VR Games Help!

Throughout the previous couple of years, we've seen a plethora of news articles about the way virtual reality was going to save the timeless arcade. The theory goes that the VR gear is too expensive for home users, therefore it creates an chance for operators to pony up the big dollars to purchase it and then make their money back by charging a game to play it. Much Nolan Bushnell, the inventor of Pong, is attempting to hype the tech since the industry's savior. In the MIT Technology Review.
"While several high-end headsets were released last year which may bring virtual-reality adventures to your living room, adoption of this technology is still in its first days for a bunch of reasons--it's still bulky, expensive, and there is not all that much to do as soon as you've got it on your face. More than two million cans were shipped worldwide in 2016, according to a quote from market researcher Canalys, yet this figure pales compared to the popularity of, say, video game consoles (sales of the top one, Sony's PS4, topped six million throughout the 2016 holiday season alone). Consumer virtual reality will likely catch on as prices come down and headsets improve. In the meantime, though, a number of businesses are betting that consumers may be pleased to pay a much smaller amount to try out the technology with their buddies at, say, an arcade, theme park, or bowling alley"
It's tempting to dive into this trap, but from an operator's standpoint VR is a terrible thing. Other than buying a brand-new car and driving it a mile, I can't think about a way you could eliminate money quicker between what you pay and what you'll have the ability to get for it down the road.
Another limitation for operators is that while you may be able to provide a room for VR people to wander around in now, as fresh VR technology is unveiled, we are likely to see the point expanded from 100 square feet into the entire world. Instead of viewing just the matches from your headset, you will realize the true world with sport play overlayed. As the tech allows more actual world areas to be researched, it's going to make a cramped arcade look pretty feeble in comparison.
VR is heading for mass market acceptance, but it's demand isn't being driven by gamers who wish to pay big buck to play with video games, but like the BETAMAX that came before it, by people who wish to watch porn in their houses.
Even if an operator can create a little bit of money to the next few decades, once VR achieves critical mass, it will crush whatever revenue flow that operators're dreaming of. Don't believe me? Just check out what's happening in China.
A year later 22,000 of these have closed.
This is an unbelievable failure rate over such a short time period and one which should function as a sharp warning to anyone considering investing in the VR games. Perhaps Dave and Busters is able to take losses on the games longer than Chinese startup arcades, however I doubt most North American operators are going to fare much better using the technology in their game rooms and will only end up in debt in the close of the day.
The problem basically boils down to consumers not being willing to pay a premium for the experience. Tech In Asia, describes the issue perfectly in their article, on the Chinese VR boom and bust.

"Enterprising shop owners jumped into VR are finding it impossible to charge fees comparable to cinemas or bowling alleys to get a vr games.9d vr cinema experience. One VR arcade proprietor told iHeima that he saw eager queues when charging US$1.50 to get a 30-minute session, but everybody vanished as it climbed to US$5. By that sort of revenue it's not possible to cover the rent."
Even if the game was sold out all day, at $1.50 a half hour they are only earning $30 a day. With retail rents in North America running $1 -- $2 a square foot, there's no way to make the math work, even if you suppose that Americans will spend more to play with the games.
The real world information flowing in from China must function as a canary in the quarter mines of North America. Operators who invest considerable amounts of money on fancy VR setups will probably find their small VR rooms being replaced by the whole world as a stage. As the installations get more expensive, smaller and more mobile, the virtual arcades will look more costly, bulky and restricted.