www.parkworld-online.com
Company Profile
Don't Scream
Nanoclash Focus
a user's movements and resulting actions in the graphics they see. At The Park, the HTC VIVE Focus 3 headsets we use have a 90Hz refresh rate, so user movements and actions happen in real-time with zero latency. This eliminates the risk of motion sickness so that they can explore and engage within the virtual world as almost as they would in reality.
PW: Are there any challenges unique to the VR format? PV: Virtual reality experiences cover various categories and have vast differences, from museum exhibitions and workplace training to multiplayer gaming experiences. Most people who have tried VR have had a typical walk-through experience, such as an exhibition, where visitors can singularly engage with a stimulating and immersive computer-generated environment. As a company, we face a challenge to differentiate ourselves within
the industry due to the breadth and volume of experiences available. To ensure we're doing this, we create engaging VR entertainment by harnessing the power of social interaction and engagement. Unlike most experiences, visitors enjoy our VR experiences as part of a group and for up to 30 minutes, allowing them to be part of an elaborate journey and fully immerse themselves in a virtual environment. The longer VR experiences provide a perfect amount of time for a shared social experience among groups. For those who want to play for less than 30 minutes, The Park Playground also has a selection of mini- games available for visitors.
PW: Tell us about The Park VR System. PV: The Park VR System is the new turnkey offering we launched last year and was recently adopted by Center Parcs Park Hochsauerland in Germany. It is a cost-effective solution with a hassle-free setup that fulfills customer demands for more immersive entertainment. The Park VR System is an installation that allows any leisure location to quickly and easily integrate The Park’s fully mobile, wireless, and free-roam VR experiences to expand their social entertainment offering. Leisure locations gain instant access to a diverse library of VR experiences, including the award-winning haunted house escape room, Don’t Scream, all of which have been specially designed to engage all groups of people and all ages. We’ve developed a user- friendly management system and created fully mobile technology, which ensures that our solution is more accessible and available to non-technical hosts and venues. The system can be installed as a
FEBRUARY 2024
single or multi-field deployment and venues or hosts can launch a VR experience which allows up to 32 players per hour to come through the captivating VR facility. With a fast roll-out period and ongoing support from The Park Playground, businesses can boost their entertainment portfolio and see an increase in footfall in as little as two months.
PW: Do you find that there are any region-specific trends when it comes to VR and guest expectations? PV: Outside of trends, we’ve seen region-specific VR content restrictions related to gaming in regions such as the Kingdom of Saudi Arabia (KSA) and China. For example, a large volume of VR content is published on the Google Play store, but this is blocked in China, and all VR content must originate from China itself or approved companies. This means that VR content and experiences must be tailored to align with the local countries’ content regulations, which can prove challenging when maintaining an experience’s core features. We’re also seeing significant differences across regions regarding
guest expectations, with hospitality standards such as health and safety protocols in the UK being much higher than in some other countries. Beyond regional trends, there’s also been a surge in demand for
more in-person interactions globally, shifting from users wanting individual experiences to shared social experiences that bring people together. The social aspect of entertainment is crucial in all elements. The Park Playground is responding to this shift by delivering unique and engaging VR experiences that maximise interactivity among players.
PW: What future plans are in the pipeline for The Park? PV: We’ve put down long-standing roots across Europe and have seen strong growth in the UK market. Now, our focus is on replicating the success of The Park Playground’s franchise model and turnkey solution already achieved in Europe into new markets in Western Europe and the Gulf Cooperation Council (GCC). We recently appointed a new Head of Franchise, Bill Painter, as part of these plans. Bill will be helping to identify new opportunities, foster strategic partnerships, and ensure seamless operations for new and existing franchise and VR System owners.
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