Virtuix, the company behind the Omni VR treadmill, launched a crowd-based investment campaign late last year to support the launch of Virtuix Omni One, an at-home VR locomotion device for consumers. The campaign’s second phase (Series A-2) is nearly at its end, and Virtuix says the company has garnered $19 million from individual investors looking to get a piece of the company.
Update (May 26th, 2021): Virtuix announced today that, through the entirety of its Series A financing round, it’s secured $19 million from more than 6,500 investors. Virtuix says Mark Cuban, an original investor, increased his share in Virtuix as the company readies the launch of Omni One.
Update (April 6th, 2021): Viruix’s two-month crowd investment campaign is over after having attracted $14,389,147. Like many tech startups, Virtuix says its two main exit opportunities would be either going public via an initial public offering (IPO) or getting acquired by a larger company.
“It’s hard to say which is more likely, and we’re not allowed by the SEC to provide ROI or time estimates, but in any case, both would be a major success for our investors,” the company says.
Original Article (October 7th, 2020): Omni One is a consumer version of the Omni that Virtuix says is optimized for home use, including a light frame, foldable body for easy storage, and a freedom of movement that boasts walking, running, crouching and jumping. All of this is done by moving your feet on a low-friction parabolic surface that requires special low-friction shoes.
In contrast to the company’s commercial Omni, which it sells to location-based entertainment facilities, the consumer version has done away with the support ring, but there’s a few other things that have changed too.
With the Omni One package, Virtuix says it will include a standalone VR headset, which in the promo material is a Pico Neo 2. Granted, users can also connect Omni One to a PC and play PC-based VR games using their own headsets, however the company is putting forward a complete package that “just works out-of-the-box,” Omni CEO and co-founder Jan Goetgeluk says.
Although it’s uncertain precisely which standalone headset will ship with Omni One, the company will be pitching their own app store with games guaranteed to support the VR treadmill. This comes part and parcel with an obligatory monthly subscription called ‘Omni Online’ for online play, similar to Xbox Live and PS Plus.
Unlike most crowdfunding campaigns, which typically work as pre-orders, Virtuix is accepting reservations from interested parties via a Regulation A funding campaign. The company has been testing the waters for such a crowdfunded equity investment ever since the US government eased investment rules via the JOBS act, which allows the general public to invest in private companies.
That said, the lowest possible investment is $1,000, which incentivizes people with a 20% discount when buying an Omni One system ($400 discount) or Omni One dev kit ($200 discount). Investing in the first week will double that discount, coming to a total of $800 off the Omni One or $400 off the Omni One dev kit.
Virtuix says Omni One is slated to release sometime in Q2 of 2021 priced at $1,995. According to The Verge, the developer kit will sell for $995, however it will lack access to the Omni game store and the included VR headset.
Having tried the original commercial Omni several times myself over the years, and also its main China-based competitor Kat Walk VR, it’s safe to say that using these type of low friction VR locomotion devices can definitely be awkward at first. It’s not exactly comparable to walking naturally, as you slide your feet forward and forcefully turn against the weight of a constrictor bar (or in Omni Pro’s case a support ring) to turn in-game. I’ll admit that I don’t own any such VR treadmill though, both for the associated price tag and space requirements, however it’s clear Virtuix is trying to change that here with its new, slimmed-down Omni One.
And it seems the early bird investment strategy has worked fairly well so far. At the time of this writing the company has already made it halfway to its overall minimum goal of $1 million. You can check out more funding tiers and specifics around the investment crowdfunding campaign here.
Check out the company’s SeedInvest campaign pitch below:
Virtuix unveiled a new VR treadmill today, called the Omni One, which is targeted at a consumer level for home use.
The Omni One is the latest in a line of many Omni treadmills for VR content, allowing you to simulate walking while physically staying in the same spot. The word treadmill is slightly misleading, as nothing actually moves on the Omni — the user has to wear a special pair of shoes that will slip along the surface of the round disc-shaped base. This allows the user to walk on the spot in any direction, which will move them in VR but keep them stationary in real life.
Virtuix say that the Omni One was inspired by their previous commercial equivalent, the Omni Pro, except designed for consumers and not businesses. The Omni One is lighter, more compact and easy to fold up, plus it has a sleeker look that’s “designed to fit tastefully inside a living room or other place in your home.”
The Omni One will be sold as a complete entertainment unit, including a standalone VR headset — everything you need will be included in the box, no additional equipment required. The video above features a Pico Neo 2, but Virtuix say that it hasn’t decided which headset will be included in the final product yet, and are choosing between “a few good, next-gen HMD options”. The device will also feature a game store with over 30+ titles at launch, including “Call of Duty and Fortnite-style games developed by Virtuix alongside top titles licensed from third parties.”
The price will be $1,995 for the entire unit, including the Omni One and the accompanying headset, however a $55/month payment plan will also be available. There will also be a ‘dev kit’ option for $995, which does not include a VR headset and will connect to a PC for either development or use with PC VR content. This could also be a good option for Quest and Quest 2 owners if paired with Virtual Desktop wireless streaming.
The Omni One will be available in the second half of 2021. Let us know what you think down in the comments below!
Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports – concluding this two-part feature. The impact of the latest trends in free-roaming VR attractions is looked at, as well as the continued success of VR enclosure business. Then the report turns its gaze to the impact of the health crisis, and what life for the VR entertainment scene could be #AfterLockdown.
Returning to the surprisingly crowded show floor of the influential B2B Amusement Expo International (AEI) in New Orleans, during early March. Days before the global health crisis would shut down all commerce – this show revealed the key trends and issues that would need to be reevaluated for a market in transition after lockdown.
Moving away from the approach of standalone VR amusement platforms, seen on the show floor that conformed to the more traditional pay-to-play model (covered in the first part). The amusement and entertainment facility sector had been revolutionized by the appearance and deployment of multi-player videogame experiences that offer a compelling attraction.
This approach has seen two unique categories – the first being “VR Enclosure” systems, these using frameworks to cordon off the player space. This has become a distinctive category of its own, and one of the most successful developers of this approach is Hologate. The company based in Germany has sold hundreds of their four-player systems across the market and came to AEI with an updated ‘HOLOGATE Arena’ – offering a compact two-player version of the system, to suit all sizes of location.
Another developer of this kind of VR enclosure system was from Minority Media, having developed its own small foot-print enclosure, the operation was promoting its latest dedicated game system with ‘Transformers: VR Battle Arena’. Based on the popular Hasbro franchise, four players compete in a player-vs-player blaster, taking part as the famous robots in a fast base and competitive experience.
Looking at a larger enclosure offering, AEI exhibitor Inowize, in partnership with their lead distributor had their six-player enclosure system called the ‘Arkadia VR Arena’. The platform using the HTC Vive Pro headsets, tethered to the ceiling of the enclosure, offering a multiplayer immersive game experience. The flexibility of the system also offering a four-player variant.
The need to offer the latest platform that achieves the best ROI is essential in a fast-moving sector such as VR amusement and entertainment deployment. The latest variants of the VR enclosure category have started to use the new and emerging VR technology. Manufacturer Box Blaster has created a dedicated enclosure to suit the needs of the market, using the latest Valve Index high-end VR headsets for their four-player ‘Box Blaser VR’. And have focused on a family-friendly approach for their content to drive the key demographic interested in trying VR experiences.
Purpose-built enclosures that allow entertainment facilities to run their own VR arcade-style operations, to compete with independent venues, was also on display. The new developer Sektor VR presented at AEI, their enclosure called the ‘Sektor 001’ that used a giant LED spectator screen to allow the audience to see the virtual environment that the players inhabit. The enclosure allowing two players at a time, both using wireless HTC Vive Pro headsets. As with all in this category, the operation is from a touch-screen kiosk, offering a selection of games provided through the popular Springboard VR content distribution platform.
One of the largest and most impressive of the enclosure systems is that offering from Virtuix – a completely enclosed environment offered by their ‘Omni Arena’. The attendant attracting players to come inside the system, prepare to enter the VR environment using the innovative omnidirectional treadmill, to physically navigate the virtual world. Virtuix has worked hard to create a competitive game environment and were running cash prize ‘VRZ Tournament’ during the show, illustrating the eSports credentials of their hardware.
As we saw leading up to the Health crisis, interest in “Arena Scale VR – Standalone” (the second leading category) has grown exponentially. These represented the deployment of the next innovation in tech, with the Standalone VR headsets such as Oculus Quest, Pico Neo2, HTC Focus Plus, and other systems offering a VR multi-player platform. That could be a cheap alternative to the more expensive and complicated backpack PC VR platforms, for area-scale (free-roaming) deployment. As covered in VRFocus recently this sector still garners much interest with developers like VirtuaActions and their ‘Cyberaction Arena’.
The March AEI show reflected the growth of popularity in this trend across the trade floor. Those companies exhibiting with their entry into this category included VEX Solutions with its ‘VEX Arena’ representing a six-player free-roaming turn-key system. The platform building on the operations’ experience with backpack VR systems. The new ‘VEX Arena’ uses specially customised Pico Neo2 headsets. A flexible arena platform that can accommodate four, six, eight and even 10-player configurations.
Another exhibitor with this category of experience was Arenaverse – showing its ‘Arenaverse’ platform, offering a free-roaming system requiring a minimum footprint of 20ft x 30ft – a totally scalable platform ranging from two players all the way up to twelve. An operation comprising accomplished VR executives in this field, many of the lessons from previous endeavours have been applied. Recently coming out of secret development, the platform comprises a unique operator kiosk that charges the headsets and launches the experiences.
The AEI exhibitor, Scale-1 Portal, is an official Oculus IVS Partner, and presented using the Oculus Quest headset, their new ‘Voxel Arena’ – one of the first official standalone free-roaming four-player spaces, crafted to offer unique multi-player specialist experiences. One of these unique titles is the energetic rhythm music game (‘RYTM’), played as a group in a highly frenetic immersive music experience.
This is a snapshot of the considerable impact that VR had on the last major amusement and entertainment trade event of the post-pandemic market. The March Amusement Expo was driven by the innovation that VR was having on the industry, seeing 10% of the exhibitors on the show floor offering a VR solution of some kind.
VR Entertainment’s Future
From all the developments that were presented at the beginning of March, the then Out-of-Home entertainment sector looked to be continuing its rapid growth in market dominance. But this advance would be placed on hold as global commerce was impacted by the ravages of the COVID-19 epidemic. With all Western VR arcades and location-based entertainment centres shuttered, the industry has been placed in hibernation, eager to re-emerge.
Going into these latest weeks of lockdown for the entertainment, hospitality and non-essential businesses, across the West; there is a mood towards attempting to understand what the #AfterLockdown future business for location-based entertainment (LBE) VR will look like. Many operators drawing up plans on how they will welcome their guests to the new landscape of social entertainment in an evolving landscape.
The consumer VR scene while in lockdown has proven that the interest in this technology has not diminished, and with the successful launch of Valve’s Half-Life: Alyx, there has been a desire for more. Not every one of the record number of watchers of the streamed “lets-play” of the videogame has access to the VR hardware or intend to buy it, but this does not mean they would not pay heavily to be able to experience the title. And already plans are in place to support VR arcades to run this title as an option to their clientele.
Hygiene and safe operation of their experiences are a constant for the Out-of-Home entertainment sector long before we entered the grip of the pandemic. Numerous developers have added extensive cleaning and guest operation procedures to ensure that as with the 3D cinema sector (with 3D glasses), bowling sector (with shoes and socks), paintball sector (with goggles and masks) and even the Go-kart sector (with helmets and race suits), the guests experience is a clean and comfortable one. Many operators of VR hardware have deployed “Ninja Masks” (disposable paper liners for VR headsets) to customers using their hardware.
Manufacturers are also looking to incorporate dedicated self-disinfection systems to their hardware, similar to that seen with VR LEO USA’s platform (covered in the previous part) – as well as emulating the work that CleanBox Technology has been developing with their UV-C disinfection stations for VR deployment in enterprise. Companies also like VR Cover have supplied specialist versions of their system for use on most VR amusement platforms.
Operators of large numbers of VR headsets ensuring the manufacturers accommodate the needs of resilience and durability regarding deployment in entertainment. The extra development time that has been afforded to the industry during this hiatus will inevitably result in major development work, and increased ingenuity in the deployment of this technology into the market.
Once the restrictions of isolation are eventually lifted and the population is allowed once again to enjoy themselves, there will be no doubt that VR entertainment will continue to play its part in the vast variety of offerings from the Out-of-Home entertainment landscape. But with increased burden on disposable incomes and concerns of venues operating under restrictions from local government, that the “new normal” for the sector will take some time to be defined with undefined new elements added to the mix. We await, with interest, to report on these new developments.
Virtuix and HP announced that Omni Arena experiences will host a $100,000 VR esports prize pool in 2020, doubling the prize pool from this year. Omni Arena is a VR esports attraction that straps users into a harness while in VR and allows them to run on the spot in a treadmill-like manner, affording them free multi-directional movement in the game world.
Omni Arena attractions are available to the public in 12 different countries, including Australia, Canada, France, Germany, India, UK and the USA. You can view the full list of available locations on their site.
The prize pool is shared globally across all locations, and will likely be split across the year in various small contests that run for limited amounts of time. For example, the current schedule for 2019 shows a contest running from October 24-27 for the game Core Defense, which you play in a team of 2. To compete, you just have to play the eligible game during the contest period at any of the Omni Arena locations. Your team’s scores will be placed on the global leaderboard, and there are cash prizes for the top global leaderboard rankings during the contest period.
For this upcoming tournament next week, first prize is $1,000 and an HTC Vive system. This year, the total prize pool was $50,000 across the year. With that amount doubled in 2020, you can expect some even higher cash prizes or more frequent tournaments.
To see upcoming tournaments for the remainder of 2019, you can visit the Omniverse site. Will you be participating in one of the contests next year? Have you tried the Omni Arena system before? Let us know your thoughts in the comments.
Virtuix, the company behind the Omni VR treadmill, has partnered with HP to offer a prize pool of $100,000 for its upcoming 2020 Omni Arena series, the company’s annual VR esports competition.
First introduced by Virtuix back in 2016, Omni Arena is a VR esports attraction featuring four Omni VR treadmills. Offering weekly and monthly contests, four-player teams are pitted against each other to top the global leaderboard playing Omni Arena exclusive VR shooters such as Elite, Core Defense, Hardpoint, and VRZ Tournament.
Now the new prize pool amount is double that of the 2019 Omni Arena series, which included a cash prize pool of $50,000.
As a part of the partnership, winning teams will also receive an HP Reverb VR headset in addition to cash prizes in 2020.
In 2019, more than 1,000 players in over a dozen countries participated, founder and CEO of Virtuix Jan Goetgeluk says in a press statement.
One of the guiding ideas behind the company’s esports tournament is to provide users a reason to come back to location-based entertainment facilities, and thus drive higher repeat play.
“A $100,000 prize pool attracts gamers who play again and again. Our core players come back to compete every week,” Goetgeluk says.
Virtuix, the company behind the VR treadmill Virtuix Omni, debuted their previously announced VR eSports attraction ‘Omniverse VR Arena’ at the Dave & Buster’s location in Austin, Texas this past week.
The location-based attraction accommodates up to four players, and currently features four games at the VR Arena in Austin, with the promise of more coming soon; games are said to last 15 to 20 minutes.
The attraction also features a queuing system that notifies guests by text message when it’s their turn to play, letting them roam Dave & Buster’s in the meantime.
Outside of local play, VR Arena-goers can take part in Omniverse weekly leaderboard contests for cash prizes. Users can enter by signing up for a Omniverse account and going to participating locations that feature Omni VR treadmills.
In addition to the Dave & Buster’s Austin location, Virtuix today announced that they’ve opened one at Sky Zone in McDonough, Georgia.
As a result of a successful Kickstarter that garnered over $1,000,000 from consumers in 2013, the company has since shifted their focus to the enterprise market and in driving repeated engagement with their Omniverse contests. To date, Virtuix says they’ve shipped over 3,000 Omni treadmills across 45 countries.
When it comes to the consumer side of virtual reality (VR) entertainment becoming successful and making a profit can be both difficult and different paths. Location-based entertainment (LBE) is one avenue some companies are having success with, while others – like IMAX VR – have struggled. Virtuix, best known for its Omni treadmill, entered the LBE field with gusto last year announcing its VR ARENA attraction. And it seems to be onto a winner with the first installation recording significant attendance and revenue.
Virtuix installed the first VR ARENA at Pinballz, a family entertainment center in Austin, Texas, on 7th March 2019. After the first month, the small-footprint VR attraction managed to rake in over $30,000 USD in revenue from 2,200 plays.
“VR ARENA has exceeded our expectations,” said Darren Spohn, owner of Pinballz in a statement. “Guests are loving the experience, and we see strong repeat play. Thanks to the esports prize competitions, we’re able to attract a new audience of gamers and entice guests to play again and again.”
Powered by Virtuix’s “Omniverse” content platform the VR ARENA holds weekly and monthly esports tournaments sponsored by HP and HTC, with an annual prize pool of more than $50,000. Stats reveal more than 1,800 guests have played, paying $15 per play or $12 as part of a combo package. The age range for players varied from 5 to 65, with an average age of 26.
“The big draw of the attraction is the ability to walk and run around inside a video game,” said Jan Goetgeluk, founder and CEO of Virtuix. “Such a unique experience cannot be had at home. We’ve seen some customers drive for more than an hour to come play.”
With the ability to host up to four players at a time, VR ARENA has been designed as a high-energy VR esports attraction, using HTC Vive Pro headsets. The attraction can be operated by one attendant at a steady throughput of 20 players per hour. The Omniverse platform features 20 competitive titles for vendors to choose from.
As Virtuix installs more VR ARENA’s at entertainment venues, VRFocus will keep you updated on the company’s continued expansion into the LBE industry.
Virtuix is offering big cash prizes for its 2019 Omniverse VR Esports tournaments.
The company announced today that HTC Vive and HP are sponsoring this year’s contests, which run monthly. A $50,000 annual pool will be split into cash prizes for those that top leaderboards in VR arcades across the world. Games are played on Virtuix’ Omni VR treadmill, which straps you in place with a harness and allows you to run on the spot using special shoes. Virtuix originally wanted to get Omni in people’s homes but repositioned it as a location-based product in 2017.
Each contest will consist of two teams battling it out over four days. Across January to March featured games include VRZ: Torment and Virtuix’s own Omni Arena shooter. The top 10 teams will win prizes every month, including Vive headsets for the winners. There will also be weekly contests within Omni Arena for teams of four players. At the end of the year Virtuix will gather top-scoring teams to compete in its own Omni World Championship. The intitial schedule looks like this:
· January 24-27: Omni Arena – “Coliseum” level
· February 21-24: VRZ: Torment
· March 21-24: Omni Arena – “Metropolis” level
You can sign up to take part over on the company’s website. Virtuix isn’t revealing the games for later months in the year just yet but you can bet Omni Arena will feature a few more times.
Back in November, Virtuix announced a partnership with Funovation to build its own location-based VR attractions. These Virtuix Arenas look like futuristic arcade booths that house the company’s treadmills. You can see it in action in the video above.
Location-based virtual reality (VR) entertainment is becoming big business. looking to be one of the better avenues for both manufacturers and developers alike to make a profit. Virtuix, best known for its Omni treadmill, has announced the arrival of VR ARENA, an LBE attraction powered by Virtuix’s “Omniverse” content platform, designed to have a small footprint.
Created in collaboration with Funovation, the Omniverse VR ARENA aims to provide a high-energy esports attraction for up to four players at a time. Combining the brand-new Omni 2.0 motion platform alongside Omniverse’s 18 VR titles, the attraction has a compact footprint of 375 ft2 (35m2 ) and is highly automated, with a built-in staging area for quick player setup, a 4:1 player-to-attendant ratio, and a queuing app to eliminate revenue-losing wait lines.
“We’ve been organizing esports tournaments since 2016, and we’ve learned that competitive gaming boosts revenues,” says Jan Goetgeluk, founder and CEO of Virtuix in a statement. “Ongoing prize contests result in repeat play by guests and build a community of frequent and loyal players. Our VR ARENA attraction is exciting to both elite gamers and casual players. It’s incredibly fun to run around inside your favourite game, and everyone has a chance to win.”
To make VR ARENA that bit more competitive, Virtuix is giving all players a chance to win in ongoing weekly and monthly prize contests with an annual prize pool of $50,000 USD.
“VR ARENA incorporates two years of customer feedback,” continues Goetgeluk. “We’ve listened to the concerns of our existing customers, particularly regarding the Omni’s player setup time and labour needs, and we’ve worked hard to address them. VR ARENA benefits from the maturity of the Omni, which is now a tested and proven technology. To date, we’ve shipped more than 3,000 Omni systems to over 500 entertainment venues in 45 countries, resulting in more than 500,000 Omni play sessions.”
Virtuix and Funovation will be launching VR ARENA with a “show special” discount at IAAPA 2018 in Orlando from 13 to 16 November. Financing for the VR ARENA attraction will be available from $1,790 USD/month. For any further updates, keep reading VRFocus.
Guest columnist Kevin Williams, continues his coverage of the emerging VR Out-of-Home entertainment scene, with an exclusive report from the floor of America’s largest dedicated amusement industry show.
The American amusement trade held their annual convention in the heart of Las Vegas during February, the Amusement Expo International, saw the AAMA, AMOA, along with NBVA trade associations and Lasertag Convention combined to create a dedicated gathering for all aspects of the American digital out-of-home entertainment (DOE) sector.
For the first time, the event comprised a Virtual Reality (VR) Educational Summit, reflecting the impact that VR out-of-home entertainment, along with dedicated exhibitors from the emerging sector, hoping to influence the family entertainment centre, leisure entertainment and location-based entertainment business landscape.
The issue with new entrants into the established amusement landscape is the learning curve that these start-ups must undertake to establish themselves; so, turning Amusement Expo into an impromptu beauty pageant of the latest VR platforms developed to capture the public’s and operator’s attention.
One of the traditional amusement trade to embrace VR in this sector, BANDAI NAMCO Amusement represented A.i.Solve’s WePlayVR – the maze enclosure based system that has individual players navigating the virtual environment wearing a backpack and HTC Vive headset. As well as revealing plans for BANDAI NAMCO to bring their VR ZONE Portal facility concept to the States, later in the year – something VRFocus covered last month as they look to further expand the chain throughout the US and Europe, particularly the UK.
Another developer of this approach was TRIOTECH, partnered with Asterion VR, to develop their ‘VR Maze’, running the Virtual Rabbids: The Big Maze – again with a single player backpack approach. The Ubisoft property was also on display on the LAI Games booth with their Virtual Rabbids: The Ride – this time a two rider VR motion experience using D-BOX motion hardware.
The need to generate a strong ROI from operating VR hardware has seen many multiplayer approaches, Creative Works represented Hologate VR at Amusement Expo – the four-player enclosure, uses a ceiling tethered HMD approach (again, with HTC Vives); strong initial sales seeing the company working on their own and licensing content to support the platform.
Amusement manufacturer and distributor, UNIS Technologies has partnered with Virtuix to present the Omni Arena – the two and four player configuration arena stage utilizes the companies omni-directional platform. Virtuix promoting that already some 2,500 of their platforms were in operation at some 500 location-based facilities internationally.
Another omni-direction system on display at the Las Vegas show was represented by FOCUS VR, showing the Cyberith Virtualizer – this approach was more based on offering a delivery platform for VR arcades. Several new exhibitors to the amusement trade took this approach, with the likes of Springboard VR, who have created a turnkey package for those wanting a plug-and-play VR arcade approach.
Content for the virtual arcade was also provided by exhibitors such as EscapeVR – offering a room-scale escape room experience in a virtual environment. While the ability to capture footage of the player within the virtual environment was offered through Blueprint Reality’s MixCast platform. The company bringing a Windows Mixed Reality system from Acer, to demonstrate their platforms versatility.
Also walking the show floor were several of the up and coming operators and developers of new VR arcade locations, hardware and content – many sitting in on the VR Educational Summit sessions dedicated to the new technologies opportunity for amusement application.
Free-roaming (Arena Scale) VR experiences has gained great momentum in the DOE scene, exponents of this could be found on and off the show floor, including exhibitor Modal VR, presenting their PING experience. The system using a special tracking architecture, linked to mobile VR (Samsung Gear VR derivative) headsets – players taking part in a virtual game of an interpretation of the Atari classic Pong.
While, Hyperverse promoted their own VR free-roaming solution at the show, based on backpack PC’s and Oculus VR CV1 headset. To experience a full free-roaming VR system, all the delegates had to do was travel down the Strip to the MGM Casino, and their new Level UP entertainment location, which has newly installed a Zero Latency four-player backpack VR system and a suite of games.
It is the reality of the actual hardware deployment in the field that will validate its worth from this business. Already the Zero Latency system will soon be joined by at least two new free-roaming installations in Las Vegas – and along with the other fielded VR entertainment systems on display, it looks to be a very interesting time for this emerging market. It will be interesting to see their penetration into the Western market – watch this space for more coverage from this sector.