『Inside VR』のカバーアート

Inside VR

Inside VR

著者: The VR Collective
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The VR Collective Show brings you expert insights on the business of VR entertainment. Whether you're an operator, developer, or investor, we dive into the latest trends, strategies, and innovations shaping VR arcades, attractions, and location-based experiences. Expect interviews, case studies, and industry deep dives—dropping as needed, whenever there’s something important to discuss. Episodes drop as needed—whenever there’s something important to discuss. Stay tuned for interviews, deep dives, and practical insightsThe VR Collective
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  • Get in the Box: Immersive Gaming Rooms - Recording from 2024 VR Summit
    2025/07/11

    Show Notes

    Are we entering the post-headset era of immersive entertainment?

    In this future-focused session from the 2024 VR Summit, immersive tech expert Kevin Williams walks us through the evolution of immersive gaming rooms, enclosed, interactive spaces that deliver group-based, high-energy experiences without the friction of VR headsets.

    He’s joined by a panel of leaders shaping the space to talk pricing, design, repeatability, and how this new product category fits into the future of location-based entertainment.

    Featuring:

    • Kevin Williams – KWP Ltd

    • Stefan Murariu – Head of Sales, Inowize

    • Arthur Loring – Operator, Fun Factor

    • Pete Stearns – Dave & Buster’s

    Topics:

    • The friction of VR vs. the freedom of projection-based gaming

    • From immersive game boxes to projection-mapped sports arenas

    • Why IP, repeatability, and ease of use matter more than tech specs

    • Pricing models, operational realities, and early ROI lessons

    • What the U.S. can learn from Europe’s immersive venue boom

    Whether you're an operator, developer, or curious observer, this session is your primer on one of the fastest-emerging categories in LBE.

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    1 時間 5 分
  • Connecting with the Next Generation - Recording from 2024 VR Summit
    2025/07/04

    Show Notes:

    How do we stay relevant in a world of Fortnite, TikTok, and YouTube megastars?

    In this lively session from the 2024 VR Summit, a cross-generational panel explores how arcades and entertainment venues can stay connected to digital-native audiences, from Gen Z to Alpha. What motivates younger guests? How do they view traditional arcade games, esports, and VR? And how can operators adapt hiring, marketing, and experience design to meet them where they are?

    Featuring:

    • Gregory Trent – Co-founder, Esports Arcade

    • Bryan Severance – Developer, Spy Ninjas HQ

    • Philip Steinfatt – Founder, Tower Tag

    • Sergio Garcia – Virtuix / Omni Arena

    🎯 Topics:

    • How to attract and retain younger audiences

    • The esports/VR crossover opportunity

    • Gamifying staff roles & Gen Z work culture

    • Marketing with influencers and YouTube IP

    • Why younger guests demand more skill, less luck

    • What actually works for Gen Z and Alpha, and what doesn’t

    Whether you're programming an arcade floor or hiring your next team, this is the playbook for engaging the next generation of players, creators, and employees.

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    1 時間
  • What Makes Great VR Games - Recording from 2024 VR Summit
    2025/06/27

    Show Notes

    What separates a good VR experience from a great one?

    In this deep-dive session from the 2024 VR Summit, legendary game designer Eugene Jarvis (Raw Thrills) shares the creative process behind Godzilla Kaiju Wars VR—a next-gen, unattended arcade experience inspired by cinematic storytelling and decades of arcade innovation.

    A follow-up panel discussion featuring indie developers and operators adds valuable perspective on what defines a great VR game, and what operators should look for when evaluating attractions.

    Featuring:

    • Eugene Jarvis – Raw Thrills

    • David Illes – World’s Beyond

    • Joe Mares – Games Designer & former Jurassic VR Expedition dev

    • Jim Bennington – Veteran operator, arcade buyer, gamer

    Topics include:

    • Experience design vs. gameplay design

    • Why immersion is about sensory critical mass

    • Framing, choreography, and the 30-seconds-to-fun principle

    • Replayability, story branching, and player comfort

    • What makes a good unattended game for arcades

    Whether you're designing, buying, or operating VR attractions, this session is a must-listen playbook.


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    1 時間 4 分

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