Top Tips Of VR Games

Over the previous few years, we have seen a plethora of news articles about the way virtual reality was about to save the classic arcade. The idea goes that the VR equipment is too expensive for home users, so it creates an opportunity for operators to pony up the big dollars to buy it and then make their money back by charging per match to play it. From the MIT Technology Review.
"While many high-end headsets were released last year which may bring virtual-reality experiences to your living room, adoption of the technology remains in its earliest days for a lot of reasons--it's still bulky, expensive, and there is not all that much to do as soon as you've got it on your face. More than two million cans were shipped globally in 2016, according to an estimate from market researcher Canalys, yet this figure pales compared to the prevalence of, say, video game consoles (sales of their leading one, Sony's PS4, topped six million during the 2016 holiday season alone). Consumer virtual reality will probably catch on as costs come down and cans improve. In the meantime, however, a number of businesses are betting that customers may be pleased to cover a much smaller sum to try the technology with their buddies at, say, an arcade, theme park, or bowling alley"
It's tempting to fall into this snare, but from an operator's standpoint VR is a terrible deal. Operators are being requested to pay top dollar for technology that is all but guaranteed to plummet in value within the very short term. Aside from purchasing a brand-new car and driving it a time, I can't think of a way that you could eliminate money quicker between what you pay and what you will be able to get down the road.
Another limit for most operators is that while you might be able to provide a space for VR people to wander around in today, as fresh VR technology is introduced, we are likely to see the stage expanded from 100 square feet to the entire world. Rather than viewing just the games from your headset, you will see the true world with sport play overlayed. Kids can visit the park and relive the knights of the round table or parking garages to shoot aliens. Since the tech allows more actual world areas to be researched, it is going to make a cramped arcade seem pretty lame in comparison.
vr games.9d vr cinema (www.childwelfaresocietykenya.org) is already heading for mass market acceptance, however it's demand is not being pushed by players who want to pay big buck to play with video games, but like the BETAMAX that came before it, by individuals who wish to watch porn in their houses.
Even if an operator can make a bit of money to the upcoming few years, once VR achieves critical mass, it is going to crush whatever revenue flow that operators are dreaming of. Do not believe me? Just check out what's going on in China.
This past year, an eye popping 35,000 virtual reality arcades opened up in China. A year after 22,000 of them have closed.
This is an unbelievable failure rate over this short time period and one that should function as a sharp warning to anyone contemplating investing in the VR games. Maybe Dave and Busters can afford to take losses over the matches more than Chinese startup arcades, but I doubt that most North American operators will fare much better with the technology in their match rooms and will only wind up in debt at the end of the day.
The issue essentially boils down to customers not being prepared to pay a premium to the encounter. Tech In Asia, describes the problem perfectly in their own article, on the Chinese VR boom and bust.

"Enterprising shop owners jumped into VR are finding it impossible to charge fees akin to cinemas or bowling alleys for a VR experience. 1 VR arcade owner told iHeima he saw eager queues when charging US$1.50 to get a 30-minute session, but everybody vanished as it rose to US$5. From that sort of revenue it is not possible to cover the lease."
Even if the match was sold out all day, at $1.50 a half hour they're just earning $30 a day. Together with retail rents in North America running $1 -- $2 a square foot, there is no way to make the math work, even if you suppose that Americans will spend more to play the games.
The real world information streaming in from China must function as a canary in the quarter mines of North America. Operators who spend large amounts of money on elaborate VR setups will probably find their small VR rooms being substituted by the entire world for a stage. Since the setups get cheaper, smaller and more mobile, the digital arcades will seem more costly, bulky and limited.