{"id":208454,"date":"2017-07-28T19:16:20","date_gmt":"2017-07-28T23:16:20","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/studios-start-ups-bet-on-shared-location-based-vr-experiences-variety\/"},"modified":"2017-07-28T19:16:20","modified_gmt":"2017-07-28T23:16:20","slug":"studios-start-ups-bet-on-shared-location-based-vr-experiences-variety","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/studios-start-ups-bet-on-shared-location-based-vr-experiences-variety\/","title":{"rendered":"Studios, Start-Ups Bet on Shared Location-Based VR Experiences &#8230; &#8211; Variety"},"content":{"rendered":"<p><p>    The spiders are everywhere. Hundreds of them are crawling all    over barely lit brick walls and ceilings. Soon, you start to    feel them on your neck and arms. You try to shake them off,    hurry around the corners of the dark catacomb  only to find    yourself eye to eye with a giant sea serpent lunging out of the    water, ready to attack.  <\/p>\n<p>    SEE MORE: From the July 25, 2017,    issue of Variety  <\/p>\n<p>    Your heart starts racing, and for a second, you forget that    none of this is real. The dragon, the spiders and the    mysterious catacomb and its ghostly inhabitants are all part of    an elaborate virtual reality experience called Curse of the    Serpents Eye.  <\/p>\n<p>    Built by VR start-up The Void, Curse is premiering    next month at the companys headquarters in Lindon, Utah, where    visitors are being asked to put on helmet-like VR headsets,    special haptic feedback vests and computers integrated into    backpacks.  <\/p>\n<p>    Without any cables tying them down, users are free to explore a    set that measures close to 700 square feet and combines a    virtual world with real walls, doors, tangible props and good    old imagineering tricks, like fans blowing hot air whenever the    display in your headset shows fire. And you can do all of this    with up to three friends, so you wont be the only one    screaming when you feel those spiders.  <\/p>\n<p>    You just do what you normally do, explains The Void    co-founder and chief visionary officer James Jensen, whose    previous career stints include mobile game design and tech work    for the Mormon Church. Walk around, explore the world, use    your real hands, grab items, touch stuff, he advises.  <\/p>\n<p>    The Void was originally supposed to become a massive    21st-century amusement park in Utah. Then VR happened, and the    founding team realized that you didnt need a couple square    miles of land to build intricate worlds anymore. The company    debuted its first commercial VR experience at Madame Tussauds    in New Yorks Times Square a year ago and has since launched    locations in Toronto and Dubai, where The Serpents Eye will    be shown as well.  <\/p>\n<p>    The company has struck partnerships with shopping malls, theme    parks and movie theaters to open dozens of additional locations    in Los Angeles, New York, Florida and abroad in the coming    months. Eventually, it wants to run experiences on thousands of    stages around the world.  <\/p>\n<p>    In many cases, these will fill a void left by declining movie    ticket sales and a crisis in retail, maintains The Void CEO    Cliff Plumer: Whether its a theme park or shopping mall or    movie theater, they are losing audience. They are looking for    the new attraction. And Plumer, like others, is betting that    VR can be that fresh lure  plus a big cash cow for Hollywood.  <\/p>\n<p>    The Voids first commercial experience was a VR adaptation of    Ghostbusters, which the company produced in partnership with    Sony Pictures. Behind the scenes, the company is already    working on other titles based on big movie franchises. The    studios are looking for new revenue streams, Plumer    says. We have one, and its one thats easy for them to    relate to.  <\/p>\n<p>    Studio execs are clearly on board with the format. We believe    that location-based VR will be the way that many people    experience virtual reality for the first time, says Salil    Mehta, president of 20th Century Foxs innovation unit,    FoxNext. Its an incredible opportunity for us to create    industry-defining immersive experiences that cant be    replicated in your living room.  <\/p>\n<p>    FoxNext is developing a location-based Alien VR experience;    Fox has also invested in Dreamscape    Immersive, one of The Voids competitors.  <\/p>\n<p>    Lionsgate Interactive Ventures and Games president Peter Levin    endorsed location-based VR wholeheartedly at the recent VRTL    industry conference: We are extremely bullish on it, he said,    simply.  <\/p>\n<p>    Paramount unveiled a location-based VR    experience for Michael Bays Transformers: The Last    Knight at select theaters in June. And Disney decided to come    along for the ride with The Void, adding the company to its    most recent batch of Disney Accelerator start-ups.  <\/p>\n<p>    Weve heard over and over from film studios that    location-based is becoming part of their strategy moving    forward, says Doug Griffin, chief executive for Nomadic, a Bay    Area-based location-based VR start-up.That enthusiasm    partially can be explained by the slower-than-expected growth    of home-based VR. Facebook-owned Oculus, which many pegged as a    market leader, sold only a few hundred thousand headsets in    2016. The same goes for competitor HTC. Sony took nine months    to sell 1 million of its PSVR headsets.  <\/p>\n<p>    Weve all seen that the audience hasnt shown up yet, says    Plumer, who was an early investor in Oculus. The in-home    experience, the mobile experience, is probably still three to    five years away.  <\/p>\n<p>    Part of this is the result of VR sticker shock. Prices for    headsets have come down recently, but anyone interested in a    higher-end VR solution still needs to invest around $1,500 for    a headset and the latest-generation computer necessary to run    it. Thats why some are betting on VR arcades as a way to    experience virtual worlds without spending an arm and a leg.  <\/p>\n<p>    One of those players is Imax, which opened its first VR experience    center in Los Angeles in January. Imaxs model differs from    that of The Void in that it doesnt focus on just a single, big    virtual world. The companys VR centers instead house a number    of pods, or smaller VR setups with wired headsets that are    closer to home-based VR installations, without the complicated    equipment used at The Void. The Imax VR center often runs    experiences available to headset-owning consumers as well.  <\/p>\n<p>    Imax launched a second location in New York last month. Now,    the company is looking at Toronto; Manchester, England; and    Shanghai. Imax chief business development officer Rob Lister    tells Variety the giant-screen firm plans to run a total    of 10 locations by the end of the year. Weve been really,    really pleased with the start, Lister says, with audience    numbers continuing to exceed expectations.  <\/p>\n<p>    Later this year, Imax is going to crunch more numbers and    evaluate whether location-based VR could be the next big thing    for the company, which operates more than 1,000 theaters in    better than 66 countries. Many of those theaters could one day    include their own VR arcades, giving people another reason to    come to the venues, and thus help boost ticket sales. Says    Lister: We are off to a very promising start.  <\/p>\n<p>    Imax is using its soft launch this year to experiment with    locations: Its debuting stand-alone properties as well as VR    arcades in movie theaters, with technology that includes    higher-end headsets than those available to consumers, rumble    chairs for virtual roller-coaster rides, gun-shaped VR    controllers, and social integrations for multiplayer gaming.    And the company is actively looking at bigger, more Void-like    setups that would allow users to walk around freely, Lister    says.  <\/p>\n<p>    In the end, though, Imax is targeting franchises, not hardware,    to lure consumers. Content is a really big part of our    differentiation strategy, says Lister. The company has    launched a $50 million fund to invest in VR games and    experiences, in turn getting exclusive windows and other    special perks from developers. Ultimately, the deals might    appear similar to those in the companys theater business,    explains Lister, where Imax regularly partners with directors    for optimized versions of their movies.  <\/p>\n<p>    Joining Imax, Nomadic, Dreamscape and The Void are a number of    other location-based VR companies including Vrcade, whose    technology is being used by restaurant and entertainment    franchise Dave & Busters.  <\/p>\n<p>    But VR-focused market research firm Greenlight Insights cautions that location-based    VR could be hampered by a lack of content, as well as by    technical challenges. And others argue that VR in movie    theaters and malls may lose its luster once home-based VR    improves.  <\/p>\n<p>    However, Jensen doesnt believe that better and cheaper    headsets will make location-based experiences like the ones    produced by The Void obsolete. That would be a little bit like    saying one day, people will build roller coasters in their    home. Its just not going to happen.  <\/p>\n<p>    Still, there are operational challenges that come with taking    VR to public venues. Companies like The Void have to strike a    balance between providing deeply immersive experiences and    theme park ride-like efficiency, which requires them to gently    nudge consumers along so they dont spend too much time in an    experience. In Nomadics current demo, an invisible guide tells    participants to hurry before theyre killed by flying drones.    The Voids Ghostbusters experience literally ends with a big    bang as participants blow up a giant marshmallow monster,    accompanied by the smell of smores.  <\/p>\n<p>    Another challenge is pricing, especially since the main action    rarely lasts longer than 15 minutes. The Void charges around    $30 per person for its experiences, which can make frequent    visits a pricy proposition. Imax, on the other hand, sells    access to its less elaborate experiences for as little as $10.    Nomadics Griffin thinks lower prices are key to taking    location-based VR mainstream. We want to bring this medium of    entertainment to neighborhoods everywhere, he says. We dont    charge a price that is out of reach for those smaller    neighborhoods and communities.  <\/p>\n<p>    Griffin also wants cheaper prices because he sees Nomadic VR    centers as more like movie theaters than theme parks. People    are supposed to come back every few weeks and experience new    content frequently. To achieve that, the company has been    building highly modular sets with easily movable walls and    props that can be quickly repurposed to support new experiences     a kind of Lego for VR sets, if you will. We want our venue    partners to have very little downtime, Griffin says. When    they switch from one experience to the other, they should be    able to do that very quickly, without having to hire    construction crews, without having to shut down for a month.  <\/p>\n<p>    The Void, meanwhile, is betting more on its ability to tweak    existing experiences over time to make them feel fresh for    repeat visitors. We will have long-lasting experiences,    Jensen says. You look at Ghostbusters in New York Times    Square. That could exist there for 10 to 20 years.  <\/p>\n<p>    The start-up is building a content pipeline to eventually offer    new experiences every three to six months in some of its    locations, but its also looking to get people to return by    other means.Key to these efforts is developing a mobile    app that will allow consumers to design their own avatars at    home and forge a persistent profile.  <\/p>\n<p>    We want to create an engagement with The Void even when youre    not there, Jensen says. Consumers will be able to download    videos of their past visits and collect points and virtual    items for their avatar. At some point, The Void may even enable    consumers who visit an experience to interact in real time with    their friends at home, he says.  <\/p>\n<p>    The success of location-based VR hinges on content and the    possibilities it offers consumers. This could include virtual    worlds based on Hollywood movies, catacombs full of monsters    and spiders, strolls over the surface of the moon or things as    simple as extreme sports, Jensen says. Deep-sea diving: Id    love to do that, but its probably not ever gonna happen for    me. I have kids. I have a family. And I dont want to risk my    life, he quips. Were just scratching the surface of what we    can create.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/variety.com\/2017\/biz\/features\/location-based-vr-1202506197\/\" title=\"Studios, Start-Ups Bet on Shared Location-Based VR Experiences ... - Variety\">Studios, Start-Ups Bet on Shared Location-Based VR Experiences ... - Variety<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> The spiders are everywhere. Hundreds of them are crawling all over barely lit brick walls and ceilings. Soon, you start to feel them on your neck and arms <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/studios-start-ups-bet-on-shared-location-based-vr-experiences-variety\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-208454","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/208454"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=208454"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/208454\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=208454"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=208454"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=208454"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}