Onlangs gingen we op bezoek bij Neurogaming om met jullie te delen wat er allemaal in de toekomst van VR mogelijk is, maar graag wilden Alex Morozov (Chief Marketing Officer Neurogaming) en Natalie Taylor (Head of Sales, Central Europe) nog het één en ander vertellen, uitleggen en toelichten als het aankomt op Neurogaming en de toekomst van VR.

TDG: Can you please explain what Neurogaming is?

Alex Morozov: Neurogaming is a global platform for publishing Virtual Reality content and developer of VR content and software solutions. Neurogaming has offices in Moscow (Russia), New York (USA), Amsterdam (Europe), and headquartered in Nicosia (Cyprus). A dedicated development team over 60-strong, the company provides the complete spectrum of services from cloud-based backend location management to end-to-end location-based VR games development.

Natalie Taylor: Neurogaming already has the biggest VR Location Based Entertainment network in CIS with over 40 locations in Russia. Neurogaming has plans for global expansion and opening over 120 locations in EU, NA, APAC and Middle East by the end of 2018. We plan to double the amount to 300 locations in 2 years by the end of 2019.

Getting in the zone!

TDG: Why, when, and how did you created this joint venture and what will is your goal?

Alex Morozov: Neurogaming started operating in January 2018. The goal is to form strong verticals across several virtual reality market segments to be ready when home adoption reaches marketable levels and drive trial of high quality VR entertainment products in the out-of-home segment.

Franchising: we will provide access to Neurogaming’s technology and experience under license for location owners, game developers and business partners.

PlayVR is Europe’s largest VR hall network, offering its visitors highly immersive experiences based on movie releases along with its own IP’s. PlayVR combines a cloud-based platform for OTA system and content management, regular IP roster expansions and updates, an easy-to-use web app-based location administration system and a refined turnkey solution for franchise network scaling. Currently, there are 37 PlayVR locations across shopping malls and cinemas in the CIS region. The location pipeline for the end of the year is 100+ locations across EU, US, Middle East, Asia and Latin America.

Features:

  • Easily scalable & cost-efficient
  • 3rd party game- ready
  • Tethered + Joystick control with head and hand tracking
  • Currently, we use HTC Vive headsets
  • MSI / Unreal Engine / Unity
  • 18 m2 / 30 m2 for 2/4 players
  • Content for all ages with high re-playability
  • 10+ min game session
  • Single player / PvP / PvE multiplayer

One of the most popular games in PlayVR is World of Tanks VR. The popular gaming franchise has recently expanded to a new platform. The game is already available to the public across all PlayVR locations in CIS. The first eSports tournament was recently held on World of Tanks VR. It attracted over 4000 attendees and became the biggest out-of-home VR-tournament up-to-date.

Prepare for some next-level action!

TDG: What is PolygonVR?

Alex Morozov: PolygonVR is a universal platform that combines VR games, Reality TV and eSports. The solutions’ key features are multiplayer architecture, full body immersion, tools for broadcasting and streaming, second screen support, multi-location support and a cloud-based content management and distribution system. PolygonVR’s areas of application includes: eSports, entertainment, industrial training, education and engineering.

Features:

  • Multiplayer games and eSports
  • Broadcast-ready / 2nd screen support
  • Freedom of movement with full-body traction
  • Interaction with physical objects
  • Currently, we use Oculus Rift headsets and OptiTrack
  • Striker VR / MSI / custom Unreal Engine solution
  • 140 m2 for 5 players
  • 20+ min game session
  • PvP / PvE multiplayer with cross-arena gameplay

 Will PlayVR and PolygonVR be available for other developers’ games?

Natalie Taylor: Currently, only PlayVR is available for 3rd party games. In the future, we may consider doing the same with PolygonVR.


TDG: What are the business opportunities?

Natalie Taylor: Recent industry research estimates a predicted VR market volume of $24 billion by 2019 with location-based entertainment VR market volume being estimated at $6.5 billion by 2019. While VR itself has quite a high entry threshold, LBE makes the VR experience available to the public at an affordable price. While LBE is already a known opportunity for some territories, it still has a great potential for growth. With our CIS-locations we have carefully tested the business model and are ready to bring this opportunity to Europe. The payback period for opening a location is estimated at less than 1 year depending on the local economies.

All of these are contributing factors as to why Virtual Reality a growing trend and popular digital entertainment alternative.

TDG: How much has Wargaming invested in Neurogaming?

Natalie Taylor: Wargaming and VRTech have made a joint financial and technological investment of around $16 million into Neurogaming.