
Over the last couple of years, we've seen an array of news articles about the way virtual reality was going to conserve the classic arcade. The idea goes that the VR gear is too expensive for home users, therefore it creates an opportunity for operators to pony up the big bucks to purchase it and then make their money back by charging a game to play it. Even Nolan Bushnell, the inventor of Pong, is trying to hype the technology as the industry's savior.
"While several high-end headsets were released last year that can bring virtual-reality experiences to your living room, adoption of the technology is still in its first days for a lot of reasons--it's still bulky, pricey, and there isn't all that far to do once you've got it on your face. Over two million headsets were shipped worldwide in 2016, according to an estimate from market researcher Canalys, yet this figure pales in comparison to the prevalence of, say, video game consoles (earnings of the leading one, Sony's PS4, topped six million during the 2016 holiday season alone). Consumer virtual reality will likely catch on as costs come down and headsets improve. Meanwhile, however, a variety of businesses are betting that customers could possibly be pleased to pay a much smaller sum to try the technology with their buddies at, say, an arcade, theme park, or bowling alley"
It is tempting to fall into this snare, but from an operator's standpoint VR is a terrible thing. Operators are being asked to pay top dollar for tech that's all but guaranteed to plummet in value within the very short term. Aside from purchasing a brand-new car and driving it a mile, I can not think of a way that you could eliminate money faster between what you pay and what you will be able to get down the road.
Another limitation for operators is that while you might be able to supply a room for VR individuals to roam around in now, as fresh VR technology is unveiled, we are going to see the point expanded from 100 square feet into the entire world. Instead of viewing just the matches in your headset, you'll see the true world with sport play overlayed. As the tech allows more real world places to be researched, it's going to earn a cramped arcade look pretty lame in comparison.
VR is heading for mass market acceptance, however it is demand isn't being driven by players who want to pay big buck to play video games, but like the BETAMAX that came before it,
https://www.playgroundreview.net by people who wish to watch pornography in their houses.
Even when an operator can create just a bit of money to the upcoming few decades, once VR achieves critical mass, it is going to crush whatever revenue stream that operators're
dreaming of. Do not believe me? Just check out what is happening in China.
This past year, an eye popping 35,000 virtual reality arcades opened up in China. A year later 22,000 of them have closed.
That is an incredible failure rate over such a
short period of time and one which should serve as a sharp warning to anyone considering investing in the VR games. Perhaps Dave and Busters is able to take losses over the games more than Chinese startup arcades, however I doubt that most North American operators are going to fare far better with the technology in their match rooms and will only wind up in debt in the close of the day.
The problem essentially boils down to customers not being prepared to pay a premium to the experience. Tech In Asia, describes the problem perfectly in their article, on the Chinese VR boom and bust.
"Enterprising shop owners leaping into VR are finding it impossible to charge fees akin to cinemas or bowling alleys to get a VR experience. One VR arcade owner told iHeima he saw eager queues when charging US$1.50 to get a 30-minute session, but everybody disappeared as it rose to US$5. By that sort of revenue it's impossible to cover the lease."
Even if the game was sold out daily, at $1.50 per half hour they're only earning $30 a day.
The actual world information streaming in from China should serve as a canary in the quarter plantations of North America. Operators who spend considerable amounts of money on elaborate VR setups will probably find their small VR rooms being substituted by the entire world as a stage. Since the setups get cheaper, smaller and more portable, the digital arcades will seem more expensive, bulky and restricted.
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