This Is Not Your Father's LBE
Vary Your VR Please There is more at stake here than profits. As VR undergoes refinements,
lifelike experiences featuring blood, destruction and stupendous ninja
cleavage may come under increasing scrutiny. In Indianapolis, Mayor
Bart Peterson made national headlines this year by proposing a "violent
video game" ordinance that forbade anyone under the age of seventeen
to play anything more combative than race car simulations. Games featuring
graphic violence and/or sexual content were to be plastered with warning
labels and kept a minimum of ten feet away from nonviolent games,
and any arcade owner not enforcing this ordinance could face loss
of license. On July 11, the City Council passed this ordinance by
the unanimous margin of 27-0. The 7th U.S. Circuit Court of Appeals
has issued a temporary stay on behalf of the coin-operated industry
until an injunction hearing can be held, but the writing may be on
the WoW if VR arcades feature too high a proportion of virtual violence
or raunchy reality. States more conservative than Indiana (and there
are a few) may harass VR-LBE arcades with even more stringent legislation
unless the content diversifies considerably.
These glowing business reports are, however, tempered by certain
considerations. One important factor is that of theme diversification
within the VR field. In a 1995 overview of all available VR-LBE experiences
available (94 in all), nearly 40% of these games were what the industry
calls "shoot-em-ups." The main demographic sector participating
in these engage-and-destroy experiences were teenaged and young adult
males. If one added the VR games that included sports and military
simulations, the percentage of experiences most attractive to this
sector rose to forbidding proportions. VR-LBE stood for Very Restricted-Longing
But Excluded in the eyes of females, older adults and families. While
theme diversification has significantly expanded since the 1995 overview,
VR-LBE should constantly keep an eye on content-specific experiences
that appeal to a wide range of potential customers. It is encouraging
to see that some of the newest and more advanced VR entertainment,
such as Iwerks Entertainment's Dino Island, create lifelike,
real-time scenarios of adventure that an entire family can readily
enjoy.
VR Without A Shot Boy Band Interactive: Who has more disposable income
than pre-teen girls? This lucrative market can be tapped with Boy
Band Interactive, a VR experience guaranteed to keep their excitable
heads glued into HMDs. Our participant can choose from a list of the
hottest boy bands extant for the immersive experience of a lifetime
(or at least that summer). The participant finds herself in the front
row of, say, an N'Sync concert where she watches a three-minute performance
of one of the band's songs. Following this she is motioned on to the
stage by the member she deems to be the cutest. She is taken backstage
for another twelve minutes of personalized banalities and platitudes
from the band, and the immersive experience ends when a stagehand
alerts the boys that it's time for an encore. The band files out and
the aforementioned cutest member plants a chaste kiss on the participant's
cheek, promising to return in just a moment. Fifteen minutes for fifteen
bucks -- no more expensive than purchasing the CD, and twice the fun!
In truth, the range of VR-LBE experiences should become all-inclusive
and feature scenarios that every average American yearns to experience.
I'm talking about making some extravagant, pleasant dreams come true
or taking the experiences of one's everyday life and recreating them
in a more rewarding manner. And so, with nary a shoot-em-up in sight,
here are some proposals for the next great VR-LBE experiences:
























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