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Commentary

Theme park and theatrical VR concepts find new outlets

Developers keep seeking and finding applications for virtual reality driven immersive entertainment.

Image courtesy of Valo Motion.

February 21, 2022 by Kevin Williams

The popularity of dedicated virtual reality attractions for the larger venues has still seemed to find its footing, but new investment into the deployment of VR attractions to offer a big experience in differing-sized venues continues to be seen.

The following overview includes several well established names in the world of VR development along with some newer players as the theme park attractions cross over into new environments.

DOF Robotics has entered free-roaming arena-based experiences with its "Mission Space" enclosed arena, allowing up to six players to take part in 30-minute attractions, crossing eight different environments and recreating a space mission to the moon. In addition, its "Mission Space Digital Park" will see the VR experience incorporated into multi-simulation 30-minute space experiences — also comprising eight different areas.

The Enterideas Group, with its 360-degree rotating giro simulator, in partnership with developer Judiva, introduced a "DogeCoaster" running on the "AT360," the world's first crypto meme-based ride, planned for launch in 2022.

Hologate's "Hologate Arena" has introduced its "Zombyte 2.0" which includes the addition of a "Hologate Terminal" — a self-contained operator and guest touchscreen kiosk.

Moving on from VR and into a new presence in "extended reality" entertainment attractions, Hologate also introduced "Hyper Golf" — a mini-golf platform which will see its first outing at its German entertainment facility at the end of the year.

Creative Works moves forward

Not to be outdone, Creative Works introduced its "Limitless VR" platform — offering a 16-player, 15-minute, VR experience that integrates with existing laser tag arenas. This platform is the first to use the hybrid HTC Focus 3 VR headset, and the latest StrikerVR haptic weapons for a cost-effective package for FEC operators who are unsure if they could afford backpack PC free-roaming alternatives.

Creative Works also partnered with Major Mega on a licensed experience, "SpongeBob VR" — with the motion supplied by a D-BOX platform. The game builds on the driver and shooter concept, sitting on a motion platform and using tethered HTC Vive headsets, all based on the family-friendly Nickelodeon property.

Not to ignore the rising e-sports space, Creative Works partnered with ggCircuit to offer its "Game Up Esports" platform, a solution for operators wanting to operate an e-sports area on their premises. It offers a configurable system, complete with dedicated servers and 4K monitors, all in a multiple-station layout – supporting the leading e-sport game titles.

An unusual feature of the PC setup is the accommodation of "CryptoMining," allowing the system to mine cryptocurrency when not in use as an e-sports system.

E-sports continues to shine

Also on the e-sports front, VRstudios debuted its "Hoops Madness," the first of a line of games to provide operators with tools for building localized, branded promotions and events, including the "Real-Sport Esports" playbook, a how-to guide for developing an e-sports program with new revenue streams, including VR e-sports competitions, tournaments and events.

AVS Companies, an amusement and vending company that recently entered the VR scene, introduced its "Gotham City Fight Club" which sees two boxing style rings created, with players in each wearing Meta Quest 2 standalone VR headsets competing in a virtual boxing match. The company envisages future cash prize tournaments for the game.

On the theatrical front, Positron has been developing a motion seat VR platform, partnering with Golden Triangle Ventures on its Cinematic VR Venues, having recently installed its first permanent system at the Yosemite Theater at the National Park visitor center.

Immotion, known for immersive experiences targeting the museum, mall and exhibition sectors, now has a "VR Theater" that hosts four guests sitting on bench motion chairs using the Pico VR headsets. The company offers its "Undersea Explorer," "Wildlife Explorer" and "Gorilla Trek" — a VR film produced and filmed by the Immotion team in Rwanda.

Don't forget retail

In the mall vein, Martin & Vleminckx Rides' "Magical Sleigh Ride VR" offers a multi-rider experience with the virtual adventure supplied through the DPVR P1 Pro headset — with two experiences available. The ride is manufactured by The Seasonal Group aimed as a seasonal pop-up placement for high-foot-traffic locations such as malls.

Speaking of malls, RILIX has introduced its "Rilix Coaster," a VR self-service option which can serve as standalone entertainment.

Building on the work seen from the theme park attractions and 4D theater style applications, there is obviously a crossover of VR as an amusement piece and new mid-scale attractions employing VR.

(Editor's note: Extracts from this blog are from recent coverage in The Stinger Report, published by KWP 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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