VR & Immersive Experience: manufacturers, specs and reference projects

An attraction whose core display is a head-mounted device (VR/AR/MR) or a headset-hybrid ride/arena — free-roam VR arenas, VR motion capsules, VR coaster overlays and location-based mixed-reality experiences.

Our database currently lists 93 VR & Immersive Experience manufacturers & suppliers and 65 products in this category. The most documented include Guangzhou Movie Power Technology Co.,Ltd, PICO INTERACTIVE EUROPE, S.L., VEX Solutions, Ballast Technologies, Inc. and Talon Simulations. Suppliers are headquartered mainly in United States (22), China (20), Germany (6) and United Kingdom (5). Between them they have 423 reference installations on file.

Typical products and sub-types: Free-roam VR arenas, VR e-sports attractions, VR motion simulators and capsules, AR-enhanced walk-throughs, VR overlays added to physical rides.

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VR & Immersive Experience suppliers (93)

  • Guangzhou Movie Power Technology Co.,Ltd (China)

    Specialized in VR, AR, and XD dynamic technology for 13+ years; a high-tech enterprise providing a total VR arcade solution — site selection, decoration, equipment selection, and promotion — with over 5,000 customers worldwide.

  • PICO INTERACTIVE EUROPE, S.L. (Spain)

    Barcelona-based European entity of PICO XR, supplying enterprise standalone virtual-reality headsets, device-management tools, and large-scale mapped-play capabilities used in location-based entertainment, training, and immersive…

  • VEX Solutions (Belgium)

    Belgian developer of turnkey immersive attractions for FECs, including VEX Arena free-roam VR systems and active competitive-social entertainment games.

  • Ballast Technologies, Inc. (United States)

    US developer of waterproof VR experiences for aquatic venues — VRSlide (VR waterslide rides) and DIVR (VR snorkeling); sells immersive add-ons and gamification to waterparks and resorts.

  • Talon Simulations (United States)

    Altamonte Springs, Florida company specializing in engineering, installation, and technical support for location-based VR attractions; has built more than 150 VR simulators…

  • VR Coaster (Germany)

    German VR-for-real-rides specialist under the Mack Group (sister company to Mack Rides and Mack Animation; founded 2014) — syncs headset VR content, either its own COASTIALITY library or custom IP, to existing roller coasters and drop…

  • HOLOGATE (Germany)

    German (Munich) maker of multiplayer VR and XR attraction systems for FECs, parks and location-based entertainment — the ARENA and BLITZ platforms plus an HGXR enterprise line for simulation, visualization and training.

  • Rilix (Brazil)

    Brazilian developer (Itajaí, Santa Catarina, since 2015) of the Rilix Coaster VR ride simulator for FECs and arcades, distributed in North America through Rilix USA and major amusement distributors…

  • VR Slide & Snorkeling | Battle UP (Netherlands)

    Dutch developer of VR snorkeling and VR slide systems that add tailored immersive worlds to swimming pools, waterslides, tube tracks and skyriders.

  • Adler Amusement Equipment Co., Ltd. (China)

    Shanghai-based manufacturer of indoor amusement and children's play equipment — play structures plus arcade, redemption, midway and interactive-sports games, climbing walls, inflatables and bowling — offering customized, safety-certified…

  • Simworx (United Kingdom)

    UK media-based attraction manufacturer (4D theaters, immersive tunnels, dark rides) incorporating Robocoaster robotic-arm ride technology.

  • IMMOTION (United States)

    US (Los Angeles) supplier of turnkey immersive VR attractions, notably the multi-seat 'Thrill Coaster' motion-VR ride, deployed in tourist venues, malls, museums and science centres worldwide on a modular, revenue-share basis.

  • iPlayCo (Canada)

    Canadian designer and manufacturer of bespoke, heavily themed indoor playground structures for family entertainment centres, malls and attractions worldwide.

  • VRCAVE Inc. (Canada)

    Edmonton, Alberta-based manufacturer/operator of virtual-reality arcade experiences, supplying VR gaming equipment to the location-based entertainment market.

  • Zero Latency (Australia)

    World's largest free-roam VR arena network, founded in Melbourne, Australia (2015) — wireless headsets, backpack PCs and multiplayer motion tracking let groups walk freely through warehouse-scale VR game spaces.

  • Mirra Immersive (United States)

    Washington-based developer of MirraArena, a turnkey social VR game platform combining hands-free group virtual-reality gameplay with large-format LED spectator displays and automated show production, aimed at family entertainment centers…

  • AStation (China)

    AStation (legal name Huan Jing Shu Yan Tech Co., Ltd.) is a Beijing-based mixed-reality attractions company that licenses its Enterverse platform — free-roaming, headset-based (Apple Vision Pro) MR experiences deployable indoors or…

  • Guangzhou Colorful park Animation Technology Co., Ltd (China)

    Guangzhou (Panyu) manufacturer integrating video arcade machines, motion simulator games, VR simulators, ticket redemption games, coin pushers, prize redemption games, toy crane claw machines, kiddie rides, laser tag and interactive-sports…

  • Frontgrid (United Kingdom)

    UK creator of ParadropVR, a suspended-seat VR paragliding attraction (the 'Parasphere') sold to museums, observation decks and leisure venues — 2026 installations include the National Naval Aviation Museum in Pensacola and a new…

  • MaxFlight Corporation (United States)

    Toms River, New Jersey manufacturer of compact, fully interactive two-seat motion simulators capable of 360-degree movement over two axes.

  • ARVI VR (United States)

    Wilmington, North Carolina (US) content provider for location-based VR entertainment venues, offering an in-house library of 20+ AAA VR titles plus a distribution/marketplace platform (VRP) to 1,000+ B2B arcade and LBE partners worldwide.

  • DreamPark Immersive (United States)

    San Francisco-based mixed-reality/location-based entertainment company (from creative studio Strange Outfit) offering a downloadable mixed-reality theme park experience that can turn ordinary real estate into an immersive attraction.

  • Excurio (France)

    French (Paris) pioneer of immersive cultural VR entertainment, producing VR 'immersive expedition' experiences for museums, cultural sites and entertainment venues; expanded productions to North America…

  • AG Entertainment (Costa Rica)

    Costa Rican provider of virtual-reality and interactive attractions for events — 9D VR simulators and motion pods (Extreme Machine), 360° photo booths and interactive photo mirrors — supplied on a rental/activation basis.

  • AMEGA TECHNOLOGY INDUSTRY AND TRADE INC. (Turkey)

    Istanbul manufacturer of motion-based attractions — racing and flight simulators, motion cinema/4D systems and VR experiences — plus turnkey themed amusement projects, produced in its own facility.

  • 3 Mindwave Limited (Hong Kong)

    Hong Kong developer of VR arcade attractions (Alpha OPS VR Strike, JUMANJI VR, StormRider 2), several produced with Sega Amusements International.

  • Amusement Products, LLC (United States)

    Chattanooga, Tennessee manufacturer of family-entertainment-center attractions — best known for its go-kart track systems and karts (VirTech self-diagnostic electric karts, interactive Power Up karts with onboard light shows), plus bumper…

  • Bhaptics (South Korea)

    South Korean maker of haptic-feedback wearables - the TactSuit full-body haptic vests and accessories used in VR, location-based and immersive entertainment (250+ compatible VR titles).

  • Guangzhou Skyfun Technology Co., Ltd (China)

    Guangzhou manufacturer (Skyfun, founded 2013; 3,000 m² facility) of VR arcade machines and amusement equipment — VR simulators, racing games, 9D cinemas and arcade cabinets — CE/RoHS certified and exported to 100+ countries, with one-stop…

  • 4WARD LLC (Latvia)

    Latvia-based distributor of laser tag equipment and shipping containers for entertainment venues, operating since 2012.

  • Aqua VR (United States)

    Entertainment technology company developing underwater virtual-reality experiences for pools.

  • Guangzhou Ama Amusement Equipment Co., Ltd (China)

    Guangzhou AMA is an amusement-equipment manufacturer offering arcade games, active gaming, sports simulators, VR attractions, interactive floors and FEC solutions.

  • Guangzhou EPARK Electronic Technology Co., Ltd. (China)

    Guangzhou arcade game machine and indoor playground manufacturer with 14 years in the industry, operating a 25,000 sqm factory that integrates production, quality testing and showroom display.

  • Guangzhou G-Honor Electronic Technology Co., Ltd (China)

    Guangzhou (Panyu) electronic game equipment manufacturer trading online as G-Honor Games.

  • Guangzhou Infinity Technology Co., Ltd. (China)

  • Guangzhou Xitang Entertainment Co., Ltd. (China)

    Guangzhou maker of amusement game equipment.

  • Hero Zone VR (Belgium)

    Hero Zone is a free-roam, multiplayer location-based VR platform for entertainment venues, sold as a turnkey attraction in several configurations (Platform Only, Hero Zone Go, Arena Flex, Arena Max).

  • KOLISEUM (Switzerland)

    Swiss location-based entertainment manufacturer and studio behind KOLISEUM, a multiplayer virtual-reality foosball platform combining physical table controls with immersive gameplay for arcades, theme parks, attractions, events, resorts…

  • De Pinxi (Belgium)

    Belgian design house that conceives and produces interactive, media-based experiences for museums, cultural and tourism sites, and leisure venues, including interactive theaters, 360 degree VR and stereoscopic 3D content, virtual…

  • Guangzhou CeYuan Electronics Technology Co., Ltd (China)

    Operating as Jamma Amusement Technology out of Panyu, Guangzhou, this company has built 5D/7D motion-cinema systems since 2009 and expanded into VR gaming from 2015, including a 9D VR cinema line and HTC Vive-based VR stations.

  • PREMIERWORLD Technology Ltd (India)

    Kolkata-based supplier (Premierworld Technology Ltd, premierworld.com) of motion-simulator rides, ride-simulation attractions, musical fountains, special effects and VR technology for parks and attractions in India and abroad; corroborated…

  • Fantawild Holdings Inc. (China)

    Fantawild is a Chinese entertainment and technology company that develops, builds and operates its own IP theme park network…

  • Barco (Belgium)

    Belgian (Kortrijk) visualisation-technology group listed on Euronext Brussels; supplies large-venue and simulation projectors, LED displays and show-control systems used across theme parks, museums and planetariums, including…

  • CONDUCTR (United Kingdom)

    Manchester-based creative studio that designs and builds immersive, technology-driven experiences for themed entertainment, cruise, hospitality and heritage clients, handling show technology, media production, fabrication and software…

  • d’strict (South Korea)

    d'strict is a South Korean (Seoul) digital media and design studio known for large-scale immersive digital art and public media, including the ARTE MUSEUM immersive exhibition brand and anamorphic display content.

  • KYLII (France)

    French developer and manufacturer of plug-and-play digital play and immersive entertainment, including interactive children’s areas, treasure hunts, autonomous immersive rooms, and customizable games for leisure parks, FECs, public venues…

  • TECHNIFEX (United States)

    Santa Clarita (Valencia), California producer of technical show systems and special effects — fire, water, atmospheric, mechanical and lighting effects plus motion platforms and 4D systems — delivered turnkey from engineering through…

  • Sigong Tech Co. Ltd. (South Korea)

    South Korean exhibition, museum, themed-space and interior integrator.

  • Soluciones Mali Once 11 S.A. de C.V. bda. Virtual4 Mexico (Mexico)

    Soluciones Mali Once operates within the same international business group as Virtual4 and supports the Virtual4 Mexico presence.

  • 7thSense (United Kingdom)

    UK manufacturer of Delta media servers and show-control/pixel-processing systems used for projection mapping, dark rides, and other immersive attraction media.

  • GOLFZON America (United States)

    US arm of South Korea's GOLFZON, supplying golf-simulation systems for entertainment venues, FECs and golf lounges — simulator hardware, course software and venue-franchise programs (golfzongolf.com).

  • ReFerox Racing Simulators (Netherlands)

    Dutch manufacturer of commercial bodywork racing simulators and complete sim-racing centre concepts, combining motion, force feedback, full-size vehicle forms, synchronized lighting, sound, smoke, visuals, and show control for…

  • ACCIONA Cultura (Spain)

    Madrid-headquartered cultural design-and-production division of ACCIONA with offices across the United States, Middle East and Mexico.

  • Nihon XR Center Inc. (Japan)

    Tokyo (Nakano) supplier of XR/VR attraction technology and content — distributor of the facility-based XR attraction 'Zombie Storm' to 400 VR venues worldwide via Synthesis VR, and development partner with Tokyo Dome Corporation on a…

  • Crucial FX (United Kingdom)

    Chester, UK-based studio producing large-scale projection, interactive installations and AR/VR experiences for visitor attractions (including Madame Tussauds) and global brands; active, not defunct as earlier suspected.

  • Guangzhou Xiechuang Culture Media Technology Co., Ltd. (China)

    Guangzhou (Panyu) maker of commercial VR attraction hardware under the HEROVR brand — 9D VR egg chairs, racing and flight simulators and multi-seat VR cinemas with bundled content.

  • Imascono (Spain)

    Extended-reality studio headquartered in Zaragoza, Spain, building bespoke project-based VR/AR experiences for brands, retail and attractions — including the hybrid physical+virtual "Frozen Emotion" VR attraction and Disney/Star Wars…

  • 4elements (Canada)

    Montreal-based multimedia design studio that creates gamified, interactive experiences for museums, theme parks, and brand activations, built on its proprietary "Spark" game engine…

  • BotTop Design and Engineering Culture Group (China)

    Dalian, China design-and-build group (trading as Betop, est. 2005) supplying large animatronic 'giant beast' installations, 360-degree sphere cinemas with 80+ installs across China, dark and water rides, VR/CG content and full theme-park…

  • CerebralFix (New Zealand)

    CerebralFix is a Christchurch, New Zealand studio best known as an end-to-end video game developer that also produces AR/VR experiences and immersive interactive installations for clients including Disney and Niantic.

  • INFINIA MUHENDISLIK A.S. (Turkey)

    Turkish deep-tech engineering group (INFINIA, Bilkent Cyberpark, Ankara; founded 2012, ~350 engineers, offices in six countries) whose Immersive Tech line delivers turnkey immersive entertainment hubs, projection mapping, interactive…

  • Sub Sea Systems, Inc. (United States)

    World leader in accessible underwater tourism attractions since 1985, offering SeaTREK helmet-diving experiences, an adapted underwater wheelchair program, the Aquaticar underwater ride vehicle, the Snorkel Drift ride system…

  • Summit Technology Labs (United States)

    New Hampshire technology company (Center Barnstead) providing simulation, virtual-reality, visual and audio/visual systems plus theatrical, television, staging and seating solutions.

  • entertainment resource GmbH (Germany)

    German (Neuwied) integrator of media-driven dark rides and immersive attractions combining simulation/VR, audio-visual systems and special effects for amusement parks, museums and FECs; also trades in used dark-ride equipment.

  • Kabetec GmbH&Co.KG (Germany)

    German virtual-reality solutions company delivering tailored concepts, hardware, software, content, and support for leisure, tourism, events, trade shows, experiential environments, training, and other enterprise applications.

  • Swish XR LLC (United States)

    Orlando-based XR entertainment company behind XRHooper, billed as the most compact self-service basketball simulator on the market — a 169 sq ft projection attraction with 5D effects (motion floor, wind), five-minute games for 1–6 players…

  • Base Xperiential (United States)

    Houston, Texas-based developer of the HoloTheater immersive simulation and virtual-reality theater attraction, listed at IAAPA as 'HoloTheater by Base Xperiential.'

  • Chuliang Technology (HK) Limited (Hong Kong SAR, China)

    Chuliang Technology (HK) Limited is the R&D company behind PARTYDAY, developing immersive phygital sportainment systems, interactive hardware, VR/AR/XR content, and social gaming experiences.

  • Guangzhou Steki Amusement Equipment Co., Ltd. (China)

    Guangzhou (Panyu) manufacturer of VR simulators, racing simulators, and 5D/7D/9D motion cinema attractions under the Owatch brand, with markets spanning the USA (primary), France, South Korea, Germany, India, Turkey, and Saudi Arabia, and…

  • Guangzhou Yinghua Technology Co., Ltd (China)

  • Illumix (United States)

    US spatial-AI/AR software company (Stanford-founded) providing markerless real-world localization and contextual understanding for XR wearables and location-based entertainment; has built AR experiences for clients including Disney, Six…

  • José Gabriel Branco Taveira ME (Brazil)

    São Paulo VR and immersive-technology company operating as Class TechExperience (classte.com.br) — supplying virtual-reality experiences, holographic projection and tech activations for events, venues and brand experiences across Brazil…

  • POLYGOM Co., Ltd. (South Korea)

    South Korean 3D-vision company producing AI photo booths, NeRF studios and rapid personalized 3D-avatar experiences.

  • StrikerVR (United States)

    New Orleans developer of haptic recoil devices for location-based VR, including the Arena Infinity blaster.

  • Zhuoyuan Co., Ltd. (China)

    Guangzhou Zhuoyuan (brand FuninVR) manufactures 9D VR egg-chair simulators, VR racing and flight machines and 4D-9D motion cinemas, sold as one-stop VR arcade packages.

  • HOLOMENTUM GmbH (Germany)

    German studio in Neustadt an der Weinstraße (HRB 70207, Amtsgericht Ludwigshafen) creating immersive narrative spaces that combine architecture, projected media, spatial audio and interaction.

  • IQ Billiards (United States)

    Lutz, Florida maker of the IQ Billiards augmented-reality projection system, which projection-maps interactive games, training aids and effects onto standard pool tables for FECs, billiard venues and home game rooms…

  • Mitsubishi Electric (United States)

    The IAAPA listing corresponds to Mitsubishi Electric's Diamond Vision Systems Division (Mitsubishi Electric Power Products, Inc., Warrendale, Pennsylvania), supplier of large-format Diamond Vision LED video displays and related AV systems…

  • Pantheon Lab Limited (Hong Kong)

    Hong Kong Science Park supplier developing realistic digital humans, AI video-content automation and virtual-assistant experiences through its AIDOL platform.

  • Slacker Apps (Japan)

    Tokyo interactive-attractions studio building VR/AR, AI, real-time virtual performance, apps and gamified installations.

  • VR Leo USA (United States)

    Los Angeles-based manufacturer of virtual-reality arcade and gaming equipment for the location-based entertainment market.

  • Area 1 GmbH (Germany)

    Hannover XR game and application development studio offering custom VR/AR projects, gamification, virtual product presentations, training simulations, virtual pinball development and custom arcade machines and games.

  • Blended XR (United States)

    US immersive-entertainment developer building turnkey mixed-reality attraction systems, custom venue installations and ongoing technical support for FECs and location-based entertainment operators.

  • Byond Digital (Hong Kong SAR, China)

    Byond Digital, operating as BYOND Asia, develops physical-AI and hyper-realistic digital-human installations for public venues, retail, transport, education, and entertainment.

  • Dancing Light Studios Inc. (Canada)

    Studio in Victoria, British Columbia creating AR, VR and mixed-reality experiences for education and entertainment, with a location-based entertainment practice, physical-literacy programs and its Campfire platform; positions itself as…

  • Experiencias Disruptivas, S.A.P.I. de C.V. (Mexico)

    Zapopan technology and attraction-production company trading as RONIC, developing interactive shows, animatronics, immersive installations, video mapping, water effects and VR experiences.

  • Game Pill (Canada)

  • Guangzhou Ifun Park Technology Co., Ltd. (China)

    Guangzhou (Panyu) manufacturer of arcade and VR game machines and soft-play equipment for FECs, established 2006.

  • Guangzhou Longcheng Electronic Co., Ltd (China)

    Guangzhou Longcheng manufactures VART-branded VR simulators and turnkey VR arcade equipment.

  • Guangzhou NINED Digital Technology Co.,Ltd (China)

    Guangzhou-based manufacturer trading as NINED, marketed as a VR equipment and cinema solutions supplier: VR game machines and simulators, 9D/motion-cinema systems, and turnkey VR-park solutions sold as replicable commercial packages for…

  • I/O Electronica LTDA - EPP (Brazil)

    Brazilian attractions-operations technology company behind Sistema Fliper, a cashless management platform for amusement parks and entertainment venues covering cards, point of sale, access, and operational controls.

  • Softeksim Espana (Spain)

    SoftekSim España operates an authentic fixed-base Boeing 737 simulator at Sabadell Airport for both professional pilot training and bookable public flight experiences.

  • TouchMagix Inc. (United States)

VR & Immersive Experience products and specs (65)

  • Ballast – DIVR / DIVR+ — Ballast Technologies, Inc.

    DIVR is Ballast Technologies' underwater VR snorkeling system for pools: guests wear a waterproof VR headset with integrated snorkel and a waist floatation belt, tethered by an elastic band to a weight anchored on the pool floor, letting them swim and explore…

    Retrofits into an existing shallow pool — no dedicated tank/pool build required. DIVR+ requires pool depth under 1m (Park World Online). Each swimmer needs roughly a 10-ft (3m) diameter tethered swim radius around their anchor point (Vodafone/Sub Sea Systems). Full footprint/dimension drawings not publicly published — available on request from Ballast VR · ~5 minutes per experience, anchored/tethered swimmer; up to 10 guests swimming simultaneously per installation (Sub Sea Systems, via Vodafone). Official guests-per-hour throughput figure not published

  • Bhaptics – TactSuit Haptic Wearable Line — Bhaptics

    Wearable haptic-feedback accessory line — not a standalone attraction but a component layered onto a VR or immersive experience to add physical feedback.

    Not applicable — wearable accessories, not an attraction. No footprint · Guest tech — no inherent throughput. One garment per guest; venue throughput follows the host attraction

  • Movie Power – VR Super 360 Flight — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    3030 × 5800 × 2810 mm · 2 players; maximum load ≤240 kg

  • VR Coaster – Coasted VR Overlay — VR Coaster

    Headset VR overlay system that retrofits onto an existing roller coaster's or drop tower's real motion, so drops/launches/inversions are felt physically while riders see synchronized VR content — either VR Coaster's own COASTIALITY content brand…

    Inherits host ride's existing footprint — Coasted retrofits VR headsets/marker-tracking sensors onto an existing roller coaster or drop tower's vehicles (VR Coaster's "Air" category), adding only a small queue-side headset staging/sanitizing area; no new track or building envelope. Examples: Alpenexpress Enzian & Eurosat–CanCan Coaster at Europa-Park — both existing coaster footprints unchanged after VR overlay install · Inherits host ride's rated hourly capacity — VR Coaster publishes no separate throughput spec (headset donning during boarding can add load time, not quantified). Published host-ride examples: Alpenexpress Enzian/Europa-Park ("Alpenexpress Coastiality", since 2015) rated 1,100 riders/hr (Wikipedia); Eurosat–CanCan Coaster/Europa-Park ("Eurosat Coastiality", since 2017, rethemed 2024) rated 1,600 riders/hr (Wikipedia); original Alpenexpress VR-Ride reported accommodating up to 2,000 VR riders/day at 2015 launch (Blooloop)

  • VR Coaster – YULLBE — VR Coaster

    Standalone free-roam VR walkthrough platform from VR Coaster (Mack Group's MackNeXT/VR Coaster), sold under the YULLBE brand as its own attraction rather than a coaster overlay.

    YULLBE GO pod: scalable 6×5 m to 10×8 m (supplier spec); YULLBE Wunderland Hamburg installed example runs an 80 m² GO room. YULLBE PRO group format: 250+ m² room (installed example, YULLBE Wunderland Hamburg). Original Europa-Park flagship building: ~600 m² total · YULLBE GO (supplier-published, vrcoaster.com): up to 10 simultaneous players / 60 players per hour, 1–2 operators. YULLBE PRO (installed examples): up to 6 guests per 30-min session at YULLBE Wunderland Hamburg; original Europa-Park installation up to 8 guests / ~32 pph across the facility, with the 30-min Mission Rulantica experience run in groups of up to 4

  • Zero Latency – Free Roam VR Arena — Zero Latency

    Turnkey free-roam multiplayer VR system: wireless, backpack-free headsets with inside-out tracking let a team of up to 6 walk freely through warehouse-scale game spaces (zombie survival, sci-fi, heist and other licensed/original titles).

    Flexible arena sizing — 10m x 10m or 14m x 7m configurations published; larger flagship arenas also operated · 6 players per session (standard configuration)

  • 3MINDWAVE – Alpha OPS VR Strike — 3 Mindwave Limited

    Alpha OPS VR Strike is a coin-operated, attendant-free two-player motion VR shooter developed by 3MINDWAVE and distributed by Sega Amusements International.

    Installed: H 110" x W 74" x D 99", weight 1,742 lbs (Sega Amusements/distributor brochure; ships in 4 pieces). Power: 110V@27.7A or 220V@13.9A, 3050W. Supplier's own page publishes no footprint · 2 players

  • 4WARD LLC – Battle Start — 4WARD LLC

    Detailed technical specs (headset model, tracking system, room-scale tech) not published; available on request.

    Arena: 150+ m² play area / 200+ m² total space; Mini Arena: 60+ m² play area / 100+ m² total space · Arena: up to 20 players; Mini Arena: up to 10 players

  • Amusement Products – VEX Solutions Hyper Reality VR Arena / PartyDash — Amusement Products, LLC

    Two distinct VEX Solutions products sold in North America/Mexico via exclusive distributor Amusement Products.

    PartyDash: 10' x 10' (100 sq ft) fixed footprint. VEX Arena ('Hyper Reality VR Arena'): expandable 400 sq ft (6 players) to 1,100 sq ft (10 players) · PartyDash: 4 players/round, 2-5 min rounds, attendant-free. VEX Arena: 4-10 players, expandable session; separate portable/mobile-event configuration cited at up to ~120 guests/hour (parties, trade shows, corporate events)

  • ARVI VR – VRP 2.0 — ARVI VR

    Location-based VR content, device-management, billing, and operations platform with 20+ proprietary escape-room, shooter, adventure, and competitive titles plus third-party marketplace content.

    Recommended 2.5 × 2.5 m per VR zone · 1–10+ players per title; unlimited simultaneous multiplayer sessions supported

  • AStation – Enterverse — AStation

    Enterverse is AStation's headset-based (Apple Vision Pro) free-roam mixed-reality platform, licensed to venues rather than sold as a fixed installation.

    Flexible — from a small storefront/kiosk up to 10,000+ m² of outdoor coverage per site (AStation states it is scaling toward 600,000 m² of outdoor media capability)

  • Ballast – VRSlide — Ballast Technologies, Inc.

    VRSlide adds a waterproof VR headset to an existing raft-based waterslide: riders wear the headset while holding their raft and facing forward; proprietary 'SplashSync' sensors placed at points along the slide track rider position/speed and sync it to…

    25 VR headsets per standard installation (Ballast VRSlide Technology page); no published riders/hour throughput figure — guests can ride with or without the headset, so effective throughput is capped by the host waterslide's own capacity, not the VR system

  • Excurio – Immersive Expeditions Platform — Excurio

    Large-scale collaborative free-roam VR platform for cultural Immersive Expeditions.

    600–1,000 m² walking area · 130+ simultaneous visitors

  • Hero Zone VR – Free Roam VR Platform — Hero Zone VR

    Free-roam, multiplayer, headset-based VR platform sold in four configurations: Platform Only (software licensed onto an operator's own arena build), Hero Zone Go (portable, for events/pop-ups), Arena Flex (compact turnkey) and Arena Max…

    3 modular play-area sizes: 4.5x4.5m, 6x6m, 6x9m · 4, 6 or 8 players depending on arena size

  • HOLOGATE – ARENA — HOLOGATE

    Turnkey wireless multiplayer free-roam VR system — the category benchmark for compact, arcade-style VR in FECs, and the product most other free-roam vendors are measured against.

    4-player: 5 x 5 m / 17 x 17 ft (25 m² / 270 ft²) with 2.80 m / 9.5 ft vertical clearance. 2-player: 5 x 2.5 m / 17 x 8.5 ft with the same 2.80 m clearance. 8-player systems available on enquiry. Power: 2 x 16 A fused lines for the 4-player, 1 x 16 A for the 2-player, plus an internet connection for support and updates. All supplier-published and re-verified Aug 2026 · Up to 4 simultaneous players on the standard system (2-player and 8-player configurations also offered). One attendant fully operates the system. Session length and hourly throughput are not published — request them, though HOLOGATE's short-round arcade format typically runs well above escape-room throughput per square metre

  • HOLOGATE – BLITZ — HOLOGATE

    HOLOGATE's VR motion-simulator platform — the seated, physical-motion counterpart to the company's free-roam ARENA, sharing the same operator tooling, backend and single-attendant model.

    4-player: 5 x 5 m / 17 x 17 ft (25 m² / 270 ft²). 2-player: 5 x 2.5 m / 17 x 8.5 ft. Both need 2.80 m / 9.5 ft vertical clearance. Power is the figure to notice: 6 x 16 A fused, grounded lines for the 4-player and 4 x 16 A for the 2-player — three to four times the ARENA's draw on an identical footprint, because BLITZ is moving people rather than just tracking them. Internet connection required. All supplier-published, verified Aug 2026 · 2, 4 or 8 players (the 8-player being a 4+4 configuration). One attendant fully operates the system. Session length and hourly throughput are not published — request them; as a seated motion product with restraint and headset fitting per cycle, expect materially lower throughput than the free-roam ARENA on the same floor area

  • IMMOTION – Thrill Coaster — IMMOTION

    Modular, turnkey motion-VR seating enclosure (a headset-paired mini-theater/pod) marketed as "the world's highest virtual reality roller coaster." Guests sit in motion-actuated seats wearing a VR headset while city-specific coaster experiences — built from…

    6-12 seats per modular unit

  • KOLISEUM – NOVa — KOLISEUM

    Commercial VR foosball platform combining physical table controls with four standalone PICO 4 headsets, adaptive AI, operator tablet, spectator HDMI output, card-reader compatibility, and remote monitoring.

    3.72 m² including players; table 155 × 80 cm (125 cm with rods), 200 cm high with arch · 1–4 simultaneous players; operator-configurable match duration

  • MaxFlight – VR2100 Next Generation — MaxFlight Corporation

    MaxFlight's headset-based VR attraction, pairing virtual-reality games and films with the company's signature full-motion unlimited pitch-and-roll platform — the same 360° "forward-of-axis" two-axis motion system used across its cockpit simulators, but driven…

    Published, but only as an image. MaxFlight's VR2100 page carries two specification graphics — vr2100gamespecifications.jpg and vr2100physelecspecifications.jpg — that hold the physical and electrical data; automated retrieval cannot read them, so no figures are recorded here. For an order-of-magnitude sense, MaxFlight's comparable VR2002 cockpit occupies 228.1 sq ft (21.13 m²) at 12 ft 6 in x 18 ft 5 in x 12 ft 9 in — do NOT quote that as the VR2100's figure. Request the spec sheet, or read the two images directly · Not recorded rather than guessed. Request from MaxFlight

  • Mirra Immersive – MirraArena — Mirra Immersive

    Hands-free social VR arena with full-body group competition and automated live-show production for spectators on a large LED wall.

    Compact player area: 25 × 13 ft; Grand: 25 × 25 ft; display area additional · Compact: up to 4 players; Grand: up to 8 players

  • Movie Power – Super Engine — Guangzhou Movie Power Technology Co.,Ltd

    Single-seat headset-based motion VR attraction from Guangzhou Movie Power's catalogue — the smallest and lightest unit among the company's records in this base, and the one that fits where nothing else will.

    2150 × 1280 × 1350 mm; 222 kg · 1 player; maximum load ≤120 kg

  • Movie Power – VR Empire World — Guangzhou Movie Power Technology Co.,Ltd

    The large-format, multi-player unit in Guangzhou Movie Power's VR catalogue — a five-player installation occupying a room rather than a footprint, and the company's closest product to a small VR attraction rather than an arcade machine.

    6000 × 9000 × 3000 mm · 5 players; maximum load ≤240 kg

  • Movie Power – VR Space Racing — Guangzhou Movie Power Technology Co.,Ltd

    Two-seat headset-based motion VR racing attraction from Guangzhou Movie Power's catalogue — a space-racing themed unit built for side-by-side competitive play.

    2900 × 1700 × 2400 mm; 580 kg · 2 players; maximum load ≤240 kg

  • Movie Power – VR Space Ride Plus — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    4P: 3450 × 5570 × 2620 mm; 8P: 5750 × 5750 × 2620 mm · 4 or 8 players; maximum load ≤120 kg/player

  • Movie Power – VR Space Ride X — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    2500 × 2600 × 2050 mm; 340 kg · 2 players; maximum load ≤480 kg

  • Movie Power – VR Space Theater — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    2600 × 2100 × 1900 mm; 536 kg · 4 players; maximum load ≤480 kg

  • Movie Power – VR Space Wheel — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    3120 × 1570 × 2090 mm; 505 kg · 1 player; maximum load ≤120 kg

  • Movie Power – VR Space-Time Shuttle — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    3650 × 3550 × 2150 mm; 320 kg · 1 player; maximum load ≤120 kg

  • Movie Power – VR Super Agent — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    2580 × 1330 × 1400 mm; 1016 kg · 6 players; maximum load ≤720 kg

  • Movie Power – VR Super Armor — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    2750 × 2800 × 2350 mm; 447 kg · 2 standing players

  • Movie Power – VR Super Fighter — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    2794 × 4489 × 2466 mm; 800 kg · 4 players; maximum load ≤600 kg

  • Movie Power – VR Super Gating — Guangzhou Movie Power Technology Co.,Ltd

    Two-seat headset-based motion VR attraction from Guangzhou Movie Power's catalogue — the heaviest and most power-hungry of the company's units recorded here, which points to a substantially more capable motion system than its siblings.

    2360 × 2250 × 2650 mm; 720 kg · 2 players; maximum load ≤240 kg

  • Movie Power – VR Super Ride — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    1800 × 1740 × 2400 mm; 1120 kg · 4 players; maximum load ≤300 kg

  • Movie Power – VR Super Time-Machine — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    2095 × 1330 × 2640 mm; 420 kg · 1 player; maximum load ≤120 kg

  • Movie Power – VR Super UFO — Guangzhou Movie Power Technology Co.,Ltd

    Headset-based commercial motion-VR attraction from Movie Power's Full-Sense / Super / Space-Time catalog.

    3050 × 2600 × 2050 mm; 1500 kg · 4 players; maximum load ≤480 kg

  • PICO – PICO 4 Ultra Enterprise — PICO INTERACTIVE EUROPE, S.L.

    PICO's current flagship enterprise headset and the one to specify for new location-based entertainment builds.

    Not applicable as a fixed attraction footprint — this is a wearable device, not a ride. The space requirement is set by the operator's chosen experience and safety envelope, not by PICO. Relevant to venue planning: 6DoF room-scale tracking via 4 environment tracking cameras plus an iToF depth camera, and PICO's free LBE Solution supports shared spatial maps across multiple headsets in one venue, which is what makes multi-player free-roam layouts practical. No supplier-published minimum play area · Guest tech — no inherent throughput. One guest per headset; venue throughput is a function of experience length, headset count and changeover/hygiene time, not of the device

  • PICO – PICO Business Suite — PICO INTERACTIVE EUROPE, S.L.

    PICO's enterprise software layer for personalising, deploying, controlling and managing fleets of PICO XR devices and content.

    Not applicable — this is management software, not hardware or an attraction. No footprint · Software (no guest throughput). It manages the headset fleet that delivers the experience; guest throughput belongs to the attraction the headsets are deployed in. Vendor-published commercial terms: PICO Business Suite and the Enterprise SDK are free

  • PICO – PICO G3 — PICO INTERACTIVE EUROPE, S.L.

    PICO's current 3DoF enterprise headset, which PICO describes as its "Latest Enterprise 3DoF All-in-One VR Headset" — still listed on PICO Business alongside the 6DoF PICO 4 Ultra Enterprise, and aimed at seated and managed immersive deployments rather than…

    Not applicable as a fixed attraction footprint — a wearable device. As a 3DoF headset there is no positional tracking and therefore no room-scale play area to plan: the guest stays seated or standing in place, which makes the per-guest space requirement roughly a seat. That is the model's main venue-planning advantage. No supplier-published figures · Guest tech — no inherent throughput. One guest per headset; venue throughput is set by experience length, headset count and changeover/hygiene time. Because the format is seated and stationary, headsets can be banked in rows, so a G3 deployment scales throughput more predictably than a room-scale 6DoF one

  • PICO – PICO Neo3 — PICO INTERACTIVE EUROPE, S.L.

    PICO's previous-generation enterprise 6DoF standalone headset, listed on PICO Business as an "Enterprise 6DoF All-in-One VR Headset" in three variants — Neo3, Neo3 Pro and Neo3 Pro Eye (the last adding eye tracking).

    Not applicable as a fixed attraction footprint — a wearable device. Room-scale 6DoF play area is set by the operator's chosen experience and safety envelope, not by PICO. No supplier-published minimum area · Guest tech — no inherent throughput. One guest per headset; venue throughput is set by experience length, headset count and changeover/hygiene time

  • Rilix – Rilix Coaster Family — Rilix

    Compact autonomous VR coaster-simulator family from Rilix (Brazil) — unattended cabinets designed to run without staff, which is the whole commercial argument and what separates them from every other motion product in this cluster.

    Classic: 72.5 × 46.2 × 106 in (1.84 × 1.17 × 2.62 m); Mini, Portable, and Duel variants available · Classic: 2 riders; Mini: 1; Portable: 2; Duel: up to 4 per cycle

  • Rilix – SpongeBob VR Bubble Coaster — Rilix

    Licensed SpongeBob SquarePants VR cabinet built on the Rilix coaster platform — an unattended, self-contained machine with hand-tracked bubble gameplay, HD headsets, wind and shaker haptics.

    50 × 70 × 105 in; 250 lb · 2 riders per cycle; 3 interactive episodes

  • Talon Simulations – TX2 Motion Base — Talon Simulations

    Compact reconfigurable 2DOF motion platform for headset-based entertainment and vehicle simulation, supporting land, air and sea experiences and built for commercial durability.

    Base 68 x 63 cm (27 x 25 in); 145 x 63 cm (58 x 25 in) including the foot rest; height 122 cm (48 in). Total shipping weight about 50 kg (110 lb). Power draw 150 W from a single 120 V outlet. Supplier-published (TX2 Technical Specifications PDF, Aug 2026) — the smallest installed envelope of any motion product in this base · 1 rider per simulator; maximum rider weight approximately 140 kg (308 lb). No published hourly throughput — model from session length plus headset changeover. RideNet multi-seat support allows several units to be linked and run as one group experience, which is how throughput is built

  • Talon Simulations – TX3 Motion Base — Talon Simulations

    Modular 3DOF motion platform — pitch, roll and heave — for VR aircraft, racing, boat and other vehicle simulations.

    Core platform 39 in front-to-back x 26 in side-to-side (about 0.99 m x 0.66 m); 64 in x 44 in (about 1.63 m x 1.11 m) including controls — roughly 1.8 m² per station installed. Overall weight 200 lb (about 91 kg). Add circulation and a headset-safe envelope around each station when laying out a room. Source: TX3 Technical Specifications PDF (supplier-published) · 1 rider per simulator; load capacity about 360 kg (800 lb) total for the four-actuator configuration. No supplier-published hourly throughput — model it from experience length plus headset changeover, and note that a single-seat station means throughput scales only by adding stations

  • VEX Solutions – VEX Arena — VEX Solutions

    Modular free-roam VR arena — VEX's scalable core product, and the most flexible free-roam system in this cluster on both space and operating model.

    Modular from 4 x 4 m up to 10 x 10 m — 16 to 100 m². The standout planning feature: the system can accommodate columns or pillars inside the play area, which is unusual for free-roam tracking and makes it viable in retrofit spaces — basements, converted retail units, older malls — where a clear-span rectangle is not available. Ceiling height and power are not published; request both · Up to 10 simultaneous players; up to 120 players/hour; sessions adjustable from 5 minutes to 1 hour (all supplier-published). The 120/hour figure is the highest published throughput of any VR product in this cluster — roughly triple HOLOGATE ARENA's practical rate — and the adjustable 5-to-60-minute session is what lets an operator run short walk-up rounds at peak and long booked sessions off-peak from the same installation

  • VR Slide & Snorkeling – Virtual Reality Slide — VR Slide & Snorkeling | Battle UP

    Headset-based VR overlay tailored to virtually any new or existing waterslide, tube track or skyrider.

    No dedicated footprint — this is a headset overlay fitted to an existing waterslide, tube track or skyrider, so the physical envelope is entirely the host attraction's. The additions to plan for are at the top station: headset storage, charging and sanitisation, plus the extra dispatch time for fitting. Not published — request the top-station space and staffing requirement · One rider per slide dispatch; throughput follows the host slide, reduced by headset fitting and sanitisation at the top station. No published pph or dispatch-interval penalty — this is the critical number to obtain, because a VR overlay that adds 20–30 seconds per dispatch can materially cut a slide's rated capacity at peak

  • VR Slide & Snorkeling – VR Snorkeling — VR Slide & Snorkeling | Battle UP

    Waterproof-headset VR for swimming pools: guided underwater, space, adventure and game experiences delivered to a swimmer in an ordinary pool.

    No dedicated footprint — the attraction runs inside an existing swimming pool, which is the entire commercial proposition: no building, no plant, no civils. Marketed as suitable "for all Swimming Pools". Water depth, lane requirements, supervision ratios and poolside charging/storage are not published — request them, since lifeguard cover and headset handling at the poolside are the real operational constraints · 5-minute sessions (supplier-published). Simultaneous capacity depends on the pool operating setup and headset count — no published swimmers-per-session or pph figure. A 5-minute cycle is short enough that throughput will be governed by headset count, fitting time and supervision rather than by session length; model it from those

  • vrCAVE – Free-Roam VR Escape Rooms — VRCAVE Inc.

    Commercial free-roam VR escape-room platform.

    20 ft x 17 ft (about 340 ft² / 32 m²) — supplier-published and corrected Aug 2026 (this record previously held 15 x 18 ft). One physical room hosts the entire title library, so the space requirement does not grow as titles are added. Ceiling height is not published — request it, as free-roam tracking normally needs about 2.7–3 m · 2–6 players per game (corrected Aug 2026 — previously recorded as 2–5); sessions run about 45 minutes of free-roam gameplay. Six VR headsets are required

  • AG Entertainment – 9D VR — AG Entertainment

    Headset-based VR motion-simulator attraction offered on a rental basis for events — corporate activations, quinceañeras, weddings, birthdays and school programmes — in Costa Rica, operated by AG Entertainment (realidadvirtualcr.com).

  • Aqua VR – Underwater VR Mask — Aqua VR

    Full-face snorkel mask with a built-in waterproof compartment housing a Meta Quest 3 headset, double-tube snorkel breathing, waterproof silicone controller case, and 6 preset haptic vibration patterns; anti-fog/anti-leak design. "Turns any pool into a VR…

    Single or team play, up to 10 players

  • DreamPark Immersive – DreamPark — DreamPark Immersive

    Downloadable mixed-reality neighborhood theme-park platform that maps story worlds and social play onto ordinary venue real estate through guest headsets.

    Approximately 60-minute guest experience

  • Frontgrid – ParadropVR — Frontgrid

    What it is: a suspended-seat VR paragliding attraction combining physical flight-position hardware with a headset-based virtual journey.

    ParadropVR Pod: 2.6 m / 8.53 ft high x 2.2 m / 7.21 ft wide x 2.5 m / 8.21 ft deep per unit (supplier-published) — about 5.5 m² per pod before circulation, and low enough to fit under a standard commercial ceiling. Rize (the larger model with an extended drop) and the Containerised Pod have no published dimensions. Ceiling height, power and structural loads are not published

  • Simworx – 4DVR — Simworx

    Indoor, all-weather VR theater pairing high-quality VR headsets with 3DOF motion seats/seat harnesses and multisensory effects (wind, water spritz, aroma, leg ticklers, air blasts).

  • VEX Solutions – VEX Adventure — VEX Solutions

    Turnkey 4D free-roam hyper-reality attraction — VEX's flagship, sold as "Hyper-VR | 4D Immersion".

    Up to 6 players simultaneously; up to 36 players/hour with a second player kit added. Staffing is the notable figure: one person operates the whole setup, assisted by a timed onboarding process. Session length is not published — request it, since 36/hr across two kits implies roughly 20-minute cycles including changeover

  • VEX Solutions – VEX Escape Box — VEX Solutions

    Turnkey modular VR escape-room system, powered by the ARVI VR content platform, with a customisable library spanning family, adventure, horror and escape titles.

    Multiple modular stations; throughput depends on game duration (supplier-published). No published players-per-station or pph figure. VR escape games typically run 30–60 minutes, so model roughly 1–2 groups per station per hour and confirm the ARVI title lengths being licensed

  • Adler Amusement Equipment – VR Game — Adler Amusement Equipment Co., Ltd.

    A commercial-grade VR attraction offering immersive versions of basketball, bowling, baseball, soccer and tennis via professional VR headsets and motion tracking, aimed at indoor playgrounds, trampoline parks and FECs.

  • AMEGA – xD Cinema VR — AMEGA TECHNOLOGY INDUSTRY AND TRADE INC.

    The headset-VR variant within AMEGA's CINEMOTION product family, sold alongside the shared-screen xD Cinema, the Motion Chair, CINECOASTER 360° VR, Mini Heliride VR and the King Kobra simulator.

  • iPlayCo – Free-Roam VR Arena — iPlayCo

    A multiplayer, free-roam virtual reality attraction with no backpacks or wired equipment — players get full-body-tracked avatars in a room-scale arena for co-op and PVP games.

  • VR & Motion-Sensing Amusement (Motion-Sensing Party, Voice-Activated Party, Digital Sports) — Guangzhou Xitang Entertainment Co., Ltd.

    Xitang Entertainment manufactures VR amusement and motion-sensing digital sports installations (Motion-Sensing Party, Voice-Activated Party), combining sport gameplay with shared social VR experiences.

  • VR Arcade Games & Mirror Maze Attractions — Guangzhou Ama Amusement Equipment Co., Ltd

    AMA Game also manufactures VR arcade machines and interactive mirror maze attractions for amusement venues.

  • VR Arcade Racing & Shooting Simulators — Guangzhou Colorful park Animation Technology Co., Ltd

    Colorful Park also manufactures VR arcade racing and shooting simulators.

Frequently asked questions

Who are the main VR & Immersive Experience manufacturers & suppliers?

We track 93 companies supplying VR & Immersive Experience, including Guangzhou Movie Power Technology Co.,Ltd, PICO INTERACTIVE EUROPE, S.L., VEX Solutions, Ballast Technologies, Inc. and Talon Simulations. The largest clusters are in United States (22), China (20), Germany (6) and United Kingdom (5). 71 of them have documented reference installations, which is usually the best shortlist filter.

How much space is needed for VR & Immersive Experience?

46 of the 65 products in this category publish a footprint. Examples: Movie Power – VR Empire World — 6000 × 9000 × 3000 mm; Movie Power – VR Super 360 Flight — 3030 × 5800 × 2810 mm; Rilix – SpongeBob VR Bubble Coaster — 50 × 70 × 105 in; 250 lb. Space requirements vary with layout and theming, so treat published figures as a starting envelope and confirm with the supplier.

What throughput or capacity can VR & Immersive Experience products achieve?

50 products publish a capacity figure. Examples: 3MINDWAVE – Alpha OPS VR Strike — 2 players; Movie Power – VR Super Armor — 2 standing players; Excurio – Immersive Expeditions Platform — 130+ simultaneous visitors. Throughput depends on vehicle count, dispatch interval and operations, so compare like with like.

Which VR & Immersive Experience suppliers have reference installations?

71 of the 93 suppliers have documented installations on file, 423 in total — for example Guangzhou Movie Power Technology Co.,Ltd (Future Land Fun Zone VR Park – Johor, Malaysia), PICO INTERACTIVE EUROPE, S.L. (Echo of the Universe – Cap Sciences Bordeaux, La Rotonde & CCSTI Lyon, France (2026)) and VEX Solutions (VEX Adventure & VEX Arcade – The Jump Zone 1, Netherlands). Ask the database for installations in a market comparable to yours.

What counts as VR & Immersive Experience, and what is classified elsewhere?

An attraction whose core display is a head-mounted device (VR/AR/MR) or a headset-hybrid ride/arena — free-roam VR arenas, VR motion capsules, VR coaster overlays and location-based mixed-reality experiences. Not included here: Shared-screen experiences without headsets → 4D Cinema & Motion Theater, Flying Theater or Immersive Dome Attraction. Screen-based arcade games → Arcades & Amusement Games.

How do I shortlist a VR & Immersive Experience supplier?

Start from your venue type, available space and target audience, then filter by reference installations in a comparable market. Ask the database: describe your project and it returns the VR & Immersive Experience suppliers and products that fit, with specs and reference projects.

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