Bazaar demonstrator launched at Digital Catapult

The Arcade team was out in force at Digital Catapult last week, showcasing Bazaar at the culmination of Niantic’s wonderful Futurescope programme to over a hundred representatives from across the UK tech and innovation sectors.

Having been selected to partner with Niantic on the ‘Revitalising the High Street’ challenge, we had spent the past few months furiously innovating, putting the new Lightship ARDK to work in the creation of a new type of experience designed to give shoppers a new reason to return to local bricks-and-mortar retail environments.

The result was a prototype that we were very proud to show off to the assembled audience. The film below was played on stage, in which Arcade Co-Founders Jon Meggitt and Alex Book introduced the Bazaar concept and explained its potential impact.

Jon was joined on stage by Client Services Director Livvy Hinkin, who introduced Bazaar’s imagined storyworld in which there is more to High Streets than meets the eye.

In our game, they are special, important places, connected by an ancient magical network. But the magic has started to seep out into the world, and it is up to us to find and return the ‘drops’ to the shops that need their power. Find enough, and reunite them with the shops they came from, and the owners will show their gratitude in the form of free goods, discounts and other rewards.

Livvy Hinkin and Jon Meggitt take the stage at Digital Catapult

POSITIVE EARLY SIGNS

As part of the demonstrator we ran a test week, in which we set up controlled Bazaar testbeds across three high streets, including the recruitment of ten testers and three real world ‘drop shops’ in each location, tasked with putting Bazaar through its paces.

Livvy also took the audiences through the headlines from our research. The feedback was very encouraging, with hundreds of drops collected including the limited edition ‘timed’ drops that had testers racing to get there first. Interest in the full version, should it be developed and launched, was universal. But the most important metric was undoubtedly the impact it could have on people’s propensity to increase engagement with their local high streets, with 91% of testers reporting that they would be more likely to visit as a result of Bazaar.

You can read more about Bazaar in Digital Catapult’s comprehensive post hier.

A FABULOUS EXPERIENCE

But whatever the future holds for Bazaar, our involvement in the Niantic Futurescope programme was one of the most valuable and rewarding experiences we have had to date.

The chance to partner with Niantic, the shining light at the forefront of the ‘real world metaverse’ (to use the phrase they coined), was everything we hoped it would be and we cannot thank them enough for their support, encouragement and enthusiasm at every step of the journey.

One of our biggest learnings is that Niantic, through the Lightship platform, is set to drive the mass scale integration of AR into our everyday lives. We at Arcade are committed to being a part of that journey, and we cannot wait to where it takes us.

TO FIND OUT MORE ABOUT BAZAAR, GET IN TOUCH

Coronavirus: Keeping audiences engaged when the doors are shut

It’s time to reverse the location-based entertainment model. If audiences can no longer come to you, why not go to them?

TO EXPLORE HOW IMMERSIVE TECH CAN HELP, GET IN TOUCH

An existential threat

In COVID-19 and the provisions being put in place to minimise its impact, the location-based entertainment industry is facing a challenge unlike any it has ever faced before. Organisations under the ‘LBE’ label may be incredibly varied, from museums to crazy golf, theme parks to shopping centres, but their business models all share a fundamental characteristic: large volumes of people arriving physically at their premises to spend time and, in most cases, money. As the Coronavirus crisis forces one after another to close their doors, they face a genuinely existential threat.
Despite all of the sensible, sober official communications that share lines like ‘abundance of caution’, ‘factors beyond our control’ and ‘closed for the foreseeable future’, behind the scenes there is, understandably, panic. The reality is that no one knows when they will be able to open again, how long it will take for public confidence to be restored, and whether or not this could spell the end, for some locations at least.
But is shutting up shop the only option? Physically, yes. But digitally? Perhaps not.
The undeniable fact for LBE is that people can no longer come to you. So why not go to them?

Reverse the model

Technology has reached a point where it can enable the kinds of experiences that were unimaginable only a few years ago. More than 95% of UK households now have at least one smart device, and organisations with a dash of creative ingenuity can harness this to deliver immersive experiences in the home that maintain – or even deepen – the relationships we have with LBE organisations at a time when we are unable to visit them in person.

The so-called experience economy is characterised by the increasing desire to get out, go to places and enjoy doing more, all of which is ideal for LBE. That desire hasn’t gone away, but for the next few weeks and months – at least – we won’t be able to physically act on it. Instead there will be parents whose kids are climbing the walls; child-free housemates, couples and empty-nesters watching their 10th box-set of the day; all crying out for interesting ways to occupy their time and scratch that ‘experiential’ itch. Which is where the LBE organisations we know and love could step in, with a little help from immersive tech – the most experiential digital technologies around.

Museums and other heritage organisations could develop experiences that entertain families with their astonishing stories from history. Visitor attractions could design fun, on-brand digital experiences that put smiles on faces when they are needed the most. Sports teams and administrators could create and promote next generation e-sports that keep fans engaged by moving beyond the 2D screens of consoles and PCs and into the three-dimensional environments of their homes and local areas.
Resigning to the fact that no visitors equals no business is understandable for LBE but it is premature and, quite possibly, wrong. Necessity is the mother of invention, and it is just possible that, with a bit of vision, creativity and determination, the biggest crisis in memory could offer an opportunity to create greater levels of audience engagement than ever before.

If you’re interested in exploring how immersive technology can help your organisation to weather the Coronavirus storm, kom in contact.