With this growing trend, Kevin Williams, Founder and Director of KWP Ltd., led a seminar with various thought leaders on VR topics at the EAS/VAE Show held at the ExCel, London 16th-18th January 2018. The landscape for the industry has changed- the demand from consumers is great, with the millennial instagram generation expecting more high-quality VR experiences that is not achieved in the home.

According to Williams, this paired with a greater variety of choice for head sets and gear as well as VR content creators, will mean the number of VR companies that exist will treble the next year alone. Obviously the most important factor for an attraction is ROI.

Immotion Group’s exhibit at the show Paul Collimore, Sales Manager at Immotion Group is confident that small scale multiplayer VR games bring in the greatest return. The traditional arcade pay-to-play model is the best business model according to Collimore: “If it ain’t broke don’t fix it, its the same model with a VR headset slapped on”.

The company’s VRStar facility in Bristol, UK made on average £700 a day in January 2018 even on weekdays in a low footfall location. What brings guests back is the repeatability of a competitive multiplayer game, and the fun novelty of VR.  “FEC’s account for every square foot of space and look to monetise every inch” said Devi Kolli, Co-Founder and CEO of A.i.Solve.

Their product WePlayVR is a single box with a predictable footprint and embedded remote operating system so no tech surprises and no additional costs. A.i.Solve have also developed a spectator portal to run real-time game footage to guests in the queue but to cut away at dramatic moments so the surprises, challenges and puzzles aren’t ruined for the next players. Read more from blooloop.com…

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