00:02we did a lot of shooting experiences in
00:05the beginning because you had to wear a
00:07bulky VR backpack and you know you're
00:09pretty limited but now with wireless
00:12streaming it actually enables a lot uh
00:15more different different genres that we
00:18I think an analogy that we would use is
00:22um what sound is to silent films
00:25is what the wider streaming is to our VR
00:28platform because once you add a sound
00:30there's a genres that wasn't possible
00:33before that you can utilize now
00:35so with wireless streaming there's a lot
00:37more Mobility there's a lot more
00:39movement and you can create experiences
00:41where every part of your body movement
00:43matters and that is why we decided to
00:46partnering with Netflix on squid games
00:49what a great partnership
00:51thank you thank you it's a great uh um
00:54it shows a lot of trust in us Netflix to
00:57be able to give us you know one of the
00:58best IPS but I think it's also a good
01:01marriage in a sense that we can really
01:04create a great experience where you have
01:07multiple people in the same space where
01:09you can collaborate or even sabotage one
01:12another moving freely in a in a shared
01:15space so not only do we get to work with
01:17a great IP but also we're able to create
01:21an experience that fully utilizes our
01:25that's so important to your point about
01:27what the technology enables because I
01:30actually I was too scared to watch squid
01:31game but I know the premise and I know
01:33some of the games within squid game and
01:35some of them would just be inherently
01:37underserved if they were done in you
01:40know even a VR headset if you didn't
01:41have access to your hands because you
01:43know one of the games is where you're
01:44kind of like cutting open a shape within
01:46a cookie for example
01:48you can do that with your mouse or your
01:49keyboard but it's not the same and
01:51that's something that I really was
01:52impressed by when I went to sandbox
01:54which is as you said it's like a full
01:56body experience there's haptics on your
01:59vest you you know if my partner got
02:02killed I go you know restore him with my
02:04hand and so there was just so many
02:06aspects where it was like you are fully
02:08in this experience and I also think
02:10another element of VR which
02:12is probably my favorite from the few
02:15in-person VR experience I experiences
02:18I've done is the ability for you to
02:21truly immerse yourself and what I mean
02:22by that is to start experiencing
02:24emotions like fear or joy that I don't
02:28think I've experienced to the same
02:29degree in other games to give a quick
02:33the first time I ever went to a VR
02:35experience was in Japan and they get you
02:37to walk across this balance beam in VR
02:39and they get you to jump to grab this
02:42there's like a helicopter with a ladder
02:45hanging down and really you're about
02:47four inches off the ground on this
02:49balance theme but because of the
02:51immersion that happens
02:53you get scared you're like oh gosh I
02:55don't like I don't know if I can make
02:57this jump because in VR there's a big
02:59city below you and the same experience I
03:02did at sandbox there was this point
03:04where they raised both of us up but we
03:06went in different directions and it
03:08truly felt like I was then 100 meters
03:10away from my partner instead of you know
03:13in reality we were one meter away so I
03:16don't know I I'm just sharing that
03:17experience because I do think your point
03:19about the actual technology enabling
03:22concretely new experiences is really
03:25important and Squid game seems like one
03:26of the best options to actually pursue
03:28that with it's really interesting
03:30because when we first started sandbox
03:33and the first experience we built was a
03:36zombie experience called Deadwood
03:37Mansion we were inspired by you know
03:39residence evil left for dead and those
03:41titles generally is a very very male
03:44dominated experience that people love
03:46but when we launched that we were
03:49surprised at half the audience were
03:50female and we asked you know our
03:52customers like hey you know what do you
03:54think of my experience and for them they
03:55say hey it doesn't feel like a game it
03:57felt like a real life it felt like I'm a
03:59star of my own me and my friends of
04:00stars our own movies and we're
04:02transporting into this world
04:04so we end up that we didn't create just
04:07a gaming experience it felt like a like
04:08experiential consumer product the
04:10Insight that we took from this was that
04:13the believability once you hit a certain
04:16level it just click and it just becomes
04:20and and that's the reason why we built
04:22what we've done because when we first
04:24started out with the consumer VR headset
04:26we still know that we were in the game
04:28because when you put on your headset
04:29okay you look at your body you don't see
04:31your body you look at your controller
04:32just too like floating joysticks right
04:34and you can't really move in your space
04:36and then if you're next to like another
04:38player online you can't really
04:39physically interact with them
04:41but you put on your sandbox they forget
04:44they're in assimilation and there are
04:47many times we would tell we would get
04:49complaints about noise
04:51I remembered in the early days
04:53um we work with IMAX to bring uh sandbox
04:56into New York space it was right next to
04:58the theater and we found out that we had
05:01to shut our store by 5 PM I was like why
05:03and they said well because people were
05:06screaming so loud that all the theaters
05:08around could hear random screaming
05:10and like they tried everything they put
05:12mattresses they tried to muffled all the
05:14time it did not work
05:22you don't get that unless you create
05:24something that's very real and