Podcast Intro
In 2017, IMAX tried to bring virtual reality to theaters, and failed. But the story didn’t end there.
In this episode, Bob Cooney explores what went wrong with IMAX VR, why its brand extension never made sense, and how a new generation of large-scale, story-driven VR experiences is succeeding where IMAX stumbled. From Horizon of Khufu and Titanic to the upcoming Black Mirror immersive experience, Bob connects the dots between IMAX’s documentary roots and today’s free-roam VR storytelling boom.
He also breaks down the numbers, the business models, and the opportunity for movie theaters sitting on underperforming auditoriums to transform them into profitable immersive venues.
Show Notes (for podcast platforms)
Topics Covered:
How IMAX VR began and why it failed to align with IMAX’s core storytelling brand.
The historical evolution of IMAX: from museum documentaries to blockbuster format.
Why early VR gaming arcades couldn’t make money (low throughput, high labor, poor fit).
The rise of “large-scale free-roam storytelling VR” , and why it works.
Case studies:
Horizon of Khufu (Excurio) - the $25M immersive expedition that proved the model.
Univrse + Banijay’s upcoming Black Mirror VR - mainstream storytelling in LBE.
Wevr, Small Creative, and others bridging art, education, and entertainment.
How 2,500 sq ft theaters can host 50+ guests profitably.
The movie theater opportunity: converting 5,000 underperforming auditoriums into VR experiences.
Real-world examples:
Sphere’s $15M pre-sales for Wizard of Oz.
Cosm’s immersive screenings of The Matrix and Willy Wonka.
IMAX generating 20% of opening-weekend box office on just 1% of global screens.
Why collaboration among VR studios is essential, and how LEXRA aims to unite them.
Key Takeaway:
The future of immersive entertainment lies between cinema and gaming. Story-driven, free-roam VR - what Bob calls “walk-through theaters” - can do for this decade what IMAX did for the 2000s: redefine how audiences experience stories.
Connect & Continue the Conversation:
Join the discussion at LEXRA
In this episode, Bob Cooney dives into NRG’s latest report, Gen Alpha Saves the Box Office, and what it reveals about the future of entertainment. Gen Alpha - the generation shaped by the pandemic - is craving real connection, immersive group experiences, and shared cultural events.
Bob breaks down 13 key insights from the study and connects them to opportunities for VR operators, immersive creators, and theater owners. From fandom-driven events to cross-generational storytelling and the rise of walk-through theaters, this episode explores how we can meet Gen Alpha’s demand for experiences that are interactive, immersive, and social.
Show Notes
Topics Covered:
Why Gen Alpha craves connection after growing up isolated during the pandemic.
The “third place” concept. How games and social VR worlds like Gorilla Tag have become Gen Alpha’s hangouts.
The comeback of in-person group activities and local social experiences.
How the new generation’s preferred movie length challenges the myth of short attention spans.
Why shared, two-hour experiences feel worth the friction of getting out of the house.
The power of fandom and opening weekends. Why young audiences crave cultural events, not just movies.
The opportunity for VR arcades to create their own launch moments for new titles.
Multi-sensory engagement—sound, scent, and motion as tools for emotional impact.
“Cross-Gen Connectors”: content that bridges generations, like Mario Bros., Spider-Man, and the upcoming Terminator VR game from Hero Zone.
How 54% of Gen Alpha want VR or 3D experiences in theaters, and 41% want hybrid game-movie experiences.
The rise of walk-through theaters—VR experiences that blend storytelling and light interactivity.
The big takeaway: the future of entertainment is interactive, immersive, and social—and it’s up to operators to turn VR into culturally relevant shared events.
Referenced Report:👉 Gen Alpha Saves the Box Office
Connect & Continue the Conversation:
Join the discussion at LEXRA
Summary:
In this special session, Bob Cooney gathers operators, marketers, and innovators to reflect on the challenges facing the location-based VR and immersive entertainment industry, and how to solve them together. Drawing on the Two Loops Model of Change, Bob frames the conversation around moving from the old system of traditional attractions to a new system powered by XR. The panel explores marketing best practices, building community through esports, revenue per square foot benchmarks, and how user-generated content can drive growth.
You’ll hear how operators are experimenting with local leagues, how marketers think about differentiation and brand, why reviews and authenticity matter more than polished ads, and why industry-wide standards are essential to scaling. Social media strategist Jacob closes the session with a case study showing how a single authentic video generated 25 million views and half a million shares for Zero Latency.
What You’ll Learn in This Episode:
Why the immersive entertainment industry is at a tipping point, and how communities of practice can accelerate adoption.
Insights from operators on integrating esports into VR venues and the challenges of standardization.
Marketing takeaways: the importance of brand differentiation, user-generated content, and online reviews.
Why tracking revenue per square foot is critical for operators, and how few do it today.
The role of schools and local communities in building sustainable esports programs.
A behind-the-scenes breakdown of a viral Zero Latency video that generated 500,000 shares and 30,000+ new followers.
How authenticity in content creation beats polished campaigns, and why younger creators often outperform agencies.
Featured Guests:
Jacob Giacobbi – Founder, CrowdSpecs, social media strategist for LBE.
Katie Burke – Creative Director & GM, Pelagius VR.
Salem Thyne – Operator, E-Sports Virtual Arenas.
Andre Lawless – Founder, Lawless Marketing.
Links & Resources:
Replay Magazine: https://www.replaymag.com
Follow Bob’s blog: www.bobcooney.com/blog
Summary:
Bob Cooney brings together pioneers of immersive technology to explore the concept of the downloadable theme park, an evolution in location-based VR where experiences can be changed at the push of a button. This conversation dives into the opportunities, challenges, and transformational potential of VR and mixed reality in entertainment and beyond.
From wingsuit flight simulators to massive free-roam facilities, the panelists share how scalable virtual attractions could replace costly physical infrastructure, unlocking new business models for operators worldwide. They also tackle the role of standards, distribution bottlenecks, and how shared experiences in VR can create deeper human connection and even personal transformation.
What You’ll Learn in This Episode:
Why the future of attractions may be software-driven, not hardware-locked.
James Jensen’s story of Jump, a VR wingsuit flight experience that blends fear, presence, and transformation.
How Brent Bushnell’s “DreamPark” project brings mixed reality into real-world spaces, turning city parks into giant game arenas.
Salem Thyne’s vision for converting massive esports facilities into scalable VR entertainment hubs.
The business case: throughput, revenue per square foot, and why VR can deliver 5x the experience at a fraction of the cost.
How the shift from atoms to bits could redefine theme parks, escape rooms, and family entertainment centers.
Why standards in operations, distribution, and content delivery are critical to scaling this new ecosystem.
How VR’s transformational power goes beyond fun—to education, training, therapy, and even real estate.
Featured Guests:
James Jensen – Co-founder of The Void and creator of Jump by Limitless Flight.
Brent Bushnell – Co-founder of Two Bit Circus and innovator behind Dream Park mixed reality.
Links & Resources:
Learn more about Jump: https://limitlessflight.com
Explore Two Bit Circus: https://twobitcircus.com
Follow Bob Cooney’s blog: www.bobcooney.com/blog
Show Notes:
In this closing keynote from the 2025 VR Arcade and Attractions Summit, Brent Bushnell shares 20 years of building public entertainment with candor and optimism. This talk guides us through a tour through prototypes, venues, shutdowns, pivots, and the birth of DreamPark.
What’s inside:
From early interactive art and story rooms to Two Bit Circus, and why permanent venues beat temporary installs.
How a split between nonprofit and for-profit unlocked school programs, STEAM curricula, and upcycled makerspaces.
Lessons from failed experiments, including 360 video, phones as controllers, and complex robot bartenders.
Covid realities, landlord dynamics, a SPAC that collapsed, and why great investors matter.
DreamPark mixed reality in city parks, guests navigating real spaces safely, and a practical kit for operators.
Pricing tests, revenue models, and the case for hour-long experiences that justify a trip across town.
Brent closes with a simple theme: keep building, learn fast, and get up one more time than you fall.
In this episode of Inside VR: Real Operators. Real Money. Virtual Reality, Bob Cooney is joined by Fabian Springer and Emanuel Ulbing from The Reality Escape, a fast-growing VR escape room network and marketing agency. They share how they turned their passion for escape rooms into a thriving multi-location business built on exceptional customer experience, a strong brand identity, and smart, data-driven marketing.
From using fresh popcorn to evoke nostalgia, to creating detailed customer personas and executing AB-tested ad campaigns, Fabian and Emanuel reveal the strategies that drive their five-star reviews, high repeat business, and rapid expansion. This episode is packed with actionable insights for VR operators, escape room owners, and anyone looking to scale an experience-based business.
Time Stamps
0:00 – Introduction and origin story of The Reality Escape
0:41 – Early passion for escape rooms and the leap into VR
1:09 – First experiences with VR and discovering VR CAVE
2:18 – Advantages of VR escape rooms over physical builds
3:21 – Overcoming customer hesitation to try VR
4:04 – Replay value and unique experiences in VR
5:03 – The biggest challenge: getting customers in the first time
5:19 – Business growth path: exponential expansion
6:03 – The role of five-star Google reviews in attracting new players
6:52 – VIP-level customer care and creating memorable moments
8:10 – Scaling passion and customer experience through franchising
8:30 – First impressions: posters, popcorn, and game recommendations
9:57 – Creating emotional connections through game themes
11:14 – Extending playtime and adding surprise bonuses
12:00 – The intentional role of popcorn in brand experience
13:00 – Mapping the customer journey and understanding personas
15:50 – Two key customer personas: tourists and locals
17:20 – Tailoring marketing messages to each audience
18:11 – Google Ads and AB testing to refine campaigns
18:53 – Centralizing marketing across locations
19:36 – Advice for single-location operators starting with marketing
20:48 – Go-to tools for ad testing and tracking results
21:59 – Measuring success at each funnel stage
25:27 – Balancing marketing with business operations
26:23 – Applying the 80/20 rule to focus marketing efforts
27:39 – Percentage of sales from paid digital vs other channels
28:33 – Why Instagram beats TikTok for their audience
29:30 – SEO strategy: when and how to invest in it
33:28 – Building a brand beyond logo and name
34:52 – Using cultural references to connect with customers
36:02 – Designing experiences to evoke emotion at every touchpoint
37:27 – Launching a marketing agency to help other escape rooms
39:09 – How much to spend on marketing: 10–25% of revenue
40:47 – Considering lifetime customer value in ad spend
42:10 – Differentiating spend on locals vs tourists
44:58 – Scaling ad budgets and benchmarking ROAS
46:08 – Franchising and expanding services internationally
47:23 – Where to learn more and connect with Fabian & Emanuel
48:15 – Final thoughts and closing
In this episode, Bob Cooney talks with Parinitaa Rajgarhia, the driving force behind Zero Latency in India. From stumbling across her first VR experience while on a family trip to launching the country’s first large-scale free-roam VR arena in Mumbai, Parinitaa shares her entrepreneurial journey, market insights, and lessons learned.
They discuss:
Whether you’re an operator, investor, or just fascinated by how immersive attractions succeed in emerging markets, this conversation offers a candid look at what it takes to launch and grow a premium VR brand.
🎧 Listen now to hear how Parinitaa has not only sustained but expanded Zero Latency’s presence, and why she believes the Indian market is just getting started.
Timestamps
In this episode of Inside VR: Real Operators. Real Money. Virtual Reality, Bob Cooney sits down with Maarten Peelen, owner of Zero Latency locations in Rotterdam, Amsterdam, and soon Utrecht. Maarten shares his journey from experiencing free-roam VR for the first time in 2019 to building one of the fastest-growing VR arcade networks in the Netherlands.
They dive into everything from raising capital and finding the right location, to creating an experience that attracts non-gamers, leveraging influencer marketing, and designing venues that can run with minimal staff. Packed with practical insights for aspiring VR operators, this conversation is a masterclass in scaling a location-based entertainment business.
Time Stamps
0:00 – Welcome and introduction to Maarten Peelen
0:25 – First encounter with free-roam VR and launching in Rotterdam
1:12 – The importance of passion and excitement when starting a business
2:16 – Maarten’s background as a project manager and early entrepreneurial ventures
4:10 – Raising capital: investor challenges, family investment, and lessons learned
7:22 – Discovering Zero Latency and choosing the right platform
9:17 – Favorite Zero Latency and VR experiences
12:04 – Why walking is critical to immersion in VR
14:10 – Social bonding inside VR and helping nervous players through experiences
18:36 – Venue design for social spaces and post-game connection
19:37 – Biggest challenges: finding venues, permits, and location strategy
21:44 – Running dedicated Zero Latency venues: benefits and limitations
23:04 – Booking rates and designing for one-person operation
24:47 – Open sightlines, public visibility, and building curiosity
25:39 – Attracting non-gamers by marketing VR as a social experience
27:10 – Balancing rent vs. marketing spend for prime locations
29:03 – Price point, customer experience, and driving word-of-mouth marketing
31:12 – Capturing and sharing customer photos and videos
32:11 – Leveraging influencers organically and through partnerships
33:46 – Misconceptions about running a VR arcade
35:26 – Marketing the experience, not the game
37:01 – The role of sound, atmosphere, and design in immersive experiences
40:01 – Why fear works in VR: suspense, horror, and the unknown
41:53 – Far Cry as a scenic, non-horror alternative
42:30 – VR as the “downloadable theme park”
43:18 – Upcoming openings and future growth plans
44:07 – Closing thoughts and acknowledgements
Being Virtual | Deep Dive with Alex Rossol
Show Notes
How do you scale a niche VR platform to hundreds of locations, and keep every new game fresh, replayable, and profitable?
In this episode of Being Virtual: Deep Dive, Bob Cooney sits down with Alex Rossol, co-founder of vrCAVE, the company behind the most widely deployed VR escape room system in the world. They cover everything from early backpack-based rigs to today's headset-agnostic platform, and dig into what it takes to build long-form, comfortable, and emotionally satisfying immersive content at scale.
Highlights:
The surprising origin of vrCAVE’s first haunted house MVP
Why vrCAVE doubled down on narrative escape rooms (and abandoned replayable arcade shooters)
The secret to evenly distributed game popularity across a 9+ title catalog
Standalone vs. PC VR: what works best, and why they still support both
The real reasons motion sickness still happens—and how vrCAVE avoids it
Exclusive territories, quality-first development, and advice for operators
Whether you're building VR content, buying games, or running an LBE, this is your behind-the-scenes look at what smart growth and intentional product design looks like in the immersive entertainment space.
Plus: tips on pricing, storytelling, team size, haptics, player comfort, and the future of mixed reality.
Guest: Alex Rossol, co-founder of vrCAVE
Key Moments
00:00 – Welcome & IntroductionBob introduces Alex Rossol and sets up the conversation around scaling VR escape rooms.
01:00 – How vrCAVE StartedAlex shares the origin story, from early headsets to their first haunted house MVP.
05:30 – Why They Committed to Escape RoomsWhy vrCAVE pivoted from short arcade shooters to narrative puzzle experiences.
08:10 – Replayability vs. One-Shot DesignThe business challenge of replayable content and lessons from their Laser Bots game.
09:45 – Balancing Operator and Player FeedbackHow they gather actionable feedback from both sides of the market.
12:00 – The Power of Software-Defined DurationHow operators tailor experiences to 15, 30, or 60 minutes using vrCAVE’s flexibility.
13:15 – Designing for ComfortHow motion sickness happens—and how vrCAVE avoids it to support longer gameplay.
17:00 – Why All Their Games Perform WellHow they’ve avoided the “80/20 rule” with a strong, evenly played catalog.
20:30 – Offering Exclusive TerritoriesWhy vrCAVE guarantees exclusivity and what it means for operator trust and growth.
25:00 – PC VR vs. Standalone HeadsetsWhat they’ve learned from supporting both hardware types—and why they still do.
29:10 – Headset ComparisonPros and cons of Meta Quest, HTC Focus, and Pico from an operator's perspective.
33:00 – The Google/HTC Deal and XR PlatformsAlex’s take on where XR infrastructure is heading and why openness matters.
35:10 – What’s Next for vrCAVEAsymmetric gameplay, MR, IP opportunities, and thinking beyond escape rooms.
38:10 – 5 Reasons VR Escape Rooms Beat Physical OnesLower build-out cost, no resets, flexible space, scalable content, and retention.
40:45 – Biggest Lesson as a Founder“Everything takes twice as long and costs twice as much.”
42:15 – Storytelling vs. SerializationWhy they haven’t built sequels—and the friction they’re trying to avoid.
44:00 – Alien Invasion Launch + Future PlansTheir latest escape room is live—and the next one is already in the works.
Show Notes
Is it time for the VR arcade industry to agree on best practices?
In this interactive session from the 2024 VR Summit, a group of industry leaders gather to explore the need for standardized practices in VR entertainment, from cable management to content categories to repair protocols. This conversation marks the beginning of an industry-wide initiative to raise the bar on reliability, hygiene, training, and collaboration, so the entire sector can scale more sustainably.
Featuring:
Amy Hedrick – CEO, Cleanbox
Dave Myers – Director of Enterprise Tech Services, HTC
Ben Davenport – Founder & CEO, VRsenal
Pete Gustafson – Executive VP, AAMA
Topics:
Why the industry needs standardized categories, cables, and components
Hygiene, headset maintenance, and repair best practices
Training and support for front-line staff
How associations like AAMA are stepping up to support VR
How to contribute to surveys and help shape the future of VR arcades
If you’re serious about running VR attractions long-term, this is your inside look at how the industry is organizing itself, before it gets organized for you.
** PLEASE checkout the newly formed association of location-based entertainment XR -> LEXRA at lexra.org
Can VR escape rooms outshine physical ones?
In this operator-led panel from the 2024 VR Summit, four seasoned FEC owners break down how VR escape rooms stack up against traditional formats—and how they’re transforming everything from group bookings to game flexibility to return-on-investment. With modular playtimes, low staffing needs, and immersive storytelling, these experiences are opening doors for broader audiences and smarter business models.
Featuring:
Jeremy Paige – vrCAVE
Salem Thyne – ICR (Immersive Combat Reality)
Nazar Yousif – Diablo Escape
Archie Wright – The Rush Funplex
Topics:
Why VR escape rooms outperform physical ones in flexibility and ROI
Group dynamics, replayability, and immersive storytelling
How VR expands accessibility across age and skill levels
Revenue strategies: full-price bookings, upsells, and quick-play add-ons
Seamless operations and minimizing payroll overhead
Whether you're an escape room traditionalist or a VR arcade innovator, this episode will give you a clear look at how operators are scaling success with immersive puzzle-based gameplay.
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.
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.
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.
Show Notes
Is free roam VR finally ready to replace laser tag?
In this action-packed panel from the 2024 VR Summit, operators and tech providers unpack the rapid evolution of free roam, from six-figure installations to modular, DIY arenas with flexible tech stacks. They break down exactly what you need to launch and scale your own immersive experience on any budget.
Featuring:
Mitchell Poythress – Rabbit Hole VR
Shabeer Sinnalebbe – Synthesis VR
Martin Holly – Striker VR
McKay Christensen – Private Label VR
Topics:
Standalone vs. PC VR: how to choose the right platform
Budgeting and hardware options (including Wi-Fi 6E and Focus 3)
Haptics, hardware, and hitting “sensory critical mass”
Arena design, attraction strategy, and guest psychology
Content switching, uptime reliability, and operator workflows
Whether you're building from scratch or upgrading your LBE experience, this episode is your blueprint for what’s possible now, and what’s coming next.
Show Notes
Is there a future for story-driven VR in a world obsessed with zombie shooters and coasters?
In this provocative session from the 2024 VR Summit, industry leaders unpack what happens when you focus less on interactivity and more on storytelling. They explore how emotional resonance, cultural partnerships, and education can unlock new audiences and business models for immersive venues.
Featuring:
Rod Findley – President & CEO, Immotion
Joel Newton – Co-Founder, CityLights
Nick Boyer – Co-Founder, CityLights
Kevin Williams – Director, KWP Ltd
Topics include:
The power of IP and narrative in location-based VR
Why seated VR is outperforming expectations
New business models (rev share, no-CapEx, education bundles)
Field trips, partnerships, and leveraging off-peak hours
Why interaction isn’t always better—and when storytelling wins
In a world where couch entertainment reigns supreme, how do you get people off their screens and into your space?
This episode—recorded live at the 2024 VR Summit—dives into how location-based entertainment venues can broaden their reach and increase return visits by offering meaningful, social, and accessible experiences. Eldad Givon (Valo Motion), Rico Torres (Arts Entertainment Hub), and Nick DiMetteo (Pinnacle Entertainment Group) explore what really makes an attraction magnetic—and how to avoid costly assumptions about ROI, audiences, and technology.
🎯 Topics:
AR, VR, and mixed reality: decoding the differences and appeal
Social design and the power of “crowd-drawing” experiences
Birthday party layers and marketing to both moms and teens
Staffing, storytelling, and the hidden costs of bad ops
The evolving role of TikTok, tournaments, and digital word-of-mouth
Join Bob Cooney in an exclusive deep dive into SynthesisVR’s acquisition of SpringboardVR, a game-changing move in the location-based VR industry. Featuring Shabeer Sinnalebbe and Kamen Petrov from SynthesisVR, this discussion unpacks the evolution of arcade VR, the shift from room-scale to free-roam experiences, and the impact of consolidating industry platforms.
Discover how this acquisition affects VR arcade operators, content creators, and the future of immersive experiences. Get insider insights on why this deal happened, what it means for existing SpringboardVR users, and how SynthesisVR plans to shape the industry's future.
👉 Key Takeaways:
Whether you're a VR arcade owner, content developer, or just passionate about location-based VR, this is a must-watch session!
Show Notes:
0:00 - 2:00 | Technical Difficulties & Setup Issues
2:00 - 6:20 | Introduction & VR Collective Plug
6:20 - 9:54 | The Origins of SynthesisVR
9:54 - 13:48 | Room-Scale VR vs. Free-Roam VR
13:48 - 18:28 | Challenges of Free-Roam VR
18:28 - 22:16 | Why Keep Supporting the Quest?
22:16 - 26:26 | The Synthesis & SpringboardVR Merger: How It Happened
26:26 - 30:45 | Managing Two Platforms: Will They Merge?
30:45 - 40:43 | VR Content & Market Trends
40:43 - 50:46 | The Future of Location-Based VR
50:46 - 58:03 | The Gaming Industry Crisis & What It Means for LBE VR
58:03 - 1:05:38 | 💰 Challenges of Running a VR Arcade Business
1:05:38 - End | 🎤 Q&A & Final Thoughts
🔗 Resources & Links Mentioned: