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SuperData shares three reasons why arcades will boost the industry

admin by admin
February 16, 2022
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SuperData shares three reasons why arcades will boost the industry
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The visibility to understand the possibilities, the growth they are experiencing and the real option to earn income right now.

SuperData he has shared three of the reasons why they consider that arcades and theme parks with virtual and augmented reality attractions are important for the promotion of these technologies. The first of these is visibility, the opportunity it offers visitors to know what VR is without having to invest a large amount, the second is the rapid growth that this type of business is experiencing, with an estimate of 1,000 million dollars by 2021, and the third and last is that it is already possible to make money with it.

“While not free from challenges, entertainment away from home is still the path to industry success. Home RV is slowly growing and far from popular with only 15 million devices in use this year, compared to 120 million TVs worldwide or 89% of households in the US with access to smartphones. It’s going to be a long time before VR proliferates in the home, but for that to happen, consumers need to first understand the technology, ” he says Mr. Liuhuabing, VP of strategy and in charge of the RX of Superdata Research.

According to the data they share, virtual reality on premises was the market segment that grew the most last year, and this year they expect it to reach the $ 200 million in revenue, a figure similar to the one Futursource shared a few months ago.

Estimated revenue in virtual reality entertainment away from home.

Although it’s easy to jump into business, they point out that it’s not easy to stay afloat, and recommend creating multiplayer experiences in places where it’s not necessary to perform a large marketing action to attract people, such as a shopping mall. In addition, those centers that have experiences of well-known IPs, also play with another advantage to charge more for their experiences and generate greater income.

To reach the estimated 109 million viewer shipments by 2021, it will be necessary to put the devices in the hands of users, and not just on store shelves. “These centers will open the eyes of the world to the true potential of VR, and although some facilities will not succeed, we need operators to continue to present engaging experiences so that we can take consumers to viewers,” they conclude.

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