Waterloo Region Record

Virtual reality

Arcades bank on gamers keen to try new technology

- Aleksandra Sagan

WATERLOO — Imagine walking into a black-walled, nondescrip­t room that instantly transforms into another world where you can explore outer space or defend a castle from monsters — all by donning a virtual reality headset.

That’s the experience that awaits visitors at Ctrl V in Waterloo, one of the number of new VR arcades opening up across Canada. Business owners are hoping to capitalize on gamers’ interest in trying out the immersive technology, even as it becomes more readily available for the public to use at home.

Since the summer and over the past few weeks, several companies have started releasing high-end VR headsets for consumers. But some industry insiders and VR arcade owners aren’t concerned, arguing that the mass extinction video game arcades of the 70s and 80s faced won’t beset this growing industry because obstacles like price and space still exist when it comes to bringing the true VR experience to households.

It’s impossible to know how many VR arcades exist but more and more are opening up, says Bernie Roehl, co-founder of the Virtual Reality Standards Board, a nonprofit organizati­on that advises commercial VR facilities on best practices.

“It ranges all the way from huge, massive, literally multimilli­on-dollar installati­ons, all the way down to an Internet café,” he said, describing the gamut of VR arcades that exist in the global marketplac­e.

Several of these facilities already operate in Canada, including Ctrl V, which opened its first location in a former BlackBerry building on Columbia Street last June. It boasts 16 play spaces where visitors can select from more than 20 games, including multiplaye­r experience­s, with new ones added monthly for about $25 an hour.

Ctrl V has since expanded to a second spot, with a four-station demo location at Landmark Cinemas at The Boardwalk in Waterloo. The company is partnering on another location in Alberta, and plans to open at least 20 more franchise locations in the next year, says chief financial officer Robert Bruski. The first is expected to open soon in Guelph.

He says the company has received about 160 applicatio­ns to open franchise locations — mostly in Canada and the U.S., but also some from the United Kingdom, France, Australia and South Africa.

“Most people have never played virtual reality, so it’s new to everyone,” says Bruski.

Roehl says there’s a need for VR facilities because they allow consumers to try out the technology at a reasonable price.

Even though the HTC Vive VR headset started shipping orders to Canada this summer — with the PlayStatio­n VR and the Oculus Rift, which is owned by Facebook, having launched more recently — the price of these systems still makes it prohibitiv­e for most gamers, he says.

The PlayStatio­n VR headset alone costs $549.99, while the Oculus Rift sells for $849.99, including some accessorie­s. The HTC Vive system costs $1,149.

While the technology available will continue to develop, says Roehl, consumers shouldn’t expect the powerful systems currently in arcades to drop in price and land in people’s homes any time soon. The equipment in one room at Ctrl V, for example, costs roughly $5,000.

This is why Roehl says so many industry insiders, himself included, believe at-home VR systems won’t be commonplac­e for several years.

“I think for many years to come the arcades — because they can afford to invest in the latest, greatest, high-end technology — will always stay ahead of the average consumer,” Roehl says.

But cost isn’t the only obstacle facing those wanting to experience VR at home, adds Bruski. There’s also the issue of space.

The HTC Vive, for example, needs a minimum play area of about 32 square feet that is

unobstruct­ed for roomscale games, according to its website, and can support a play space of up to nearly 132 square feet.

Certain virtual reality experience­s become exponentia­lly better if the player has more space, says Roehl, and those types of games will only be able to be experience­d at specialize­d centres and not homes.

He also believes these futuristic arcades can continue to draw in customers after at-home systems are common by offering games not sold to the public. Ctrl V, for instance, has developers on staff who develop games for the arcade. “As long as they can keep developing new experience­s people will keep coming out,” Roehl says.

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 ?? HANNAH YOON, THE CANADIAN PRESS ?? Vanessa Glavac plays a puzzle game at the Ctrl V virtual reality arcade in Waterloo. The arcade offers more than 20 games in 16 play spaces.
HANNAH YOON, THE CANADIAN PRESS Vanessa Glavac plays a puzzle game at the Ctrl V virtual reality arcade in Waterloo. The arcade offers more than 20 games in 16 play spaces.

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