The VR Paranormal Activity Video Game is Being Shown on the Big Screens
Cadhla Gray — October 24, 2015 — Tech
References: engadget
The Paranormal Activity video game will be scary enough on users' own screens at home, but it will be heart-stopping at the AMC theater screens it is being shown at this weekend. The horror movie franchise is releasing the associated video game along with the movie's sequel.
The video game will certainly have scream-worthy moments integrated within its story line, making it a bad game to play before bed. Enhancing the reality of the associated fear even more, the Paranormal Activity video game is made for virtual reality. Made for Playstation VR and Oculus, the game will surround your eyes and scare all your senses with its immersive experience. The demo at several major big screen theaters will use HTCs Vive Steam VR headsets, generating excitement over the film release and associated video game.
The video game will certainly have scream-worthy moments integrated within its story line, making it a bad game to play before bed. Enhancing the reality of the associated fear even more, the Paranormal Activity video game is made for virtual reality. Made for Playstation VR and Oculus, the game will surround your eyes and scare all your senses with its immersive experience. The demo at several major big screen theaters will use HTCs Vive Steam VR headsets, generating excitement over the film release and associated video game.
Trend Themes
1. Virtual Reality Gaming - Opportunity for immersive gaming experiences using virtual reality technology.
2. Cross-media Franchise - Potential for expanding a franchise into different forms of media, such as movies and video games.
3. Cinematic Gaming Experiences - Demand for video games that provide a cinematic and immersive experience in large theater screens.
Industry Implications
1. Gaming - Opportunity for game developers to create immersive virtual reality gaming experiences.
2. Film - Potential for film studios to expand their franchises by releasing video game adaptations.
3. Entertainment - Demand for more cinematic and immersive gaming experiences in theaters, creating opportunities for collaboration between the gaming and film industries.
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