Top VR Games Tips!

Throughout the previous couple of years, we have seen a plethora of news articles about how virtual reality was going to save the classic arcade. The theory goes that the VR equipment is too expensive for home users, so it creates an opportunity for operators to pony up the big dollars to buy it and then make their money back by charging a match to play it.
"While many high-end headsets were released annually which may bring virtual-reality experiences to your living space, adoption of this technology is still in its first days to get a lot of reasons--it's still bulky, expensive, 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 a quote from market researcher Canalys, yet this figure pales in comparison to the popularity of, say, video game consoles (sales of their leading one, Sony's PS4, topped six million during the 2016 holiday season alone). Consumer virtual reality will likely catch on as prices come down and cans improve. Meanwhile, though, a variety of businesses are betting that customers may be pleased to pay a much smaller sum to try out the technology with their friends at, say, an arcade, theme park, or bowling alley."
It is tempting to fall into this snare, but in the operator's standpoint VR is a terrible thing. Other than purchasing a brand new vehicle and driving it a time, I can not think of a way that you could lose money quicker between what you pay and what you will have the ability to get down the road.
Another limit for most operators is that while you may be able to provide a space for VR individuals to roam around in today, as new VR technology is introduced, we are likely to see the stage expanded from 100 square feet into the whole world. Instead of viewing just the games in your headset, you will see the true world with game play overlayed. kids arcade games can go to the park and relive the knights of the round table or parking garages to take aliens. Since the technology allows more actual world areas to be researched, it is going to earn a cramped arcade seem pretty feeble in comparison.
VR is heading for mass market acceptance, however it is demand is not being pushed by players who want to pay big buck to play with video games, but like the BETAMAX that came before it, by people who want to watch porn in their homes.
Even if an operator can make a bit of money for the next few years, once VR achieves critical mass, it will crush whatever revenue stream that operators're dreaming of. Don't believe me? Just check out what's happening in China.
Last year, an eye popping 35,000 virtual reality arcades opened up in China. A year later 22,000 of them have closed.
This is an incredible failure rate over this brief period of time and one that should function as a sharp warning to anyone contemplating investing in the VR games. Maybe Dave and Busters can afford to take losses on the games longer than Chinese startup arcades, but I doubt most North American operators are going to fare much better with the technology in their match rooms and will only wind up in debt at the close of the day.
The issue essentially boils down to customers not being willing to pay a premium for the encounter. Tech In Asia, describes the problem perfectly in their own article, on that the Chinese VR boom and bust.

is?7Jiep0mTpuPZW0p2kP7xtlqmcdCPtwelM5JJAHY3q70&height=220"Enterprising shop owners jumped 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 that he saw excited queues when charging US$1.50 to get a 30-minute session, but everybody vanished when it climbed to US$5. By that sort of revenue it's not possible to cover the lease."
Even if the game was sold out all day, at $1.50 a half hour they are only earning $30 a day. Together with retail rents in North America running $1 -- $2 a square foot, there's no way to make the math work, even if you assume that Americans will spend more to play the matches.
The actual world data streaming in from China should serve as a canary in the quarter plantations of North America. Operators who invest considerable amounts of money on fancy VR setups will soon find their small VR rooms being substituted by the whole world as a stage. As the installations get cheaper, smaller and more portable, the virtual arcades will look more costly, bulky and restricted. I would love to be proven wrong on this one, but I think the arcade VR fad is more hype than hope.