Following the debut of “Hotel Transylvania 3: Summer Vacation,” which has already earned over $100 million at the global box office, Sony is taking the hit animation to the virtual world. Today, in an effort to extend the life of the IP as much as possible, the company is releasing “Hotel Transylvania Popstic,” a new VR rhythm game based off of the film.
“From the outset, Hotel Transylvania Popstic was designed to work for the growing VR arcade audience. It’s the perfect pairing of a movie brand that families love and a music rhythm game that is as fun to watch as it is to play,” said Jake Zim, Senior Vice President, Virtual Reality, Sony Pictures Entertainment.
To make this virtual game a reality, Sony has partnered with Specular Theory award-winning immersive content studio. Through the partnership, “Hotel Transylvania Popstic” is now available at more than 500 VR arcades, including SpringboardVR, Private Label VR, Synthesis VR, VR World NYC and Viveland, in North America, Europe and China.
“The game is well designed and a blast to play. This partnership represents the best in how SpringboardVR, creators and operators can be aligned in getting great content out to the market,” said Will Stackable, Co-Founder, SpringboardVR. “The way Specular Theory and Sony Pictures VR thought about the benefits of launching first in the out-of-home VR space and designing the game accordingly is exactly what we welcome from the creator community.”
Visitors to these VR arcades can now play the game which lets them choose between select characters in the movie including Drac, Mavis, or Johnny as DJ and select songs from that character’s playlist. Players then use their agility and dancing skills to hit incoming targets and avoid obstacles with the help of a custom VR peripheral attachment called a Stic.
According to projections by Greenlight Insights, location-based VR is expected to be a billion-dollar business by 2021.
“Before spending hundreds or thousands of dollars on equipment, new users are turning to LBE centers to experience VR inexpensively and more immersively than they could with an in-home system,” said Eddie Lou, China Market Analyst, Greenlight Insights. “Niche accessories such as full haptic suits, sensory simulators, and specialized controllers will find a home in LBE centers as consumers will be less inclined to purchase expensive hardware. This represents a distinct market opportunity for VR content studios and hardware vendors.”