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Corso di Laurea magistrale (ordinamento

ex D.M. 270/2004)

in Marketing e Comunicazione

Tesi di Laurea

Hybrid Products: A New

Concept Test Model

Case Study: Woohoo The Ride

Relatore

Ch. Prof. Francesca Checchinato

Correlatore

Ch. Prof. Boris Durisin

Laureando

Edoardo Rossi

Matricola 816000

Anno Accademico

2012/2013

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TABLE  OF  CONTENTS  

 

ABSTRACT  ...  5   RÉSUMÉ  ...  6   SINTESI  ...  7   ACKNOWLEDGMENTS  ...  8  

TABLE  OF  EXHIBITS  ...  9  

INTRODUCTION  ...  10  

OBJECTIVE  OF  THE  PAPER  ...  12  

METHODOLOGY  USED  ...  13  

CHAPTER  I:  BACKGROUND  STUDIES  ...  16  

1.1  HISTORY  OF  VIRTUAL  REALITY  ...  16  

1.2  AMUSEMENT  PARKS  AND  ROLLER  COASTERS  ...  19  

1.3  VIRTUAL  REALITY  IN  THE  AMUSEMENT  PARKS  ...  22  

1.4  LITERATURE  REVIEW  ...  25  

ON  HYBRID  PRODUCTS  ...  25  

ON  CONCEPT  TESTING  ...  26  

ON  SIMILARITY  INTERPRETATION  ...  30  

CHAPTER  II:  CONCEPT  TEST  PART  1  ...  32  

2.1  THE  TWO  ATTRACTIONS  ...  32  

WOOHOO  THE  RIDE  ...  32  

TRANSFORMERS  THE  RIDE  ...  33  

2.2  PRE-­‐TEST:  MEASURING  SIMILARITIES  ...  33  

DESIGN  ...  33  

MANIPULATIONS  ...  34  

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METHODOLOGY  ...  34  

2.3:  ANALYSIS  OF  THE  RESULTS  ...  35  

DISCUSSIONS  ...  36  

2.4  TEST  1:  INFERENCES  EVALUATION  OF  THE  HYBRID  PRODUCT  ...  37  

DESIGN  ...  37  

OBJECTIVES  ...  38  

METHODOLOGY  ...  38  

2.5  ANALYSIS  OF  THE  RESULTS  ...  40  

INTEREST  ...  40  

UNIQUENESS  ...  41  

PURCHASE  INTENTION  ...  42  

OVERALL  LIKING  ...  44  

PRODUCT  BELIEFS  ...  46  

WILLINGNESS  TO  PAY  ...  48  

DISCUSSIONS  ...  48  

CHAPTER  III:  CONCEPT  TEST  PART  2  ...  52  

3.1  TEST  2:  STUDY  ON  CONSUMERS  PURCHASING  CHOICES  ...  52  

DESIGN  ...  52  

OBJECTIVES  ...  53  

METHODOLOGY  ...  53  

3.2:  ANALYSIS  OF  THE  RESULTS  ...  54  

DISCUSSIONS  ...  60  

3.3  MOORE’S  ANALYSIS  ...  60  

THE  FIRST  GAP  ...  63  

THE  CHASM  ...  63  

THE  THIRD  GAP  ...  65  

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4.1  OBJECTIVE  OF  THE  RESEARCH  ...  66  

4.2  KEY  FINDINGS  ...  67  

4.3  MANAGERIAL  CONTRIBUTIONS  ...  68  

4.4  LIMITS  OF  THE  RESEARCH  ...  69  

4.5  FUTURE  RESEARCH  ...  71  

REFERENCES  ...  72  

BIBLIOGRAPHY  ...  72  

WEBOGRAPHY  AND  VIDEOGRAPHY  ...  75  

APPENDIX  A:  SIMILARITY  TEST  ...  77  

APPENDIX  B:  TEST  1  ...  78   APPENDIX  C:  TEST  2  ...  80  

 

             

 

 

 

   

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ABSTRACT  

   

Successful  innovations  are  the  ones  that  open  completely  new  markets,  fulfilling   unserved  needs.  In  the  last  years,  the  union  of  different  products’  features  created  many   innovative  products.  These  are  called  hybrid  products,  as  they  can  be  classified  in  more   than   one   category.   The   purpose   of   this   research   paper   is   to   study   a   hybrid   product   innovation   and   to   develop   a   reliable   model   of   concept   testing   for   these   particular   multiple   categories   goods.   In   the   specific,   this   innovation   concerns   amusement   parks   and   their   most   widespread   attractions:   the   roller   coasters.   Virtual   reality   features   are   added   to   the   roller   coaster,   in   order   to   enhance   users   experience.   The   attraction   will   provide   users   with   head-­‐mounted   displays,   issuing   virtual   images   and   sound.   Consumers’   evaluations   will   be   analysed   in   a   new   method,   which   combines   different   studies  and  methodologies.  This  method  will  examine:  if  the  tested  idea  is  creating  new   value;  if  consumers  will  appreciate  it;  if  it  has  the  possibility  to  compete  in  the  theme   park  market,  planning  strategies  of  segments’  invasion.    

 

 

 

 

 

 

 

 

 

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RÉSUMÉ

 

   

Innovations   couronnées   de   succès   sont   celles   qui   ouvrent   des   marchés   complètement   nouveaux,   répondant   à   des   besoins   non   desservies.   Dans   les   dernières   années,   de   nombreux   produits   innovants   ont   été   la   création   par   la   fusion   des   caractéristiques   de   différents   produits.   Ceux-­‐ci   s'appellent   produits   hybrides,   car   ils   peuvent   être   classés   dans  plus  d'une  catégorie.  Le  mémoire  de  recherche  a  pour  but  d'étudier  une  innovation   de  produit  hybride  et  de  développer  un  modèle  fiable  des  concepts  tests  de  ces  produits   qui   appartiennent   à   plusieurs   catégories.   En   particulier,   cette   innovation   concerne   les   parcs   à   thème   et   leurs   attractions   les   plus   répandues:   les   montagnes   russes.   Fonctionnalités  de  réalité  virtuelle  sont  ajoutés  à  des  montagnes  russes,  afin  d'améliorer   l'expérience   des   utilisateurs.   L'attraction   offrira   aux   utilisateurs   visiocasques,   qui   permettent   l'émission   des   images   virtuelles   et   des   sons.   Les   évaluations   des   consommateurs   seront   analysées   dans   une   nouvelle   méthode,   qui   combine   différentes   études  et  des  méthodes  variées.  Cette  méthode  permet  de  dire  :  si  l'idée  testée  apporte   la   création   d'une   nouvelle   valeur  ;   si   les   consommateurs   l’apprécieront  ;   et   si   elle   a   la   possibilité  de  concourir  dans  le  marché  des  parcs  à  thème,  en  planificant  des  stratégies   d'invasion.  

 

 

 

 

 

 

 

 

 

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SINTESI

   

Le   innovazioni   di   successo   sono   quelle   che   riescono   ad   aprire   mercati   completamente  nuovi,  approcciando  bisogni  non  ancora  serviti.  Negli  ultimi  anni,  sono   stati   creati   molti   prodotti   innovativi   nati   dall’unione   delle   funzionalità   di   prodotti   diversi.   Questi   sono   chiamati   prodotti   ibridi,   classificati   dai   consumatori   in   più   di   un'unica   categoria.   La   ricerca   della   tesi   ha   l’obiettivo   di   studiare   un   prodotto   ibrido   innovativo  e  sviluppare  un  modello  affidabile  di  concept  test  per  questo  tipo  particolare   di   prodotto.   Nello   specifico,   questa   innovazione   riguarda   i   parchi   di   divertimento   e   la   loro   più   diffusa   attrazione:   le   montagne   russe.   La   realtà   virtuale   è   stata   aggiunta   alle   montagne   russe,   per   aumentare   l’esperienza   degli   utenti.   Un   casco   con   visore   3-­‐D   è   fornito   ai   visitatori   dell’attrazione,   abilitando   immagini   virtuali   e   suoni.   La   tesi   analizzerà   le   valutazioni   dei   consumatori   riguardo   l’attrazione   usando   una   nuova   metodologia,  che  combina  diversi  studi  e  tecniche.  Questo  metodo  testerà:  la  creazione   di  nuovo  valore;  il  grado  di  apprezzamento  dei  consumatori;  la  competizione  all’interno   dei  parchi  di  divertimento,  progettando  possibili  strategie  per  invadere  il  mercato.  

 

 

 

 

 

 

 

 

 

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ACKNOWLEDGMENTS  

   

  Writing  a  dissertation  is  a  long  process  that  is  not  possible  without  the  support  of   people  next  to  you.  This  paper  is  not  an  exception.  

  I  am  indebted  to  my  supervisor,  prof.  Boris  Durisin.  He  has  been  determinant  for   the  outcome  of  this  research.  I  would  like  to  thank  him  for  the  motivation  he  was  able  to   give  me  when  I  started  to  feel  less  convinced  on  the  project.  There  was  a  moment  when  I   wanted  to  replace  the  topic  of  this  research  with  another  one,  more  ordinary.  With  one   sentence  he  was  able  to  remind  me  how  special  is  for  me  this  project.    

  My   special   thanks   are   dedicated   to   the   people   who   believed   in   my   idea   and   supported   me   from   the   beginning.   Dr.   Chiminazzo,   who   advised   me   and   gave   me   the   possibility   to   pitch   the   idea,   dr.   Cangianelli   and   Mr.   Piciucchi,   for   giving   me   their   precious  time  to  listen  to  my  thoughts.  I  hope  to  pay  back  their  kindness  one  day.  

  I  would  like  to  thank  all   the  people  who  answered  to  my  survey  and  didn’t  get   angry  even  if  I  lied  on  his  length.  Your  responses  made  me  happy  and  proud.    

My  friends  deserve  a  big  and  lovely  thank  you.  Thanks  to  the  guys  from  Bassano   del  Grappa,  in  which  I  can  always  count  even  if  they  are  1000  km  far  away  from  where  I   am.  Thanks  to  all  the  people  I  met  here  at  ESCP,  it  was  a  great  time  in  the  library  and   then   in   the   bar.   Most   of   all,   I   strongly   thank   my   friends   of   the   double   degree   of   Ca’   Foscari.   We   created   an   awesome   team,   supporting   each   other   on   this   memoire   and   becoming  a  family.  You  are  great  guys  and  I  really  hope  you  can  achieve  your  dreams.  

I  would  like  to  express  my  biggest  gratitude  to  my  family.  From  my  parents  to  my   aunts  and  grandmothers,  they  are  always  supporting  me  from  home.  It  is  easy  for  me  to   feel  their  true  love.  The  most  special  thanks  goes  to  my  parents  Eddi  and  Grazia  and  to   my  brother  Francesco.  They  are  making  enormous  efforts  to  let  me  study  in  one  of  the   best  schools  and  realise  my  dreams.  I  will  never  forget  what  you  are  doing.  

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TABLE  OF  EXHIBITS  

   

Exhibit  1:  Advertising  of  the  first  “Transformers  The  Ride”  in  Singapore   Exhibit  2:  Rogers’  diffusion  of  an  innovation  curves  

Exhibit  3:  Similarity  ratings  for  the  noun  pair  “roller  coaster  –  virtual  reality”   Exhibit  4:  Results  of  overall  liking  ratings  

Exhibit  5:  Overall  liking  two  boxes  percentages  and  level  of  significance  

Exhibit  6:  Means  and  t-­‐test  levels  for  product  beliefs  concerning  moving  sensations   Exhibit  7:  Willingness  to  pay  to  go  in  the  attractions  

Exhibit  8:  Choices  Diagram  –  Woohoo  The  Ride  section  

Exhibit  9:  Overall  liking  ratings  –  “Woohoo  Lovers”  vs.  “Woohoo  Likers”   Exhibit  10:  Choices  Diagram  –  Transformers  The  Ride  section  

Exhibit  11:  Visual  description  of  “Woohoo  The  Ride”   Exhibit  12:  Visual  Description  of  “Transformers  The  Ride”  

 

 

 

 

 

 

 

 

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INTRODUCTION  

 

 

  Innovation  is  at  present  the  key  element  for  the  success  of  companies.  It  is  seen   as   a   process   that   gives   the   possibility   to   open   new   markets,   meet   different   customers   and  expand  companies’  businesses.  In  the  last  50  years,  technologic  innovation  is  grown   as   never   before,   from   computers   as   big   as   an   entire   room   to   mobile   devices   such   as   smartphones  and  tablets.  This  process  is  not  stopping,  but  rather  increasing  his  velocity.   Patents   applications   are   growing,   reaching   in   2011   the   impressive   number   of   432   thousands   just   in   the   US.   These   patents   are   protecting   the   most   advanced   technologic   innovations,  which  will  become  the  source  of  new  businesses  and  the  entrance  key  for   completely  new  unserved  markets.  

  Innovation  degree  of  new  products  coming  out  on  the  market  is  different  for  each   of  them.  There  are  different  typologies  of  possible  product  innovations.  Gregan-­‐Paxton   and  Roedder  (1997)  define  really  new  products  as  innovations  that  are  not  included  in   any   product   category,   but   rather   they   form   a   separate   one.   The   iPod   is   an   example   of   really  new  product,  which  creates  a  new  category  never  seen  before  on  the  market.  On   the   other   hand,   new   products   are   considered   for   instance   new   models   or   brands   in   existing  categories.  The  new  model  of  the  iPhone  can  be  included  in  this  classification,  as   it   is   an   innovation   on   the   smartphone   category.   However,   there   is   a   third   category,   which  stays  in  the  middle:  hybrid  products.  

  Hybrid   or   ambiguous   products   are   innovative   products,   which   belong   to   more   than   one   category.   They   are   products,   which   combine   feature   of   different   products   in   one.  For  instance,  the  smartphone  is  an  ambiguous  product,  as  it  combines  features  of  a   mobile  phone,  a  camera  and  a  personal  organizer  (PDA).  Consumers  are  in  general  used   to  classify  products  in  just  one  category,  producing  inferences  depending  on  it.  It  is  not   easy  for  them  to  distinguish  between  the  multiple  categories  a  hybrid  product  belongs   to.   Therefore,   when   testing   consumers’   evaluations   on   a   new   hybrid   product,   it   is   not   possible   to   use   standard   concept   testing.   This   paper   will   provide   a   reliable   method   to  

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test   a   hybrid   concept,   accustoming   respondents   to   make   inferences   through   multiple   categories.    

In   the   specific,   a   new   hybrid   roller   coaster   concept   will   be   tested.   This   roller   coaster,  called  “Woohoo  The  Ride”,  is  combining  the  amusement  park  attraction  with  a   virtual   reality   device.   This   new   attraction   will   increase   users   experience   transporting   them  into  a  parallel  world  while  being  on  the  ride.  The  concept  idea  is  compared  with   the  most  advanced  virtual  reality  attraction  in  the  world:  “Transformers  The  Ride”.  This   attraction  is  similarly  combining  the  two  categories  but  with  a  different  virtual  reality   device.   While   “Transformers   The   Ride”   uses   3-­‐D   glasses   and   3-­‐D   screens   to   simulate   another   environment,   “Woohoo   The   Ride”   uses   head-­‐mounted   displays   (HMD).   HMD   image  quality  is  better  than  the  usual  3-­‐D  glasses  and  screen  method,  as  it  cover  all  the   point  of  view  of  the  user.    

Different  measurements  are  composing  the  concept  test.  At  first,  a  similarity  test   is  made  in  order  to  understand  how  far  the  two  categories  are  in  consumers’  minds  and   to   habituate   them   to   property   interpretation.   This   step   is   necessary   for   a   concept   test   studying   a   hybrid   product.   Different   studies   on   the   interpretation   of   words   combinations   show   that   if   two   concepts   are   interpreted   transferring   properties   from   one  to  the  other,  then  inferences  on  ambiguous  products  are  made  taking  into  account   its  multiple  categories.  On  the  contrary,  if  a  hybrid  product  is  judge  using  other  types  of   interpretation,  it  will  be  classified  in  just  one  category.  Hence,  it  was  necessary  to  start   the  test  accustoming  respondents  to  property  interpretation.  

The   test   measures   key   performance   indicators   of   “Woohoo   The   Ride”   such   as   product   interest,   uniqueness,   overall   liking   and   purchase   intention.   The   results   are   compared   with   the   same   measurements   for   “Transformers   The   Ride”,   to   see   which   features  are  considered  better  and  which  are  considered  worse.  Then,  respondents  will   be  put  in  a  real  purchasing  situation  in  which  they  are  asked  to  choose  between  the  two   attractions  depending  on  the  waiting  time  in  line.  This  method  provides  clear  results  of   consumers’   preferences,   as   they   are   forced   to   choose,   so   to   express   their   beliefs.   In   addition  to  this,  4  sub-­‐groups  of  respondents  are  defined,  depending  on  their  behaviour   inside   this   last   test.   Coherently   with   their   choices,   these   groups   are   among   them   different  in  the  performance  indicators  earlier  mentioned.  Then,  from  these  insights  it  is   possible   to   divide   the   market   according   to   their   different   product   perceptions.   This  

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division  allows  defining  a  marketing  strategy  to  conquer  all  the  market,  with  the  goal  of   making  adopt  the  product  even  to  the  more  diffident.  

 

OBJECTIVE  OF  THE  PAPER    

In   a   marketing   prospective,   the   research   aimed   to   provide   an   effective   method   for  a  hybrid  product  concept  test.  When  testing  the  validity  of  a  hybrid  innovation,  it  is   common  use  to  adopt  existing  techniques  made  for  really  new  products  concept  testing.   This  is  a  mistake  from  marketers,  as  consumers  use  to  make  inferences  just  on  a  single   category,  not  considering  the  other  possible  classifications  of  the  tested  hybrid  product.   The   paper’s   final   goal   is   to   develop   a   better   model   of   concept   testing,   based   on   usual   methods  but  with  the  implementation  of  other  specific  tools.    

From  an  entrepreneurial  point  of  view,  this  paper  is  aiming  to  collect  evaluations   and  insights  about  “Woohoo  The  Ride”.  The  comparison  with  “Transformers  The  Ride”  is   providing   consistent   insights,   taking   as   point   of   reference   this   existing   attraction.   The   test  measures  key  performance  indicators  and  product  beliefs,  and  compare  the  results   with   the   ones   of   the   other   attraction.   Assuming   that   “Transformers   The   Ride”   is   considered   as   one   of   the   best   attractions   in   the   world,   the   comparison   with   it   will   provide  consistent  and  truthful  results.  

  Lastly,   this   paper   is   focused   on   the   qualitative   analysis   of   the   potential   market   segments  for  “Woohoo  The  Ride”.  The  definition  of  different  consumers  groups  allows   the  research  to  focus  on  the  ways  to  overcome  the  gaps  dividing  them.  In  fact,  after  the   study   of   these   groups,   it   is   possible   to   know   the   characteristics   of   their   members   and   define  the  main  differences  among  the  groups.  Therefore,  this  paper  aims  to  understand   the   most   smart   and   convenient   way   to   diffuse   the   innovation   among   different   consumers.   In   fact,   having   a   new   technology   does   not   surely   mean   having   a   new   business.   The   focus   of   marketing,   when   to   study   the   possible   ways   to   spread   an   innovation,   is   not   to   create   a   new   product   itself,   but   rather   create   new   value   for   consumers.   Hence,   it   is   fundamental   to   know   the   uncovered   needs   of   the   different  

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consumers  segments  before  developing  an  innovation,  then  find  ways  to  overcome  this   lack  of  offer  with  the  innovative  product.  

 

METHODOLOGY  USED    

  The   research   begins   with   a   general   overview   of   virtual   reality   and   amusement   parks  market.  The  approach  is  at  first  historical,  in  order  to  understand  the  technologic   evolution  in  those  sectors;  then  a  benchmark  study  is  made  to  overview  the  technologic   level  at  present  and  in  the  near  future.    

The   second   part   of   the   research   consists   in   the   review   of   the   main   literature   contributions  about  concept  testing,  categorization  and  innovation  diffusion.  It  is  clear   after   this   review   that   consumers   generally   encounter   problems   when   to   assign   an   ambiguous   product   into   a   specific   category.   Rajagopal   (2004)   proved   that   when   respondents   interpret   a   combination   of   two   words   or   objects   using   property   transfer   interpretation,  inferences  on  the  hybrid  product  are  more  reliable  than  interpretations   using  relational  transfer.  Hence,  designing  the  test,  it  was  necessary  to  anticipate  it  with   a   similarity   pre-­‐test,   to   get   respondents   used   to   develop   inferences   transferring   properties  from  a  category  to  the  other.    

Test  1  is  partially  based  on  inferences  evaluation  test  made  by  Rajagopal  (2004)   on   hybrid   product.   Goal   of   the   test   is   to   measure   key   performance   indicators   such   as   product  interest,  uniqueness,  overall  liking  and  purchase  intention,  to  be  able  to  register   an  overall  evaluation  of  the  tested  idea.  In  addition  to  this,  product  beliefs  are  analysed,   to  understand  what  consumers  think  about  specific  features  of  the  product.  To  do  this,   the   idea   is   compared   to   the   most   similar   on   the   market   in   terms   of   its   key   features:   virtual  reality  and  simulated  environment.  Rajagopal  didn’t  use  a  comparative  model,  as   the  goal  of  his  test  was  to  define  the  ways  consumers  categorize  hybrid  products.  The   comparison  is  here  useful  to  better  understand  the  quality  of  the  results.  In  fact,  after  the   data  analysis  it  is  possible  to  define  the  main  points  of  strengths  and  weaknesses  of  the   concept   idea.   The   rating   averages   are   then   confronted   with   top   box   and   top   2   boxes   responses  percentages,  as  a  second  confirmation  of  the  findings.  

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Two  groups  of  respondents  are  selected  from  the  sample  and  studied  separately:   early  adopters  and  relationers.  Early  adopters  are  selected  basing  on  their  technologic   level,  information  acquisition  speed  and  theme  park  visit  frequency.  On  the  other  hand,   relationers   are   selected   depending   on   their   interpretation   of   the   word   combination   “roller   coaster   –   virtual   reality”.   Relationers,   contrary   to   the   rest   of   the   sample,   used   relational  interpretation  to  link  the  two  words.  Surprisingly,  their  interpretation  of  the   combination  was  linking  the  two  words  in  the  same  way  the  concept  product  does.  For   this   reason,   it   is   considered   useful   to   analyse   this   group   of   respondents   separately,   to   check  if  they  were  revealing  some  interesting  insights.  

Test   2   is   based   upon   the   research   of   Dahan   and   Srinivasal   (2000).   The   two   authors  built  a  web-­‐based  game-­‐like  concept  test,  to  forecast  the  possible  market  share   of   some   product   ideas.   Respondents   had   to   choose   between   different   products   with   fixed   price   tag   at   10$.   When   a   product   was   chosen,   its   price   tag   was   doubling   till   the   maximum   amount   of   40$,   then   the   product   was   declared   sold   out.   The   same   methodology  is  applied  to  the  two  attractions  under  study,  with  two  main  differences.   First,  it  was  not  possible  to  use  price  tags,  as  it  is  supposed  that  consumers  pay  for  the   entrance   ticket   of   the   park   and   not   to   access   to   the   attraction.   Therefore,   consumers’   effort  chosen  for  this  test  was  the  time  to  wait  in  line.  In  fact,  good  attractions  are  known   to  have  a  huge  line  outside,  as  all  visitors  want  to  go  into  it.  The  starting  condition  was   30   minutes   line   for   both   attractions.   When   one   was   chosen,   its   line   was   increasing   by   other  30  minutes,  with  a  maximum  of  90  minutes  per  attraction.  The  second  difference   is  the  study  made  on  the  results.  In  the  case  under  study,  it  was  not  possible  to  measure   market  share.  Dahan  and  Srinivasal  were  able  to  do  it  as  they  compared  the  ideas  with   the  real  price  of  other  products  of  the  same  market.  In  this  case,  prices  are  absent  and   the   line   outside   “Transformers   The   Ride”   is   not   measurable   as   it   varies   every   day.   Therefore,   the   study   made   on   Test   2   is   different.   It   is   measured   the   percentage   of   respondents’   choices   for   each   attraction   and   tested   if   there   were   any   significant   differences   between   them,   confirming   or   not   the   findings   of   Test   1.   Furthermore,   it   is   possible   to   define   different   groups   of   consumers,   according   to   their   behaviours   inside   the   test.   These   groups   of   consumers   are   compared   and   analysed,   to   understand   what   made  them  do  their  choices.  At  the  end,  also  early  adopters  and  relationers  choices  were   analysed.  

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After  Test  2,  the  four  groups  are  compared  to  the  consumers  segments  defined  by   Moore   in   his   book   “Crossing   The   Chasm”   (1991).   The   group   that   strongly   preferred   “Woohoo  The  Ride”  is  associated  to  Moore’s  innovators,  on  the  contrary  the  group  that   strongly  preferred  “Transformers  The  Ride”  is  associated  to  Moore’s  late  majority.  After   a  detailed  description  of  the  groups,  the  study  continues  with  the  analysis  of  the  possible   scenarios   that   “Woohoo   The   Ride”   will   encounter,   when   to   cross   all   the   gaps   between   two  adjacent  categories.  Possible  solutions  to  cross  these  gaps  are  suggested,  in  order  to   be  prepared  at  the  time  of  the  invasion  of  the  following  segment.  

   

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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CHAPTER  I  

 

BACKGROUND  STUDIES  

 

 

1.1  HISTORY  OF  VIRTUAL  REALITY  

“He   that   will   not   apply   new   remedies   must   expect   new   evils;   for   time   is   the   greatest   innovator.”    

Francis  Bacon,  “Of  Innovations”,  Essays,  24  (1625)    

Francis   Bacon,   English   philosopher   of   the   XVII   century,   states   in   his   essays   the   importance  of  innovation.  After  400  years,  this  concept  is  still  fundamental  and  widely   adopted   in   business   environment.   For   instance,   is   widely   known   that   the   evolution   of   technology  in  the  last  50  years  has  been  much  more  radical  than  in  all  other  centuries,   due  to  the  several  progressing  innovations  developed.  A  good  example  is  the  evolution   of  computers.  The  first  use  of  the  word  “computer”  dates  in  1613  in  a  book  called  “The   yong  mans  gleanings”,  written  by  the  English  poet  Richard  Braithwaite.  With  this  word,   he   referred   to   a   person   who   carries   out   calculations   or   computation.   The   modern   concept  of  computer  machine  is  associated  to  George  Stibitz,  worker  at  Bell,  inventor  of   the  first  modern  digital  computer  in  1937.  From  that  moment,  scientists  and  engineers   came  out  with  a  series  of  innovations  that  never  happened  before.    

This  technological  evolution  leads  to  the  creation  of  virtual  reality.  Virtual  reality   is  the  computer-­‐generated  simulation  of  a  3-­‐dimensional  image  or  environment  that  can   be   interacted   within   a   seemingly   real   or   physical   way   by   a   person   using   special   electronic  equipment,  such  as  a  helmet  with  a  screen  inside  or  gloves  fitted  with  sensors.   Virtual   reality   was   first   dreamed   and   prototyped   by   Morton   L.   Heilig,   who   invented   Sensorama   in   1962.   This   machine   is   a   simulator   that   provides   the   illusion   of   reality  

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using   a   3-­‐D   motion   picture   with   sounds,   vibrations   of   the   seat   and   wind.   This   first   prototype  had  quite  a  success.  In  fact  the  US  Air  Force  introduced  a  similar  visual  flight   simulator  in  1966  for  plane  pilots  and  many  engineers  started  to  work  on  the  topic.  In   1968  Ivan  Sutherland,  American  computer  scientist,  developed  the  first  head-­‐mounted   display.   It   was   very   low   quality   in   terms   of   interface   and   realism,   and   the   dimensions   didn’t  allow  the  user  to  wear  it  without  a  support.  Be  that  as  it  may,  Sutherland  helmet   gave  off  to  intense  researches.  The  scientist  in  the  1970s,  with  his  company  “Evans  and   Sutherland”  purchased  General  Electric’s  flight  simulator  division  and  partnered  with  a   UK-­‐based   flight   simulator   company,   to   produce   digital   flight   simulators.   The   company   developed  a  computer-­‐based  system,  in  which  virtual  reality  was  completely  digitalized,   replacing   videos   and   models.   At   the   end   of   the   decade,   military   forces   experimented   simulators  with  head-­‐mounted  displays  and  it  turned  out  as  a  success.  In  1985,  virtual   reality  pioneer  Jaron  Lanier  founded  the  company  VPL  Research,  which  developed  the   first  commercially  available  “Goggles-­‐and-­‐gloves  virtual  reality”  device.  Lanier  was  able   to  reduce  the  dimensions  of  the  machine  to  just  a  viewer,  adding  also  the  possibility  to   interact  with  the  virtual  world  using  special  gloves.  From  this  first  model,  the  modern   concept  of  virtual  reality  device  took  inspiration.    

At   present,   several   new   innovations   came   out   and   helped   widespread   virtual   reality.   Sony   released   in   2011   its   ultimate   product   for   virtual   reality:   Model   HMZ-­‐T1,   also   known   as   Sony   3-­‐D   Viewer.   Two   different   units   compose   it:   the   visor   and   the   external  processor  unit.  The  visor  consists  of  two  mini  organic-­‐LED  displays  providing   videos  and  two  earphones  providing  sound.  The  external  processor  unit  enables  images   to  be  displayed  on  the  viewer.  This  device  drives  users  into  another  virtual  world,  with  a   very  high  quality  image  resolution  (1280x720  per  eye).  US  army  for  recovery  reasons  is   using  this  device.  The  problem  is  that  US  veterans  are  facing  enormous  challenges  in  the   reintegration   process   after   the   war.   The   rate   of   veterans   affected   by   PTSD   (Post-­‐ Traumatic  Stress  Disorder)  was  at  its  all-­‐time  high.  Next  to  the  variety  of  methods  used   by   clinicians   to   solve   this   problem,   Skip   Rizzo,   psychologist   working   for   the   US,   developed   an   innovative   method,   which   relies   on   virtual   reality   and   the   Sony   3-­‐D   viewer.   PTSD   sufferers   are   asked   to   wear   the   goggles   and   immerse   themselves   again   into  a  war  scenario,  narrating  and  overcoming  traumatic  memories.  This  project  turned   out  reliable  and  efficient,  as  the  immersion  on  the  virtual  war  is  complete  and  close  to   reality.    

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It   is   easy   to   understand   that   the   3-­‐D   viewer   is   totally   not   difficult   to   use.   For   instance,  YouTube  member  Chris  Zaharia  uploaded  on  March  2012  a  video  showing  how   he  built  a  virtual  reality  system  alone  in  his  house.  The  video  is  called  “Skyrim  in  Virtual   Reality  using  HMZ-­‐T1,  TrackIR  and  Kinect”  and  counts  today  around  350.000  visitors.  In   the   video,   Zaharia   plays   with   the   videogame   Skyrim   with   his   personal   Xbox,   and   connects   it   with   3   devices   you   can   easily   find   in   a   technology   store.   First,   he   uses   Microsoft  Kinect  and  TrackIR  to  track  and  recognize  movements  of  body  and  head,  then   he  wears  the  Sony  HMZ-­‐T1,  the  3-­‐D  viewers,  to  immerse  in  the  videogame  world.  The   results  are  impressive,  as  he  himself  becomes  the  videogame  controller  and  hero,  with  a   total   budget   of   just   1500$.   Videogames   and   entertainment   companies   are   extremely   interested  in  virtual  reality  development.  For  instance  Electronic  Arts,  at  the  launch  of   his  first-­‐person  shooting  videogame  “Battlefield  3”,  built  a  new  gaming  simulator,  with   the   goal   of   increasing   user   interaction   in   the   game.   The   “Ultimate   Battlefield   3   Simulator”  has  the  same  concept  of  the  one  discussed  previously,  with  the  difference  of   3-­‐D  screens  instead  of  3-­‐D  viewer  and  the  addition  of  360-­‐degrees  treadmills  around  the   user  enabling  movements.  At  present,  virtual  reality  gaming  experience  is  no  more  for   pioneers.  There  are  projects  under  development  that  will  allow  users  to  enter  totally  in   the  virtual  game  world.  The  most  technologically  advanced  project  is  being  developed   from  “Oculus  VR”,  a  US  company  that  is  producing  and  about  to  launch  their  first  head-­‐ mounted  display,  called  Oculus  Rift.  This  3-­‐D  viewer  is  specially  made  for  videogames   experience,   with   the   goal   of   revolutionize   home-­‐gaming   business.   This   HMD   is   qualitatively   very   high;   the   outside   world   is   nearly   blocked   out,   in   order   to   give   a   full   immersion  into  the  virtual  world.  32  videogames  developers  already  decided  to  adapt   their  next  titles  to  this  HMD  and  many  others  will  follow.  

Virtual   reality   is   used   now   not   just   by   the   army   or   videogames   developers,   but   also   in   many   different   fields.   Education   system   has   just   begun   to   understand   the   potential   of   virtual   reality   devices.   Training   finds   in   virtual   reality   a   good   ally:   astronauts,   technical   engineers   and   surgeons   for   instance   can   train   themselves   with   virtual   simulations,   with   the   chance   of   making   mistakes   and   learn   from   them.   Also,   designing  a  car  or  planning  a  new  building  construction  has  never  been  easier.  Virtual   reality  allows  producers  to  build  several  prototypes  and  test  them  at  very  low  costs.  

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To  conclude  this  historical  brief,  virtual  reality  is  a  technology  that  just  started  its   development.  It  needs  lots  of  other  features  and  innovations  to  be  widespread  and  used   by   everybody.   Anyhow,   it   has   the   chances   to   radically   change   people’s   lives   forever.   Virtual  reality  is  the  next  step  of  hi-­‐tech  innovation  process,  and  in  it  starts  this  research,   as  a  hybrid  world  between  reality  and  fantasy.  

 

1.2  AMUSEMENT  PARKS  AND  ROLLER  COASTERS    

  1884  is  remembered  as  the  birth  of  roller  coasters.  In  that  year,  some  innovative   and  enterprising  Americans  built  and  developed  this  attraction,  revolutionary  for  those   times.   The   majority   of   experts   in   the   field   attribute   the   invention   to   LaMarcus   Adna   Thompson.  Considered  as  the  father  of  the  roller  coaster,  he  brought  to  Coney  Island  the   first  modern  prototype  in  April  1884.  His  attraction,  called  Switchback  Railway,  was  so   impressing   that   the   amusement   park   was   able   to   earn   till   600$   a   day,   with   a   5   cents   ticket,   just   for   that   attraction.   In   three   weeks   the   investment   was   recovered,   making   everybody   aware   about   the   potential   of   this   business.   However,   with   a   more   careful   analysis,  it  is  possible  to  see  that  history  of  roller  coaster  creation  is  not  exactly  as  many   expert   websites   affirm.   Earlier   patents   exist,   as   G.   Taylor’s   #128,674   of   July   2nd,   1872  

and   R.   Knudsen’s   #198,888   of   January   1st,   1878,   but   for   unknown   reasons   they   were  

never   built.   The   only   earlier   patent,   which   was   effectively   built,   is   Alanson   Wood’s   #291,216   of   January   1st,   1884.   New   York   Times   reported   an   article   from   the   Augusta  

Chronicle,   entitled   “Sliding   up   hills”.   The   article,   which   is   here   reported   entirely   as   it   represents  a  piece  of  history,  exclaimed:  “A  circular  railway  has  been  built  at  Ponce  de   Leon  Springs.  The  new  railway  is  a  wooden  structure  forming  a  circle,  being  4  feet  wide,   500  feet  long,  inside  of  which  is  laid  the  track  for  the  cars,  and  is  so  graded  that  the  cars   run   themselves,   the   highest   point   above   the   ground   being   22   feet   6   inches,   and   the   lowest   point   touching   the   ground.   Mr   Wood,   at   one   time   a   poor   carpenter   of   Toledo   Ohio,  is  the  inventor  of  the  circular  railroad,  having  conceived  the  idea  from  witnessing   children   slide   down   the   hills   on   their   slide   boards,   he   arguing   that   if   they   could   slide   down  hill  they  could  slide  up  hill,  a  demonstration  of  which  is  witnessed  in  the  circular   railway.”  Despite  the  writing  style,  typical  of  the  XIX  century,  this  article  is  an  evidence  

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of   a   primitive   roller   coaster,   built   in   June   27th,   1884.   Looking   to   patent’s   issuing   date,  

Thompson’s  #310,966  of  January  20th,  1885,  is  much  later  than  the  Wood  one.  As  shown  

from  these  evidences,  Wood  submitted  the  patent  more  than  one  year  before  Thompson,   but  the  latter  actually  built  the  attraction,  the  first  known  roller  coaster,  before  the  Ohio   carpenter.  If  we  believe  to  Wood  words,  we  can  conclude  he  was  the  real  inventor  of  the   roller   coaster   as   we   know   it,   but   it   is   not   possible   to   certainly   attribute   him   this   invention.   Certainly,   Thompson   has   been   the   first   real   entrepreneur   on   roller   coaster   industry  and  opened  a  new  era  in  amusement  parks.  

  The   Switchback   Railway   is   not   Thompson’s   most   famous   invention.   After   the   huge   success   of   Coney   Island   roller   coaster,   he   started   collaborating   with   another   designer,  James  A.  Griffiths,  and  hired  as  chief  engineer  John  Miller,  a  fundamental  figure   for   amusement   parks   later   on.   This   team   designed   in   1887   the   so-­‐called   “Scenic   Railway”,   a   roller   coaster   surrounded   by   artificial   scenery.   The   attraction   had   an   incredible   success   and   immediately   became   the   most   famous   in   the   world.   This   represents  the  first  trial  of  adding  virtual  reality  sceneries  into  a  moving  attraction.  As   the  technology  at  time  was  very  limited,  it  was  necessary  to  build  a  real  scenography  like   in  the  movie  sets.  We  can  just  imagine  what  this  brilliant  inventor  could  have  done  in  the   present,  with  3-­‐D  and  virtual  reality  technology.  In  any  case,  it  is  important  to  consider   the   fact   that   the   connection   between   roller   coasters   and   immersive   scenography   was   already   seen   and   successfully   developed   just   three   years   after   the   roller   coaster   invention.  

  Thompson   opened   up   a   big   value   business   and   in   the   years   after   his   company   continued   developing   more   creative   and   sophisticated   attractions.   He   didn’t   know   actually  that  his  chief  engineer  John  Miller  was  about  to  become  the  most  revolutionary   roller  coaster  designer  in  history.  His  patent  #1,319,888  of  October  28th,  1919  protect  

the   so-­‐called   “Miller   under   friction   wheels”.   This   mechanism   consists   in   a   wheel   that   runs   under   the   track   to   keep   the   coaster   cars   from   flying   off.   This   innovation   pushed   roller  coaster  limit  much  higher,  as  designers  could  develop  railways  with  vertical  and   tight  curves  and  increase  the  speed.  This  mechanism  became  essential  for  all  the  roller   coaster  industry,  which  saw  its  golden  era  during  those  years.  In  the  1920s,  the  industry   was   at   its   highest   point   and   many   different   parks   opened   in   the   US.   There   are   two   reasons  behind  this  huge  success.  First,  it  was  a  completely  new  experience  for  people,  

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with   open   space   for   innovations   and   variety.   Second,   at   time   it   was   the   only   entertainment   product   for   consumers   except   for   theatres   and   clubs.   So,   it   caught   the   enormous  market  segment  of  families  and  children.  Unfortunately,  the  Great  Depression   and   the   following   World   War   II   undermined   the   roller   coaster   market.   Raw   materials   were  used  just  for  the  army,  surely  not  for  the  maintenance  of  amusement  parks.  Also,   new  other  entertainment  channels  appeared  as  the  television,  and  families  went  to  the   amusement  parks  less  often.  

  The   industry   strongly   rose   again   in   1955   thanks   to   the   movie   producer   Walt   Disney.   He   thought   to   combine   amusement   parks   with   his   movies,   effectively   creating   the  first  properly  called  theme  park.  The  base  of  Disney’s  strategy  was  to  make  people   entirely  go  out  from  the  real  world  for  a  day.  In  order  to  do  this,  he  created  in  Anaheim,   CA  an  imaginary  world  called  “Disneyland”.  The  central  point  was  no  more  the  attraction   itself,   but   rather   the   experience   of   consumers.   From   this   on,   almost   every   park   surrounded  its  attractions  with  a  theme,  and  for  the  industry  it  looked  like  going  back  on   time  to  the  golden  age.  Again  we  can  see  that  amusement  and  theme  parks  are  exactly   made  to  make  people  immerse  into  another  world.  This  can  be  considered  as  the  second   step  of  virtual  reality  into  amusement  parks  system.    

  Concerning   roller   coasters,   after   the   1920s   golden   age   their   image   on   people   decreased   dramatically.   It   happened   basically   because   of   the   deterioration   state   in   which  many  coasters  were.  As  said  previously,  resources  were  used  for  other  things  and   not  for  the  attractions’  maintenance.  This  lead  to  the  decline  of  roller  coaster  status  and   many   of   them   were   abandoned   or   blew   down.   Fortunately,   engineering   innovations   helped   the   industry   recovery   during   the   1970s.   In   those   years,   roller   coasters   were   made  mainly  by  steel  pipes,  feature  allowing  designers  to  build  more  fast,  complicated   and  scary  attractions.  At  present,  roller  coasters  are  going  faster  than  ever,  composed  by   loops   and   other   mazy   manoeuvres.   The   same   company,   the   Swiss-­‐based   Intamin   AG,   built  all  the  3  fastest  roller  coasters  in  the  world.  Formula  Rossa,  at  the  Ferrari  World   Abu   Dhabi   Theme   Park   is   the   world’s   fastest,   reaching   the   speed   of   240km/h.   The   highest,  almost  140m  high,  is  the  Kingda  Ka  at  the  Six  Flags  Park  located  in  Jackson  NJ,   and  it  is  again  produced  by  Intamin  AG.  In  the  world  now  there  are  3185  running  roller   coasters,  3013  of  these  made  by  steel.  The  continent  that  has  more  roller  coaster  is  Asia  

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with   1402   attractions,   followed   by   Europe   (810)   and   North   America   (750),   which   has   lost  his  historical  leadership  in  this  chart.    

 

1.3  VIRTUAL  REALITY  IN  THE  AMUSEMENT  PARKS  

“What  is  real?  How  do  you  define  real?  If  you're  talking  about  what  you  can  feel,  what  you   can  smell,  what  you  can  taste  and  see,  then  real  is  simply  electrical  signals  interpreted  by   your  brain.”  

Morpheus,  The  Matrix,  1999    

This  quote  from  “The  Matrix”,  worldwide  famous  movie,  gets  directly  to  the  point   about  virtual  reality  and  human  sensations.  As  the  technology  evolves,  virtual  reality  is   getting   closer   and   closer   to   the   real   world.   Sensations   people   feel   are   real,   just   the   environment  is  simulated.  In  fact,  electronic  games  and  amusement  parks  are  catching   the   wave   and   investing   into   virtual   reality.   Videogames,   as   it   is   discussed   earlier,   are   trying  to  build  an  immersive  environment  in  order  to  turn  consumers  from  players  into   controllers.  Amusement  parks  are,  in  the  other  hand,  trying  to  add  virtual  reality  in  the   attraction  in  order  to  provide  different  scenarios  and  the  possibility  of  interaction  with   it.  

The   first   example   to   take   into   consideration   is   the   so-­‐called   “4-­‐D   cinema”.   It   consists  in  a  regular  cinema  combining  3-­‐D  screens  with  physical  effects  such  as  moving   chairs,   water,   smells,   smoke   and   other   sensorial   features.   Users   in   this   way   are   immersing   in   the   movie   and   reality   effects   are   improved.   Usually   theme   parks   use   to   show  roller  coaster  based  movies  in  their  4-­‐D  cinemas.  The  most  common  is  for  instance   the  coalmine  railway  movie,  with  fixed  point  of  view  in  the  wagon.  With  this  system,  the   railway  is  simulated  and  the  seats  are  moving  according  to  the  video  contents.  Indeed,   the  simulation  is  quite  limited  as  users  are  in  a  completely  different  scenario  from  the   one  displayed  on  the  screen.  This  attraction  represented  an  innovation  for  theme  parks   when  it  came  out,  but  now  the  enthusiasm  is  waned.  4-­‐D  cinema  is  still  an  interesting   matter  for  Hollywood  movies,  as  it  is  a  chance  to  attract  more  people  to  the  theatres,  but   it  is  no  more  something  exceptional  for  theme  parks  industry.    

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Dark  rides  are  at  present  the  attraction  in  which  virtual  reality  is  better  suited.   These  railways  surrounded  by  scenery  have  always  been  present  in  amusement  parks.   The  first  example  of  a  dark  ride  is  the  previously  mentioned  “Scenic  Railway”.  Built  in   1887   on   the   boardwalk   of   Atlantic   City,   NJ   by   the   already   mentioned   pioneers   of   amusement  parks  L.A.  Thompson  and  J.A.  Griffiths,  it  was  decorated  inside  with  artificial   scenery  to  simulate  a  new  different  environment.  In  fact,  while  many  rides  just  focus  on   physical   sensations,   dark   rides   focus   mostly   on   imagination   and   emotions.   After   few   years,  scenic  railways  were  built  all  around  the  US.  The  most  popular  at  the  beginning  of   the  XX  century  was  the  so-­‐called  “Old  Mill”  or  “Tunnel  of  Love”.  An  Old  Mill  ride  is  an   unaccompanied  boat  ride  that  goes  through  a  dark  tunnel  decorated  with  romantic  or   historical   landscapes.   Due   to   the   high   costs   of   building   an   Old   Mill   ride,   two   entrepreneurs,   Leon   Cassidy   and   Marvin   Rempfer,   started   in   the   1920s   to   develop   a   cheaper  ride,  still  maintaining  the  typical  dark  atmosphere.  In  1928  their  first  dark  ride   premiered  in  Bridgeton,  NJ.  Cars  following  an  electric  truck  inside  a  dark  tunnel  replaced   boats.  In  the  years  after,  this  attraction  became  one  of  the  most  popular  in  theme  parks.   Dark  rides  were  no  more  seen  as  a  romantic  attraction,  but  rather  an  entertaining  and   scaring   experience.   In   fact,   new   features   were   added   to   impress   customers,   as   scary   figures,  terrifying  sounds  effects  and  horror-­‐based  scenery.    

  Nowadays,   these   attractions   are   gaining   the   same   success   as   decades   ago.   Obviously   the   concept   of   dark   ride   is   completely   renovated   now,   as   new   technologic   features   were   added   in   during   the   last   20   years.   Scenery   is   more   complicated   and   realistic  and  railways  are  faster,  winding  and  fearful.  Recently,  shooting  dark  rides  were   developed,  providing  passengers  with  guns  to  shoot  targets  during  the  ride.  An  example   is   the   “Toy   Story:   Buzz   Lightyear’s   Space   Ranger   Spin”   at   Disney’s   Magic   Kingdom,   in   Florida.  However,  the  most  innovative  revolution  at  present  is  the  application  of  virtual   reality   in   the   ride.   Universal   Studios,   in   partnership   with   Oceaneering   International,   built  the  most  advanced  model  of  dark  ride  in  2011  at  the  Universal  Studios  Singapore.   Now   this   attraction   is   present   also   at   Universal   Studios   Hollywood   and   will   open   in   summer   2013   at   universal   Studios   Florida.   This   attraction   is   basically   a   dark   ride,   but   instead   of   physical   scenery,   the   tunnel   is   fulfilled   with   3-­‐D   screens,   making   virtual   scenery  effects.  The  attraction,  called  “Transformers  The  Ride”,  is  based  on  the  famous   Transformers  movie  franchise.  It  consists  of  vehicle-­‐mounted  motion  platforms,  which   follow  a  610m  long  track  (exhibit  1).  3-­‐D  screens  along  the  tunnel  project  3-­‐D  images  of  

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various  Transformers  characters  fighting  between  each  other.    This  attraction,  cost  100   million  $  and  it  is  considered  one  of  the  best  in  the  world  and  the  most  advanced  theme   park  attraction  combining  railways  with  virtual  reality.  

A   different   but   highly   innovative   concept   that   is   catching   on   nowadays   is   the   virtual  reality  theme  park.  Futurscope,  the  France’s  second  most  popular  theme  park,  is   based   on   3-­‐D   and   4-­‐D   cinema-­‐like   attractions   and   it   is   becoming   one   of   the   biggest   players  in  Europe.  In  2010  in  fact,  Futurscope  had  the  fastest  visitor  growth  numbers  of   any  major  European  theme  park.  In  South  Korea,  “Live  Park  4-­‐D  World  Tour”,  a  Kinect-­‐ powered  theme  park,  opened  last  year.  All  of  its  attractions  are  based  on  virtual  reality   and  interaction  is  possible  thanks  to  the  Xbox  movement-­‐tracking  device.    

It   is   clear   now   that   the   mingling   of   virtual   reality   and   theme   park   attractions   represents  the  future  of  entertainment  industry.  Since  the  beginning  of  the  theme  park   era,   entrepreneurs   were   focused   on   pushing   forward   the   limit   of   their   attraction,   by   increasing  their  speed  and  loops.  Nowadays,  a  new  trend  is  coming  out,  made  possible   by  the  rapid  innovation  in  the  high  tech  industry.  Virtual  reality  is  a  mechanism  able  to   fool   human   eyes,   redefining   the   limits   of   an   entire   industry.   In   the   next   future,   more   adaptation  of  virtual  reality  in  the  attractions  will  be  present  in  theme  parks,  opening  up   a  new  huge  business  opportunity  and  attracting  consumers  never  seen  before  in  a  theme   park.                  

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