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Inside VR

Inside VR

By: 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
Episodes
  • From 3 VR Arcades to a National Brand - Lessons from one of the fastest-growing free-roam VR networks
    Aug 14 2025

    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


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    45 mins
  • How vrCAVE Built the World's Largest VR Escape Room Network
    Aug 2 2025

    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.

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    47 mins
  • Setting the Bar: Establishing Standards in VR Entertainment - Recording from 2024 VR Summit
    Jul 25 2025

    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

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    1 hr
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