TSR Newsletter | April 26, 2021
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-- The Stinger Report: Service Message --
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The Global Digital Out-Of-Home Entertainment (DOE) Sector covered in The Stinger Report .
Wishing all our subscribers, famlies, loved ones, (and those serving) stay safe and well.
Kevin Williams
Publisher, The Stinger Report (TSR)
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Entertainment Takes to the Road
# 1067
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In The Stinger Report #1067 – This issue covers in detail:
1. [TRENDING NEWS] First in a series of features that look at the latest trends in amusement and attraction development, with the latest immersive “Transportable Entertainment”.
2. [TRENDING NEWS] Looking at how some manufacturers are developing VR attractions that can be hauled to the location on their own trailers.
3. [TRENDING NEWS] Charting the deployment of immersive entertainment in a mobile package that will make the difference in attracting a new audience to venues.
4. [TRENDING NEWS] Tournament and competition placed in a mobile package for operators needing to add a broader immersive entertainment element to their venue.
….and much, much more!
- The Stinger Report, published by KWP and its director, Kevin Williams, is the leading interactive Out-of-Home Entertainment news-and-views resource, covering the immersive frontier and beyond.
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With the re-emergence of the entertainment scene following a long lockdown, many facilities are looking at being forced to adopt reduced capacity numbers and look at better utilization of their space. There has also been an increased interest in “Transportable Entertainment” (with an immersive twist), to appeal to an audience still keen for entertainment, but also still concerned about crowded spaces. This has seen an explosion of interest in a traditional go-to from the entertainment industry’s armoury.
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- Immersive Entertainment Going Mobile!
This is not the first time The Stinger Report has covered the deployment of VR and simulator attractions in a mobile, or containerized package. Although, the sudden flurry of new developments in this field is peaking a considerable trend towards this form of entertainment deployment. The fairground business has deployed the first VR dark rides (‘Dr Archibald: VR Ride’), and trailer VR motion rides (such as the ‘RiFTER Mobile’), with several unofficial conversions of the Chinese VR 9D egg rides mounted on travelling trailers. But the current developments being seen seem to be fuelled by the current re-emerging market’s need for simple, popular, and proven entertainment in a mobile (pop-up) package.
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The early fairground and trailer VR attractions
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Chinese VR amusement and attraction manufacturer LEKE VR recently started to promote its own interpretation of a mobile immersive entertainment offering. The company started to circulate concept images of its container solution, offering a selection of its most popular third-gen VR systems as a ‘Mobile VR Experience Center Solution’. The ability to sell a selection of VR product ranges as a one-stop solution also allows the promotion of the VR arcade concept which the Chinese corporation has actively promoted leading up to 2020.
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Concept art of a mobile VR solution for the market [LEKE VR]
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Korean manufacturer Sangwha is known for its dynamic motion experiences, and the company has converted its range of systems to be transportable. Taken to several the Korean VR fairs, the company has released its ‘XR on The Go’ trailer system. This offers an example of the ‘GyroVR’ ride experience, offering extreme 360° motion entertainment, as well as the single rider ‘Flying VR’ experience. The trailer system has been created as a simple to instal mobile attraction to support fairs and promotional events. The mobility of this VR system enables it to go to where the crowds are.
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Rending of the mobile VR attraction [Sangwha]
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Another developer of a large immersive 360° motion entertainment system is the new start-up, New World Rides, who recently launched a two-rider VR experience called ‘Roto Loco’. The mobile attraction is placed in FEC parking lots, making a dynamic motion ride experience available to venues that would normally not be able to accommodate this level of immersive attraction. The Stinger Report will be looking more closely into the rise in 360° attractions in coming coverage (celebrating the anniversary of SEGA’s R360).
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Example of the mobile VR 360° experience [Roto Loco]
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For the amusement sector, the idea of mobility of attractions was previously represented by the trailer-based private hire gaming events previously covered in The Stinger Report’s 2017 IAAPA show floor coverage. The ‘GameTrailer’ approach to birthday party video game hire was an interesting aspect of the private hire/live-event scene. Recently, the trailer-based entertainment offering has again come into its own. Other concepts include those from SpaceBuzz, the company behind a non-profit virtual education trailer system. The unit offers a VR-based education and outreach experience, using motion seats and VR headsets, and placing young minds in the footsteps of astronauts. This is “Edutainment” at its finest – as covered in previous Stinger Report coverage, the inclusion of STEM within the entertainment offering, is opening to a broader audience demographic.
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Edutainment and Education in a mobile package [SpaceBuzz]
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The containerizing of an immersive entertainment offering has caught the attention of many new developers into the scene. ImmersiveTech is a new corporation that comes with an extensive background in escape rooms and immersive development and has applied these skills to create the ‘UNCONTAINED’ VR entertainment platform. This six-player non-backpack, Hyper-Reality entertainment system, brings all the popular aspects of a free-roaming (Arena Scale) VR experience to a facility, in a portable, plug-‘n’-play, containerized package (the experience comprises physical effects, developed to operate hygienically). This allows operators to place this system in external spaces and generate revenue from this kind of entertainment package. ImmersiveTech is just now rolling out its plans for the market, offering a chance for facilities of all kinds to benefit from an Arena Scale attraction (Stinger Report founder KWP is an advisor with this operation).
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Rendering of the Hyper-Reality Experience [ImmersiveTech]
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A mobile, outdoor installation of free-roaming VR has also been considered, mixed with a competitive eSports style of offering. PWXR (a division of Pillow's Willow VR studios), has been experimenting for some time with a highly active VR competitive experience. The company has now encapsulated the experience, which is based on body tracking technology, into what is called the ‘Active Esports Arena’. Up-to-four players compete in ten-minute matches, offering non-violent sports like workout, as well as providing an audience experience using AR – cemented by eSports streaming. Initial deployments of the concept proved extremely popular with both players and audience, bringing a physicality to the VR environment like none other. PWXR has now started a dedicated rollout of the platform, and an outdoor mobile installation able to be placed in sports clubs, entertainment and leisure localities is key to the business plan (placement with a leading soccer venue partnership is about to be announced).
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Rendering of the outdoor VR competitive experience arena [PWXR]
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One of the most transportable of the new VR attractions is one of the most innovative – that being ‘DIVR’ from Ballast. Takes place in a resorts pool, for example, where visitors don the waterproof ‘DIVR’ headset, allowing them to virtually explore underwater wrecks, caves, and submarines while swimming with sea life or adventuring in the sunken city of Atlantis. They can also virtually fly down a mountain slope, over waterfalls and through canyons, or even explore the International Space Station. All packaged in a simple configuration of the waterproof headsets and interface. Able to be packed up in a travel crate and rolled on to the next location – “have VR attraction, will travel”.
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Swimmer enjoying the immersive experience [Ballast]
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The temporary, or “pop-up”, VR experience is not a new concept, and several developers have been creating VR attractions that while, not on “wheels”, are developed to be able to be dropped into a facility in short order, operated for a period, and then removed equally quickly. Recent examples would be the CAPCOM ‘Biohazard Walkthrough The Fear’, Arena-Scale VR experience, covered previously in The Stinger Report. These pop-up VR attractions have been seen at TAITO Station, SEGA VR Arena, and the BANDAI NAMCO VR ZONE Portal sites, from leading Japanese amusement factories. This is a concept which is now finding traction in the West.
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- Live Competition
The ability to create a highly mobile VR system allows manufacturers to benefit from available audience footfall, deploying an entertainment experience where they are, rather than trying to entice them away. An example of the latest technology in deployment in this configuration was seen from Brogent Entertainment – the company installed, at Kaohsiung Software Technology Park in southern Taiwan, its latest product in the form of a 5G cloud computing-based dynamic simulation VR gaming system which allows for the deployment of the ‘Brogent 5G VR e-Sports Gaming Center’. Simple pop-up installations such as these can be placed in convenient high-foot-traffic locations.
Moving beyond VR, and the other aspect of immersive entertainment being supported by a containerized deployment is eSports. AMEGA Entertainment has revealed its latest product, with the ‘E-Racing Container’. The platform incorporates four of the company’s 2DoF rally racing simulators, networked to offer multiplayer action, while the rest of the container is equipped to supply a café-bar area, as well as support spectators, with screens and seating, supporting live streaming and live stats of the race happening in the simulators. The system can be deployed in only a few hours from the standard container, offering a simple plug-‘n’-play solution for retail, and live event venues. Within this concept, the entertainment finds the audience, rather than the other way round. The platform is totally customizable, able to accommodate an upstairs terrace, for different locations, and includes LED illuminated signage.
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Concept rendering of the container eSports experience [AMEGA]
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We have seen competitive VR simulation combined into a mobile package. One of the first North American dedicated mobile virtual reality arcade trailers was seen from Canadian start-up Mobile Reality, with its ‘Titan Trailer’. Eight VR game stations were incorporated into the design, offering virtual flight and racing competition. Launched in 2018, the concept was rolled out to offer a high-end VR experience that could be deployed at live events and fairgrounds. The ability to offer a strong quality VR experience in an easily mobile package was seen, even before the changed conditions of 2020, as increasingly important. We have yet to hear if Mobile Reality plans to continue the rollout of the concept.
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Eight-player container of VR fun from Canada [Mobile Reality]
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When talking about mobile gaming, we need to be mindful of the already existing business of the Game Trailer scene. Birthday party orientated, hired game trailers were a popular “retirement investment” for some. We have covered, previously in the Stinger Report (usually during our IAAPA coverage), the developers of such systems, offering a trailer filled with console gaming that can be deployed on the street of those hiring the event. Some of these game trailers have expanded to include VR gaming and eSports elements – and we have even seen escape room mobile installations. It is expected the “have games will travel” element of the entertainment scene will again prove a popular draw post-lockdown.
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Examples of the many mobile game trailer style offerings [KWP]
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Regarding more immersive entertainment which offers a unique take on the portable experience and, as covered in our IAAPA’19 coverage, we note the appearance of PLAYMIND Studios and its ‘Playbox’. The digital media studio has a background in creating immersive environments, although many attendees missed the company’s presentation at the outdoor IAAPA exhibit – ‘Playbox’ offers a high-quality giant LED screen, as part of the 20-foot container configuration, with players throwing balls at the screen which runs a three-minute game for up-to-six players, from a catalogue of 12 titles, including examples such as ‘Axe Throw’ and ‘Zombies!’. This is a unique outdoor interactive entertainment experience that opens the door to the next generation of fairground and live event experiences. The ‘Playbox’ comes with a management and operation tool, the ‘Playbox Online Platform’; and the company has developed various versions of the Playbox for outdoor, indoor, and mobile.
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The Next-Gen of outdoor fairground fun [PLAYMIND]
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Next to fairground and live event attractions, we also need to consider the less promoted travelling exhibition. This is a new aspect of the live event market, popular with museums, galleries, and special venues. A great example of the growth in interactive exhibitions building off entertainment was announced with ‘Crayola IDEAworks: The Creativity Exhibition’. Aimed at children between the ages of six and 12, the exhibit is split into parts comprising ‘Workshop’, ‘Colorverse’, and the ‘Grand Finale’. It allows the guests (wearing wristbands) to express through play within the environment, based on the popular children’s activity. The exhibit comprises a multitude of interactive elements and stations for the guests to use, produced by Agency808. This level of engagement and interactivity will be seen from other temporary exhibitions looking to offer compelling entertainment. Combining several new immersive exhibits, the operation has partnered with project specialist Epson, who is sponsoring the exhibit. The corporation’s 4k projectors are used throughout the experience and it is being launched at Franklin Institute, before starting a multi-US city tour.
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Artist’s rendering of the traveling exhibit [Crayola]
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Regarding other aspects of the market, “Live Events” has been an aspect of our industry in deep hibernation during this period of upheaval. For more than 12-months, the idea of holding live events has been a tantalizing prospect, suspended while the world dealt with the impacts of the pandemic. As many observers have speculated, and growing momentum seems to confirm, an audience that has been in enforced isolation is now more than hungry to socialize once again, and marketing, promotional, and entertainment live events will play a major part in the re-emergence of social fun.
We expect, in the coming months, there will be an influx of new developers, as well as early adopters of mobile entertainment systems. The entertainment scene will be experiencing a major upswing, and there is a need to have access to immersive entertainment that can be readily employed (utilizing parking lots, and free space). This will be a distinction of this phase in the industry’s growth, post-lockdown.
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In last week’s coverage we reported on the new releases from UNIS Technology – sadly, we ran with an outdated version of the coverage, the correct version should have read - regarding 'Cruis’n Blast’ the two-driver, unique motion platform version of the Raw Thrill’s / Nintendo 2016 release. This will be a new title only currently distributed in China and South Asia, with no plans for a Western release at this time. We apologies for any confusion caused.
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This concludes our latest Stinger Report, we thank all our subscribers and advertisers for their support, and the next report will follow shortly.
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April 26-27
POSTPONED
2022
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March / May
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June 29 - July 1
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