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Display Technology

VR ditches the headset

While immersive entertainment has been dominated by wearables and virtual reality and augmented reality platforms, non-wearable immersive display systems are emerging in entertainment venues, most notably with the deployment of projection-based enclosures. For entertainment centers, the limitations of headsets have been blown away by new apps.

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February 12, 2021 by Kevin Williams

While immersive entertainment has been dominated by wearables and virtual reality and augmented reality platforms, non-wearable immersive display systems are emerging in entertainment venues, most notably with the deployment of projection-based enclosures. For entertainment centers, the limitations of headsets have been superseded by the growing deployment of new applications.

Falcon's Creative Group has been working on several new projection-based attractions, with a non-headset-based offering, whilst still applying highly immersive storytelling techniques. The latest of these announced was the "SpectraVerse" — a multi-projection environment platform able to accommodate up to six players.

The system employs advanced media technology and is available in a "SpectraVerse Quest" configuration — with up to six guests navigating an interactive walk-through attraction. The technology was also applied into the new "GameSuite Playsystem" by Falcon's Creative Group, unveiled in 2020 — all building on an "Immersive Gaming Environment" blueprint.

Another example of the immersive projected environment was launched back in 2019, with the "Electric Gamebox" concept. The multiplayer projection environment, with motion-tracked players entering the team adventure, was first covered during a visit to the initial London flagship location. The operation has continued to expand and hone its offering and brand, even in the face of the trying global conditions.

The U.K. operation took the considerable step of opening its first U.S. location during December at Grandscape at The Colony, Texas. The company is looking at an ambitious rollout of the interactive entertainment concept in the territory over coming months, based on investments.

Investment continues despite COVID-19

The "social entertainment" scene has gained momentum pre-global health crisis, but still sees continued considerable investment. The concept of indoor golf simulator venues, with an extensive food and beverage element, has been one such example. This concept was initially seen in several standalone installations, but also gained ground as a franchise concept.

X-Golf was one of the first, with some 20 franchise locations. Building on this, we have seen the explosion in popularity of the competitive Topgolf "Swing Suite" installation, with some 60 installations. These venues are employing a projection and player tracking system to offer simulated golf and game experiences in a social entertainment environment.

Where Topgolf has found success with its social entertainment golf shooting range and F&B model, the "Swing Suite" concept builds on the brand and the social gathering element, including not just golf games but other entertainment experiences too.

Sports simulators, ranging from golf, shooting ranges and more advanced flight and racing simulator centers have found a place in the market.

The growth of e-sports has seen several cockpit racing simulator centers attempt to mix competition with a social entertainment venue model — examples like the new Base51 venue that opened in California recently. It is expected that this brand of entertainment, building on more highly immersive attractions, will continue to be an attractive model for the next phase of business in the sector.

(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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