanced versions. Traditional occupants of brick-and-mortar retail continue to move into online distribution, opening up more and more real estate. At the same time, technology becomes even more accessible, creating perfect conditions for innovation in the LBE market.

Don’t get me wrong, putt-putt — laser tag, and movie theaters (the first generation of modern LBE) are still awesome things to do, but the potential for new experiences — to use modern technology and progress LBE into a new generation — is ready to be explored.

Having spent up to 9,000 hours of their childhood playing games, millennials are well qualified to call themselves the first generation of gamers. Now, they’re shifting into a new role — as game developers, forming the second generation of gaming. What was created by the first gen (Galaga, Pacman, etc.) has advanced beyond what we could’ve imagined, and now, the first kids to grow up playing these games are creating experiences of their own.

In this, millennials are charged with overcoming a whole new set of entertainment challenges. While LBE offers a variety of investment opportunities, a sustainable business model is still a tricky thing. In order for an LBE company to be successful, experiences have to appeal to broad audiences and have some level of repeatability — two aspects that one-dimensional places, like VR arcades, are struggling to remedy.

Bringing experiences and people together

Yet, numerous businesses have already shown success by grouping a variety of experiences in one area, adding entertainment value and accommodating a much broader audience — which makes for a more compelling, inclusive business model and heightens the user experience.

Places like Area 15 combine retail, art, entertainment, and technology, falling “somewhere in the no man’s land between shopping mall and amusement park.” Our organization, Two Bit Circus, is attempting to redefine both the arcade and the amusement park, with a 38k square-foot Big Top housing a variety of evolving, high-tech entertainment, along with a bar, food, and more to ensure that there’s something for everyone to enjoy.

Another company LiggettVille adds a “WOW factor” to existing retail locations by transforming empty space into adventure rope courses, aiming to create memorable experiences for shoppers. The same trend can be seen with Toys “R” Us who, unable to compete with less expensive online retailers (and vulture capitalists), enlisted the help of a company called b8ta to update their stores and turn them into interactive playgrounds.

There is a chance here for LBE to create new and wonderful social spaces — for malls to evolve into immersive entertainment and community culture centers, filled with inclusive experiences where everyone can create genuine, happy memories. With all of these factors together — the availability of real estate, decreased need for physical retail stores, increased need for human interaction, and the desire for unique, memorable experiences — the potential for innovation is huge.

Kim Shaefer is the president of Two Bit Circus, a Los Angeles-based experiential entertainment company. This guest post originally appeared on VentureBeat.

The post Malls Have A Future: Location-based Entertainment appeared first on UploadVR.

‘The Maze’ From Two Bit Circus Is A VR Experience In A Real-Life Labyrinth

When travelling to Los Angeles for E3 recently, I also got the chance to check out Two Bit Circus, a modern-day twist on a gaming arcade, that features a variety of VR experiences. Most of the VR experiences on offer put a big emphasis on immersion. One of the experiences on offer is “The Maze,” a Vive-powered VR walkthrough experience.

The experience takes place in an actual physical maze with walls and a set path you have to follow. The in-game corridors match the physical walls and maze layout, which means you’re able to lean and touch the walls while playing the game and act as if you’re really walking through the space – because you essentially are. The headset really only acts as a way to skin the physical space similar to Nomadic and The Void, which is quite cool.

two bit circus story room
Another region of Two Bit Circus.

The maze has two variations of essentially the same game – one is focused around a mythological theme where you fight reanimated skeletons and a big Minotaur at the end of the battle. The other is based on Ubisoft’s Rabbids IP, and sees you walk through a space station invaded by the crazy rabbids. The same development company also created an Assassin’s Creed-themed maze as well we tried last year. I really, strongly recommend that anyone who is not a young child choose the Minotaur Maze. While there’s nothing wrong with the Rabbids maze (they both follow an almost identical structure, just with a reskin), the Minotaur one is just a lot cooler. It feels more spooky and less gimmicky, and some of the haptic effects work much better with that theme. It could be frightening for young children though, so in that case the Rabbids maze might be a better fit.

The experience uses HTC Vives with just one controller, but despite its age the tech never felt particularly limiting. The only time I found myself frustrated was during points at which I had to shoot enemies far off in the distance. Any enemy that wasn’t in close proximity appeared incredibly blurry. This was more pronounced in the Minotaur game, as it has a large ravine in one section with skeletons standing on the other side. Sadly, although I knew they were skeletons, they more resembled blurry stick figures. With a resolution bump, the experience would improve drastically. The controller tracking was also quite good considering the whole experience only uses two sensors mounted to the ceiling. I did lose tracking of my weapon once or twice, but it wasn’t a huge deal.

The gameplay is basic and the whole experience only takes 5-10 minutes. Regardless of which skin you use, you’ll basically just walk through the maze while being confronted by enemies, which you can shoot with your weapon – a crossbow for the Minotaur maze, and a laser blaster for the Rabbids maze.

By far the coolest part of the experience in the Minotaur version sees you walk across a dilapidated balcony with only a few wood planks intact. There are huge gaps revealing a cavern below and although it might be a gimmick that others have experienced before, I had personally never thought an effect like this could be quite so convincing. I knew I was walking on solid ground and the giant gaps in the balcony weren’t physically there, but it really felt quite frightening! The effect is helped by a fan that blows on you as you cross the balcony, making it feel more realistic, along with wind sounds in your headphones. The Rabbids theme had something similar, but not nearly as scary.

This isn’t the only haptic feedback you get during the experience either. At one point, you enter a lift that pretends to take you down a level, in either game. As the lift lowers itself visually, the floor beneath you rumbles to make the effect more realistic. While not perfect, it’s much more convincing than other “elevators” I’ve traveled in during other VR experiences and it’s actually quite well thought out.

At the end, you take part in a simplistic boss battle with either a giant Minotaur or a Mech-Rabbid. Without spoiling too much, the way in which you interact with these bosses is quite inventive. The boss can never really reach you but gets closer and closer as you shoot it. You always feel threatened, even though you know it’s unlikely that the boss will catch you (although it does get quite close!).

Overall, the mazes aren’t hard to work through by any means, but they are a lot of fun. The experience only lasts 5 minutes, or maybe 10 if you take it really slow. The pace is dictated by how fast you walk through the maze, which you could speed run through if you wanted to. While it’s short, it actually remains one of the fonder VR experiences I’ve had in the recent past.

For me, I find VR experiences that intersect with physical space and location really interesting. When I’m playing VR, immersion is everything for me. The more immersed I am, the more I enjoy the experience. To be able to walk through a physical space and feel the walls, the wind and feel like I’m in an elevator made the experience notably better. Had I completed the maze in an open-plan room with no walls or physical alterations, it just wouldn’t have been the same.

This is something that Two Bit Circus are implementing really well across the board with their VR options at the arcade. It’s going that extra mile that puts them above some other experiences I’ve tried, and I really appreciate it. The maze experience is located just across from another VR experience, The Raft, which you can read about later this week. The Raft has a similar level of immersion, with a room themed to the same aesthetic of the game’s setting.

If you’re in Los Angeles and looking for some great immersive VR experiences, check out Two Bit Circus. Both The Raft and The Maze are great options, and when you’re done there’s still so much more to explore.

The post ‘The Maze’ From Two Bit Circus Is A VR Experience In A Real-Life Labyrinth appeared first on UploadVR.

Location-based VR Attraction ‘Hologate’ Celebrates 2 Million Player Milestone

Hologate, a Munich-based startup, today announced that their eponymous world-wide VR attraction has taken in two million visitors since it was first launched in 2017.

The virtual reality hardware company and VR gaming/experience studio boasts over 250 installations spanning Europe, the Middle East, the Asia-Pacific region, and North and South America—a total of 21 countries to be exact.

The company says they’ve seen a steady increase of roughly 200k players each month leading up to the two million player mark.

Two Bit Circus, the micro attractions company, is owner of two such setups, saying that Hologate is one their “top VR attractions,” and that it’s “reliable, operator friendly, always busy, and people love the experience.”

Other top establishments include Andretti´s Indoor Karting & Games, Cinergy Cinemas, Main Event, VR Park: PVRK-Dubai, Timezone, and Urban Air Trampoline & Adventure Parks.

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On average, Hologate says operators see around 1,500 plays per month; the top 21% of performers settle between 2,500 to 3,500 plays per month.

“This will be a big year for the platform. There are many new games being released, including some partnerships with major brands in the movie and gaming industry,” said Leif Petersen, CEO of Hologate.

Notably, Hologate is readying a new Angry Birds VR game which is said to launch alongside The Angry Birds Movie 2 this summer.

The post Location-based VR Attraction ‘Hologate’ Celebrates 2 Million Player Milestone appeared first on Road to VR.

Game Studios now Have an Easier Path to LBE Development With Two Bit Circus’ Park as a Platform

Best known for its micro-amusement park in Los Angeles, Two Bit Circus has announced a new initiative called ‘Park as a Platform’, for developers keen to enter the location-based entertainment (LBE) market. 

Two Bit Circus sign

The programme has been designed to streamline the process between game creation and distribution in arcades by leveraging Two Bit Circus’ micro-amusement park. The park can be initially used as a test lab for studios, and then as a physical development and publishing platform, complete with revenue share, built-in customers, and backend API/data collection.

To start with, developers can submit their projects to be part of Two Bit Circus’ Beta nights – like the recent VR-wellness experience EmbodyMove – for visitors to test out. The company will then review submissions to find the ones with the most potential.

“Getting a game in front of the public requires a lot of resources that many developers don’t have access to,” says Two Bit Circus Co-Founder and CTO, Eric Gradman in a statement. “Imagine the possible variety of public games and experiences if more developers had the resources to explore LBE. We hope that by erasing some of the obstacles and encouraging the community, we can support developers and increase the diversity of fun.”

Two Bit Circus beta night

The Park as a Platform programme launches with several projects, including puzzle title Death Squared from SMG Studio; Hidden in Plain Sight, a stealth party videogame; ClusterPuck 99, a digital air hockey game from PHL Collective; and Line Wobbler, a one-dimensional dungeon crawler controlled from Robin Baumgarten.

Two Bit Circus’ 38k square foot micro-amusement park opened its doors last summer offering virtual reality (VR), narrative-based escape/story rooms, indie arcades, an interactive theatre, and much more. VR content includes Rebellion’s  Battlezone and multiplayer VR experience The Raft.

A community of entertainment and engineering enthusiasts, the company plans on opening a chain of these micro-amusement parks in the future, and bringing more developers on board to help with content can only help that endeavour. VRFocus will continue its coverage of Two Bit Circus and its LBE efforts, reporting back with the latest announcements.

Enjoy Some Tranquil VR Yoga at Two Bit Circus’ Micro-Amusement Park

Last summer Two Bit Circus launched what it called a micro-amusement park, filled with virtual reality (VR) content. Today, the company has announced it’ll be holding a Beta Night next month, where a new VR-wellness experience will make its debut, EmbodyMove.

Two Bit Circus beta nightAn official selection of the New Frontier Sundance Festival 2019, EmbodyMove was created in partnership with MAP Design Lab and lululemon Whitespace. Designed to be a mindful take on traditional inspiring practices, the VR experience takes two players on a shared journey, inspired by the practices of aikido, yoga, and dance movement.

“EmbodyMove utilizes spatial computing to immerse players in an experience centred on movement, wellness, and connectivity to others,” said Melissa Painter, founder of MAP Design Lab. “We’re excited to share Embody with Two Bit Circus’ park goers, and allow the players to connect with one another in new ways through the use of VR technology.”

EmbodyMove is driven entirely by the users’ interactions taking each pair of participants on a journey through nature while they trade and transform avatars. Players can use their bodies as flexible tools, with pressure-sensing yoga mats tracking users’ weight distributions, while a camera monitors pose position, so the more accurate the pose the more the virtual environment changes.

Two Bit Circus“Following their immersion in EmbodyMove, people feel more connected to their own bodies and the ways they interact with each other in a virtual space,” said Aaron Pulkka, Head of Attractions and Production at Two Bit Circus. “VR is not just about immersing people in battlezones. At Two Bit Circus, we believe that technology can enhance our ability to connect and play together, elbow-to-elbow. EmbodyMove is a great example of how VR/AR/XR can be used in different ways.”

Two Bit Circus’ Beta Night will take place on Tuesday, 9th April, in Los Angeles. EmbodyMove will be free to beta test alongside several other beta titles. Once Beta Night has taken place, EmbodyMove will take over one of the four private cabanas at Two Bit Circus and remain available for at least one month. For more details on Beta Night head to the official website, and for more Two Bit Circus updates, keep reading VRFocus.

Two Bit Circus’ Micro-Amusement Park Opens in Los Angeles Next Week

Having revealed plans to open what it calls the world’s first ‘micro-amusement park’, entertainment company Two Bit Circus has now confirmed that the grand opening will take place next week in downtown Los Angeles, California.

So what can you expect? Well Two Bit Circus has designed the park as a social playspace, bringing people together to enjoy the ever-changing landscape of immersive entertainment; including multi-person virtual reality (VR), narrative-based escape/story rooms, indie arcades, an interactive theater, molecular mixology, a robot bartender and more.

With 38,000 square feet of play space, guests will be able to play Rebellion’s Battlezone, jump into cooperative, multiplayer VR experience The Raft, enjoy single-player experiences in the VR Stations or play Hologate which features physical guns. Pricing and times do vary depending on the experience, with some details still to be finalised. The Raft for example takes 25 minutes with four players and costs $15 USD per person.

To start things off Two Bit Circus will be having a grand opening celebration on 5th September, at 634 Mateo Street in LA for press and invited guests. The company will be hosting its own version of the traditional ‘ribbon cutting’ ceremony with a few pyrotechnics thrown in. Then on Friday, 7th September at 4pm Two Bit Circus will officially be open to the public.

Battlezone image

For those keen on seeing what the Two Bit Circus micro-amusement park has to offer they can book a Sneak Peek ticket on the official website. Select your preferred day between 10th – 27th September and you’ll be able to enter between 4pm – 11pm. The ticket costs $25 and you’ll get a special card at the front desk which comes loaded with $50 worth of games. The card is good for every game and attraction in the park (food and beverages not included) and they do not expire. Don’t spend it all and come back another day.

As Two Bit Circus release further info on the micro-amusement park VRFocus will keep you updated.

Two Bit Circus Raises $15 Million To Build Experimental Entertainment

Two Bit Circus Raises $15 Billion To Build Experimental Entertainment

Experimental entertainment company Two Bit Circus has raised $15 million in a funding round led by Jazz Venture Partners, with participation from existing investors, including Foundry Group, Techstars Ventures, Intel Capital, and a handful of new investors.

Founded out of Los Angeles in 2012, Two Bit Circus uses technology to create immersive and interactive spectacles through events. Among its public installations have been virtual reality (VR) content and haptic activations, interactive games for conferences, and the company’s “STEAM Carnival.”

Ultimately, Two Bit Circus is setting out to “reinvent the way people play,” according to a company statement.

“Out of home entertainment hasn’t changed much since laser tag and mini-golf,” explained Brent Bushnell, CEO and cofounder of Two Bit Circus. “The latest tech has just blown the doors open on a whole new world, changed what it means to play, and play together socially. People stress about tech pushing people apart, but we love watching it bring them together.”

The company raised a $6.5 million Series A round back in 2015, and late last year it launched a Kickstarter crowdfunding campaign for a maker kit to inspire creativity in kids — however, the campaign was closed a month later with less than half of its $73,000 goal reached.

Two Bit Circus’ latest fund will be used specifically to build micro-amusement parks comprising more than 30,000 square feet of entertainment, including VR and mixed reality, as well as social games, fire, lasers, robots, and more. The first such entertainment park will open in Los Angeles, with a date yet to be announced.

The announcement of these amusement parks marks a notable evolution for Two Bit Circus, given that the parks will be the first permanent locations for the company.

“In the past, Two Bit Circus’ installations have been temporary and held primarily at large events and conferences,” said Eric Gradman, Two Bit Circus cofounder and self-proclaimed “mad inventor.” “We’re thrilled to build our first permanent location in our backyard. Our band of scientists, artists, storytellers, and performers are excited to bring to life a world of year-round fun.”

This post by Paul Sawers originally appeared on VentureBeat.

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