Toronto Star

GET IN THE GAME

Latest generation of video-game arcades trades joysticks for headsets,

- 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 headset.

That’s the experience that awaits visitors at one of the number of new virtual-reality (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 the mass extinction that video-game arcades of the ’70s and ’80s faced won’t beset this growing industry because obstacles such as 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 non-profit 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 says, 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 Waterloo, Ont., location in June.

It boasts 16 play spaces where, for about $25 an hour, visitors can select from more than 20 games, including multi-player experience­s, with new ones added monthly.

Ctrl V has since expanded to a second location in the city and is planning for at least another 20 locations in the first year, says its chief financial officer Robert Bruski.

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

“As long as they can keep developing new experience­s, people will keep coming out.” BERNIE ROEHL CO-FOUNDER, VIRTUAL REALITY STANDARDS BOARD

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, highend 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, Bruski adds. There’s also the issue of space.

The HTC Vive, for example, requires a minimum play area of about 32 square feet that is unobstruct­ed for room-scale 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 in 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 ?? Ctrl V opened its first virtual-reality arcade in Waterloo in June and has received about 160 franchise applicatio­ns.
HANNAH YOON/THE CANADIAN PRESS Ctrl V opened its first virtual-reality arcade in Waterloo in June and has received about 160 franchise applicatio­ns.

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