VR Games Is Essential For Your Success. Read This To Find Out Why

indoor playground equipmentThroughout the previous few years, we have seen an array of news posts about how virtual reality was going to save the classic arcade. The idea goes that the vr games.9d vr cinema equipment is too expensive for home users, so it creates an opportunity for operators to pony up the big dollars to buy it and make their money back by charging a match to play with it. Even Nolan Bushnell, the inventor of Pong, is attempting to hype the technology since the industry's savior.
"While several high-end cans were released last year which may bring virtual-reality adventures to your living space, adoption of this technology remains in its first days for a bunch of reasons--it's still bulky, pricey, and there is not all that much to do as soon as you've got it on your face. Over two million headsets were shipped globally in 2016, according to an estimate from market researcher Canalys, but this figure pales compared to the prevalence of, say, video game consoles (earnings of the leading one, Sony's PS4, topped six million throughout the 2016 holiday season alone). Consumer virtual reality will probably catch on as costs come down and cans improve. In the meantime, though, a number of businesses are betting that customers may be happy to cover a much smaller amount to try the technology with their friends at, say, an arcade, theme park, or bowling alley."
It's tempting to fall into this trap, but from an operator's perspective VR is a terrible deal. Operators are being requested to pay top dollar for tech that is all but guaranteed to plummet in value within the very short term. Other than buying a brand new car and driving it a mile, I can't think of a way that you could lose money faster between what you pay and what you'll be able to get for it down the street.
Another limit for operators is that while you might have the ability to supply a room for VR people to wander around in today, as fresh VR tech is introduced, we're going to see the point expanded from 100 square feet to the whole world. Rather than viewing just the matches from your headset, you will see the true world with game play overlayed. Kids can visit the park and relive the knights of the round table or parking garages to take aliens. As the tech allows more real world areas to be explored, it's going to make a cramped arcade seem fairly feeble in comparison.
VR is already heading for mass market acceptance, but it's demand is not being pushed by players who wish to pay big buck to play with video games, but like the BETAMAX that came before it, by people who wish to watch pornography in their homes.
Even when an operator can make a bit of money for the upcoming few years, after VR achieves critical mass, then it will crush whatever revenue stream that operators're dreaming of. Don't believe me? Just check out what is going on 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 unbelievable failure rate over this brief time period and one that should serve as a sharp warning to anyone contemplating investing in the VR games. Maybe Dave and Busters can afford to take losses on the games more than Chinese startup arcades, but I doubt that most North American operators are going to fare much better using the tech in their match rooms and will just end up in debt in the close 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 store owners leaping into VR are finding it impossible to bill fees akin to cinemas or bowling alleys for a VR experience. One VR arcade owner told iHeima he saw eager queues when charging US$1.50 for a 30-minute session, but everyone vanished as it climbed to US$5. From that kind of revenue it is impossible to cover the lease."
Even if the game was sold out daily, at $1.50 per half hour they are just earning $30 a day. With retail rents in North America running $1 -- $2 a square foot, there's no way to make the math work, even in the event that you assume that Americans will spend more to play with the games.
The actual world information flowing in from China must serve as a canary in the quarter mines of North America. Operators who invest considerable amounts of money on elaborate VR setups will probably find their small VR rooms being replaced by the whole world as a stage. Since the installations get cheaper, smaller and more mobile, the virtual arcades will look more expensive, bulky and limited. I'd love to be proven wrong on this one, but I feel the arcade VR fad is more hype than hope.