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Mid-year update: VR innovation continues

Given the level of interest and investment in VR innovation, the new generation of gamers has much to look forward to for the foreseeable future.

Image provided by iStock.

June 20, 2022 by Kevin Williams

As we reach the mid-point of 2022, it's safe to say that virtual reality holds significant attention among amusement and entertainment developers. Following is a rundown of some recent memorable developments.

  • Creative Works has become a powerful player in the amusement VR scene, having introduced a licensed experience, "SpongeBob VR," developed in partnership with MajorMega, known for its "Hyperdeck" VR attraction.
  • VRstudios introduced "Fury," an unattended, two-player attraction, designed for high-throughput and physically active VR experiences, all within a small footprint. The self-service VR kiosk is based on the VRsenal "V2," with the company partnering with VRstudios to supply the system as the "Fury" which is bundled with title, "Hoops Madness," a competitive, two-player VR basketball game designed specifically for the LBE environment. VRstudios is also working on a series of VR sports experiences that support a highly compelling virtual game experience, linked to a dedicated tournament and operator-controlled championship platform — with Creative Works supporting the rollout of the VR platform.
  • VRsenal introduced VR experiences, including "Vader Immortal — Lightsaber Dojo" licensed from ILMxLab. And the title "Rhythmatic" — developed by Blackwall Lab — launched in 2020 for VR arcade license, has been ported for the platform. Also available from the company's "V2" VR kiosk is a converted version of the popular consumer VR shooter "Space Pirate Trainer" developed by I-Illusions, through Vertigo Games.
  • Barron Games, known for air hockey tables, has represented the "Birdly" flying VR platform from Somniacs. The "Birdly" VR experience has the rider lying on a special motion platform, moving their arms to steer their flight through the virtual world. One experience sees the player take part on "Wingsuit," a race through mountains. while a calmer experience, "Cities WeR," flies through the city of New York from the perspective of a bird flapping its virtual wings to soar and dive. Two "Birdfly" experiences have seen much success at the newly opened Area15 venue in Las Vegas.
  • Rilix introduced its "Rilix Coaster," a VR self-service option for mall placement, as well as card operated standalone entertainment. The system is designed to be a self-contained platform, offering some 10 VR coaster experiences for all ages.
  • EnterIdeas introduced a prototype of its gyro-motion "AT360" platform. The first ride experience is called "DogeCoaster," a crypto meme-based ride, and the whole platform proves reminiscent of the Sega "R360" gyro-motion simulator.
  • Swedish developer INNTQ announced its "Roco" platform – a two-seater interactive roller coaster simulator. Riders sit on a special motion platform while watching a giant screen. The interactive element is achieved using a touchscreen to create the track. While INNTQ may feel this is a world first, this is the fourth occasion in recent memory of a "create your own ride" interactive coaster, with examples from recent history including "CyberSpace Mountain" at DisneyQuest, the "VR2002 Coaster" from Maxflight.
  • Representing the arena-style VR experience, with players standing and competing in multi-player games, Inowize introduced its "Arkadia Arena" platform and latest games experiences, available in four- and six-player configurations.
  • Boxblaster VR, another developer with a strong VR arena offering, debuted its four-player platform featuring family-friendly content and having established some 50 units in the market. The company is working with Benchmark Games International to create "VR X-perience" — a self-service VR kiosk player version of one of the popular kid-based VR experiences, "Gold and Mace," and offering one of the first ticket-redemption VR pieces.

Free-roaming VR: 3 flavors

Free-roaming VR systems have come in three flavors: initially using smartphone processing power with the standalone headset; then with the PC-based backpack platforms; and now with the latest VR streaming platforms using 5G.

  • Spree Interactive has offered its up-to-10-player free-roaming enclosure system. Aimed at a young audience with family-friendly content and bright colors, the players use the latest Pico standalone headsets.
  • VEX Solutions, represented by Shaffer Distributing has offered a scalable free-roaming experience with its "VEX Arena" allowing players to compete in groups within their space.
  • Phenomena rammed home the importance of tournament and e-sports competition for VR, having developed a VR e-sports free-roaming platform. The company's "VR Esports Arena" accommodates up to four players within the eye-catching space using the latest wireless VR headsets from HTC (Vive Focus 3). Phenomena has developed four versions of the turn-key arena system to accommodate four, six and eight-player groups. The systems all connect to be able to provide tournament events, allowing operators to get involved in this growing aspect of the digital playscape.
  • TouchMagix has found success of its "Spark Augmented Reality Bowling" platform. Brunswick has partnered with TouchMagix to deploy this revolutionary AR bowling platform into its lanes experience for operators. Stars and Strikes bowling venues will be installing this platform, offering themed AR games on the lanes, including well-known IP such as Angry Birds.
  • Developer nDreams recently announced a $35 million investment from Aonic Group, allowing the company to continue to work on cutting-edge VR and conventional game content. The company has also worked extensively in the LBVR scene, such as developing the "Far Cry VR" experience for Zero Latency in partnership with Ubisoft.
  • VR streaming platform developer LIV has raised $8.5 million in Series A funding towards building its platform. The mixed reality system allows activities in VR to be superimposed, with use for streaming both by content creators and consumers. The company is working on a new ecosystem that is powered by its platform, placing users directly in the "Metaverse."

Given the level of interest and investment in VR innovation, the new generation of gamers has much to look forward to for the foreseeable future.

(Editor's note: Extracts from this blog are from recent coverage in The Stinger Report, published by Spider Entertainment and its director, Kevin Williams, the leading interactive out-of-home entertainment news service covering the immersive frontier and beyond.)

About Kevin Williams

Along with advisory positions with other entrants into the market he is founder and publisher of the Stinger Report, “a-must-read” e-zine for those working or investing in the amusement, attractions and entertainment industry. He is a prolific writer and provides regular news columns for main trade publications. He also travels the globe as a keynote speaker, moderator and panelist at numerous industry conferences and events. Author of “The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities,” the only book on this aspect of the market, with the second edition scheduled for a 2023 release. 

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