In February 2016 I started covering virtual reality's third wave featuring The VOID, VRcade (now VRstudios), and Zero Latency. A year later I wrote that the third wave was shaping…
Amusement Expo, the largest arcade-focused trade show in the US, has postponed for a second time due to COVID-19. Normally held in March, the show was moved to early May,…
When I talk to manufacturers, distributors, and operators, there’s a clear sense they’re afraid of opening up their location-based VR attractions due to risk of consumer blowback. It feels like…
A new Star Wars VR Arcade game just hit the market, which has been searching for the ideal use of virtual reality in a compact, unattended package. ILMxLAB, VRsenal, and…
Constraint drives innovation. A recent Harvard Business Review story covers 145 empirical studies that show individuals, teams, and organizations all benefit from constraints. The current pandemic has constrained more aspects…
There’s a disturbance in the force. The menace of the coronavirus wasn’t a phantom, but a threat to the very existence of our galaxy. Under this perilous existence, an unlikely…
If you’re like me, you’ve been to a few virtual events this year. I guess that most were just ok—lots of webinars, too many PowerPoints, and hardly any real meetings.…
Too often, when designing experiences, we focus on what people will be doing. In-game design, lots of effort goes into balancing and core loop design. UX designers want to make…
In my last blog post on how to design entertainment experiences, I wrote about the importance of a holistic approach to experience design where you consider all of your stakeholders.…
In a time when everything is changing, we all need to innovate the design of experiences we offer our customers. What we did last year is unlikely to work today.…
Everything has changed, but at the same time, nothing has changed. That’s the paradox of the times. The rules of being in public are changing. Consumer habits, parent’s risk profiles,…