Location-based virtual reality
Location-based virtual reality (LBVR), also called location-based VR entertainment or out-of-home VR, is virtual reality that customers pay to use at a commercial venue instead of at home. The category covers single-station VR arcades, multiplayer pod systems, motion-platform attractions and "free-roam" arenas in which several players walk through one shared, tracked space the size of a warehouse.[1][2] Operators sell timed sessions, typically 15 to 25 minutes long, to groups of up to six or eight players.[3][4][5][6]
The business has two separate histories. In the early 1990s the British company Virtuality sold coin-operated VR pods to arcades and licensed its technology to Sega for a theme-park attraction; Virtuality went bankrupt in 1997.[7][8] The modern wave began in 2015, when Zero Latency opened a free-roam venue in Melbourne and The VOID announced its first "hyper-reality" centre in Utah.[4][9] Sandbox VR, Dreamscape Immersive and Hologate followed in 2017 and 2018, with money from investors including Andreessen Horowitz and AMC Theatres.[10][6] The COVID-19 pandemic closed The VOID in 2020, and Dreamscape closed its Los Angeles flagship in 2024 as it turned toward university teaching, but Zero Latency, Sandbox VR and Hologate kept growing. By 2026 Zero Latency reported more than 150 venues in over 30 countries, Sandbox VR more than 80 venues and US$300 million in lifetime sales, and Hologate more than 450 installations.[4][11][12]
The hardware has changed as much as the business. Early free-roam venues put a gaming PC in a backpack on every player; since 2022 the largest operators have moved to standalone headsets such as the HTC Vive Focus 3 that receive PC-rendered video over Wi-Fi, and headset makers now ship tracking modes built for venue-sized spaces.[13][14]
Definition and formats
The term groups several quite different products. What they share is that the operator, not the player, owns the hardware and the room, and that the room itself is part of the design: the tracked area is cleared of obstacles, lit for the cameras, wired for multiplayer networking, and often dressed with physical props.[2] Microsoft's guidance for venue operators lists "robust networking infrastructure, ample open spaces for customers to play in, proper lighting conditions, and fully equipped VR devices" as the basic requirements, and notes that the standard Windows Mixed Reality room-boundary setup covers simple play spaces up to 5 m by 5 m, so larger and more complex spaces need spatial-anchor tooling instead.[2] HTC frames the market from the operator's side: venues want content that can be updated without rebuilding the premises, and the company cites a figure that only 17 percent of the United States population owns a VR headset at home as the reason people still pay to try VR elsewhere.[1]
| Format | What the customer gets | Examples |
|---|---|---|
| VR arcade | One headset per station, often consumer hardware with a library of home titles, rented by the hour or by the session | Independent arcades using consumer or business headsets such as the HTC Vive line[1] |
| Pod or attraction system | A fixed multiplayer unit sold to family entertainment centres and arcades as a turnkey product | Hologate ARENA and BLITZ[12] |
| Free-roam arena | A warehouse-scale tracked floor where several players walk freely, usually with motion-capture or headset tracking and a haptic vest | Zero Latency (up to eight players), Sandbox VR (two to six players)[4][3] |
| Hyper-reality with physical sets | Free-roam VR inside purpose-built physical sets, with effects such as wind, heat, smells and temperature and air-pressure changes | The VOID[9][15] |
| Motion-simulator ride | Seated players on a motion base wearing headsets, run as a theme-park ride | Sega VR-1 (1990s); a planned Simtec Systems and The VOID dark ride (2025)[16][17] |
Sandbox VR describes its own format as "full-body tracking and haptic feedback" that "integrate every step, gesture, and reaction into the story", with groups of two to six players moving through a shared virtual world and a replay of the session handed to them afterwards.[3] Zero Latency's venues run up to eight players at once across what the company calls "warehouse-scale virtual worlds".[4]
History
Arcade VR in the 1990s
W Industries was founded in Leicester, England, in 1987 by Jonathan Waldern, whose research at Leicester Polytechnic's human-computer interface unit produced the prototypes behind the company's first product.[7] At the Computer Graphics '90 trade fair in London the company showed the Virtuality 1000SU, an open stand-up capsule with a large helmet it called the Visette, driven by a Commodore Amiga 3000 with two graphics cards and offering magnetic head tracking, four speakers and a microphone. Its launch game was Dactyl Nightmare, which was later remade for the Oculus Rift.[7]
Turnover rose 200 percent to £5.3 million in the year to 31 December 1992, when the company recorded its first pre-tax profit, of £214,000; an average system then cost between £25,000 and £40,000. In June 1993 it signed a deal with Sega Enterprises, worth £2.3 million for the first two years and £1.3 million a year after that, to license its operating system for Sega VR, an arcade game due in 1994, and in September 1993 W Industries renamed itself Virtuality Group plc ahead of a stock market flotation planned for Christmas.[8] The "Mega Visor Display" headset used in Sega's VR-1 theme-park attraction was created in collaboration with Virtuality; the attraction ran on Sega Model 1 hardware and combined 3D graphics with motion simulators and multiplayer play at theme parks in Japan and the United States.[16] Virtuality's second-generation 2000CS series of 1994 moved from the Amiga to 486 PCs and a more compact Visette 2 headset with adjustable lens spacing and two 1.6-inch LCDs at 800 by 600 pixels, but the company filed for bankruptcy in 1997.[7] Its restored machines are now collected and exhibited in museums.[7]
Free-roam venues, 2015 to 2019
Zero Latency, founded in Melbourne by Tim Ruse, Scott Vandonkelaar and Kyel Smith, built its first free-roam prototype in 2012 and opened what it describes as the world's first free-roam VR venue in Melbourne in 2015, with six-week waiting lists.[4] Its early system paired custom backpack PCs with OSVR HDK 2 headsets and optical overhead tracking; later generations used HP backpacks with Windows Mixed Reality headsets and then HP Reverb headsets.[13]
The VOID announced itself in August 2015 with plans for a centre in Pleasant Grove, Utah, to open in summer 2016. Visitors would wear a "Rapture" head-mounted display, vest and gloves, and the rooms would add "4D" effects such as smells, temperature changes, air pressure and moisture.[9] In February 2016 the company demonstrated its experience Curse of the Serpent's Eye to attendees of the TED conference in Vancouver, using the Rapture headset, a backpack computer and a vibrating vest.[18] Its first public licensed attraction, Ghostbusters: Dimension, opened on 1 July 2016 at Madame Tussauds New York in partnership with Sony Pictures; the experience ran about 15 minutes for up to three people and was built in Unity.[5] By June 2017 The VOID had four locations, including one inside The Rec Room in Toronto, and co-founder James Jensen said the company had "a business model that works".[19] Star Wars: Secrets of the Empire, created by ILMxLAB and The VOID, opened at Disney Springs in Florida on 16 December 2017 and at Downtown Disney in California on 5 January 2018. Teams of four went undercover as stormtroopers on Mustafar for US$29.95 per person, with no park admission required.[20]
Sandbox VR was founded by Steve Zhao in Hong Kong, initially under the name GloStation, and opened its first venue there in June 2017. Zhao funded it with his own savings from a decade running the mobile developer Blue Tea Games; a US$3 million seed round led by Alibaba followed, and in January 2019 the company closed a US$68 million Series A led by Andreessen Horowitz.[10] The company marked its tenth anniversary in 2026.[11]
Dreamscape Immersive, whose co-chairman was the film producer Walter Parkes, raised a US$30 million Series B in September 2017 led by AMC Theatres, with Steven Spielberg, 21st Century Fox, IMAX, Warner Bros. and Bold Capital Partners also investing.[6] After a sold-out six-week pop-up run of its first adventure, Alien Zoo, earlier in 2018, it opened a permanent venue with five adventure pods at Westfield Century City in Los Angeles in December 2018 and announced further sites in Dallas-Fort Worth, Columbus, Ohio, and the New York and New Jersey area for mid-2019 through AMC.[21] Sessions cost US$20 per person for a 25-minute adventure.[6]
Hologate, based in Munich and led by chief executive Leif Petersen, sold a compact multiplayer unit to existing entertainment venues rather than running its own centres. In May 2019 it reported two million players since its 2017 launch, about 200,000 new players a month, and more than 250 installations in 21 countries.[22]
Not every entrant survived the first cycle. IMAX launched a pilot programme of "IMAX VR" centres in early 2017 in cities including New York, Los Angeles, Manchester, Bangkok, Shanghai and Toronto, backed by a US$50 million content fund. It closed the New York, Shanghai and Manchester sites during 2018 and announced in December 2018 that the remaining three, in Toronto, Los Angeles and Bangkok, would close in the first quarter of 2019, writing off some VR content investments.[23]
Pandemic contraction and recovery, 2020 to 2026
The VOID closed its centres in 2020 after losing revenue overnight, defaulted on loans and could not raise new money.[15] On 30 June 2020 Disney posted a notice at the Downtown Disney location terminating The VOID's Walt Disney Studios Motion Pictures licence for breach of contract, requiring it to stop using Disney intellectual property including Star Wars: Secrets of the Empire and Ralph Breaks VR.[24] In September 2021 Protocol reported that Hyper Reality Partners, a company owned by former VOID investor and board member Adrian Steckel, had bought the company's key assets for about US$2 million, raised US$20 million, and re-signed former chief creative officer Curtis Hickman and former content vice-president Jason Howard; the physical headsets and backpacks had been sold off by landlords as abandoned property, and the relaunch was to focus on Las Vegas with larger venues offering food and drink.[25] The company's website returned in March 2022 promising "longer, more deeply immersive experiences".[15] In November 2025 The VOID and the motion-base maker Simtec Systems announced a partnership to build a VR dark ride for exhibition at the IAAPA Expo 2025, with Hickman still credited as co-founder and chief creative officer.[17]
Dreamscape Immersive had also opened in the Middle East with the mall operator Majid Al Futtaim, first at Dubai's Mall of the Emirates and then, three years later in September 2022, at Riyadh Park Mall with four experiences including Alien Zoo.[26] Its own flagship went the other way, toward education. It closed the Century City venue on 11 March 2024, with 10 March as the last day of operation, telling followers to look to Dreamscape Learn as it launched "immersive education programs across the country".[27] Dreamscape Learn, a joint venture with Arizona State University, had debuted in the spring 2022 semester in ASU's introductory biology courses, where students visit a version of Alien Zoo as a virtual laboratory.[28] On 1 September 2026 Montclair State University in New Jersey opened a 2,450-square-foot Dreamscape Learn Lab, with a 26-seat classroom and a free-roam pod, in its College of Communication and Media building; the lab was partly funded by a New Jersey Economic Development Authority film grant, and Parkes, credited as Dreamscape Learn co-founder and chairman, attended the opening.[29]
Zero Latency, Sandbox VR and Hologate expanded instead. In May 2022 Zero Latency replaced its backpack PCs with HTC Vive Focus 3 headsets fed by remote rendering over a Wi-Fi 6E network, a system it describes as built with HTC, HP and Cisco; the company then operated in more than 20 countries and had passed two million players.[4][30] By 2026 it reported more than 150 venues in over 30 countries and more than six million players, licensing its system to entertainment centres, karting tracks and cinemas as a turnkey attraction.[4][31] Its licensed catalogue includes Far Cry VR with Ubisoft, Space Marine with Games Workshop and Cyberpunk 2077 with CD Projekt Red, and on 4 December 2026 it is due to launch Jumanji: The Lost Levels with Sony Pictures, the company's first title played entirely with hand tracking and no controllers.[4][32]
Sandbox VR passed US$200 million in lifetime ticket sales in February 2025 with more than 50 venues, and planned 30 more franchise openings that year, including its first in Germany at Berlin's East Side Mall.[33] In March 2026 the company, now headquartered in San Francisco, reported US$300 million in lifetime sales, more than 80 venues in 13 countries on five continents, more than five million lifetime players and about 150,000 players a month, with a 25-venue Middle East rollout agreed with Apparel Group.[11] Licensed Netflix titles drove much of that growth: Squid Game Virtuals had earned more than US$50 million since 2023, and Stranger Things: Catalyst, the third Netflix collaboration after Squid Game and Rebel Moon: The Descent, launched in October 2025.[11][34]
Hologate launched a wireless version of its ARENA system in June 2024, when it counted more than 450 installations in 42 countries and 20 million players.[35] Its website in September 2026 listed more than 450 systems in over 50 countries and 28 million users, with more than 250 installations in North America.[12]
Technology
Tracking and colocation
A free-roam venue has to solve a problem consumer VR does not: several headsets must agree on one coordinate system so that players see each other where they physically are. Early arenas used external optical tracking. Zero Latency's first system tracked players with overhead cameras,[13] Sandbox VR straps sensors to each player's wrists, ankles, chest and head for full-body tracking,[33] and Dreamscape marketed "proprietary full-body tracking technology" for its adventure pods.[21]
The shift to standalone headsets with inside-out tracking moved much of this work into the headset. HTC's Location-Based Entertainment mode for the Vive Focus 3, HTC Vive Focus Vision and HTC Vive XR Elite lets a fleet of headsets share one stored map of a space up to 33 m by 30 m (1,000 square metres), re-localises continuously within a boundary of any shape, and adds ArUco markers for drift prevention and repositioning.[14] Meta's equivalent is Shared Spatial Anchors, released for the Meta Quest Pro in December 2022 and extended to the Meta Quest 2 with Platform SDK v49: a headset uploads an anchor and point-cloud data to Meta's servers, other headsets download it and locate their own position relative to it, and users must opt in to point-cloud sharing.[36] Colocation Discovery and Group Sharing, added in Horizon OS v71 in December 2024, let an app find other Quest headsets running the same app within about 30 feet over Bluetooth and share anchors with a whole group by one identifier.[37]
Backpack PCs and wireless rendering
Because the first free-roam venues ran on tethered PC headsets, players carried the PC. MSI showed its VR One backpack, developed with HTC's Vive team, in September 2016: it weighed 4.85 pounds, and its batteries were rated for about 1.5 hours of play and could be hot-swapped.[38] HP's Z VR Backpack G1, announced in August 2017 for the commercial market, combined an Intel Core i7-7820HQ with an Nvidia Quadro P5200 and two hot-swappable batteries, docked as a desktop workstation, and shipped in September 2017 from US$3,300.[39]
Backpacks were expensive to buy, charge, clean and fit. Zero Latency's 2022 system dropped them: a remote rendering stack streams each player's view over Wi-Fi 6E to a Vive Focus 3 at 4896 by 2448 pixels and 90 Hz, for up to eight players at once.[30] Road to VR noted that the Focus 3's swappable battery mattered for venues, because batteries can charge separately and be swapped between sessions instead of holding spare headsets.[13] Sandbox VR also runs on Vive Focus 3 headsets, with an upgrade to the Focus Vision planned for 2026 according to UploadVR's October 2025 report, and Hologate's 2024 wireless ARENA streams externally rendered graphics to untethered headsets rather than rendering on the headset.[34][35]
Physical effects and props
Venues add sensations a home headset cannot. The VOID built purpose-built sets around its virtual worlds and added effects such as wind, heat, smells, temperature control and changes in air pressure and moisture, with a vibrating vest and tracked props; its "Rapture" peripherals included a blaster with several kinds of motors that James Jensen said was built to stand in for any weapon.[9][15][18][19] Sandbox VR's players wear a haptic vest and hold tracked props, such as the wand-like "Catalyst" device in Stranger Things: Catalyst.[34] Dreamscape Learn's classroom version uses headsets, hand trackers and vibrating chairs in short sessions of 10 to 15 minutes.[28]
Business and market
| Operator | Base | First venue | Latest reported scale | Hardware noted |
|---|---|---|---|---|
| Zero Latency | Melbourne, Australia | Melbourne, 2015[4] | 150+ venues, 30+ countries, 6 million+ players (2026)[4] | Vive Focus 3 with Wi-Fi 6E remote rendering (2022)[30] |
| Sandbox VR | San Francisco, United States (founded Hong Kong)[11][10] | Hong Kong, June 2017[10] | 80+ venues, 13 countries, US$300 million lifetime sales (March 2026)[11] | Vive Focus 3, haptic vest, wrist and ankle trackers[34] |
| Hologate | Munich, Germany[22] | Platform launched 2017[22] | 450+ installations, 50+ countries, 28 million users (2026)[12] | Wireless ARENA streaming (2024)[35] |
| The VOID | Utah, United States[9] | Madame Tussauds New York, July 2016[5] | Closed 2020; assets bought by Hyper Reality Partners 2021; no venue reported open[25][17] | Rapture headset, backpack and vest (2016)[18] |
| Dreamscape Immersive | Los Angeles, United States[21] | Westfield Century City, December 2018[21] | Los Angeles venue closed 11 March 2024; Middle East venues opened with Majid Al Futtaim (Dubai; Riyadh, September 2022); education pivot as Dreamscape Learn[27][26] | Proprietary full-body tracking in adventure pods[21] |
| IMAX VR | IMAX Corporation | Pilot centres from early 2017[23] | All centres closed by early 2019[23] | (not reported) |
Location-based VR is a small slice of location-based entertainment as a whole. JLL's May 2026 study of entertainment tenants in the United States and Canada tracked 207 concepts with 4,746 existing locations and 721 planned ones, a pipeline of 16.5 million square feet, and found escape and challenge rooms up 247 percent since 2023; trampoline parks and kid zones accounted for 61 percent of planned square footage.[40] Blooloop's reading of the same JLL data counted only 83 of those 4,746 locations as VR venues.[31]
Operators argue that demand exceeds supply. A survey of 2,386 adults in the United States, Canada, Australia, France and Spain, run by the agency Glow for Zero Latency and published in August 2026, found that respondents ranked VR first among attractions they wanted at entertainment venues (93 percent), that 73 percent play VR with friends and 60 percent with family, and that only about a third play alone; 36 percent named "thrill and excitement" as their main reason to book.[31] Zero Latency chief executive Tim Ruse said that "families are our biggest audience", with visitors aged 35 to 44 the largest single group.[32] Licensed film and television properties recur across the sector: Ghostbusters and Star Wars at The VOID, Netflix's Squid Game and Stranger Things at Sandbox VR, and Far Cry, Space Marine, Cyberpunk 2077 and Jumanji at Zero Latency.[5][20][11][4]
The education pivot is the other notable business model. In ASU's controlled study of 486 introductory biology students, half taught with Dreamscape Learn and half conventionally, the Dreamscape Learn group scored 9 percent higher on lab work (a median lab grade of 96 percent against 87 percent) and rated enjoyment at 4.4 and 4.6 out of 5 in the two courses; by spring 2023 the platform was used in all of ASU's introductory biology courses, about 5,800 students.[28]
Research
Academic work on colocated, walkable multi-user VR predates and informs the commercial arenas. Iana Podkosova's 2019 TU Wien doctoral thesis, supervised by Hannes Kaufmann and built on the group's ImmersiveDeck platform, compared four setups combining physical and virtual colocation. It found that users sharing a physical space but not a virtual one needed notification avatars to avoid collisions, with the best avatar type depending on the scenario, and that users who shared both the physical and the virtual space walked more cautiously and avoided each other more deliberately than in the real world, while users in distributed setups often abandoned normal collision avoidance.[41] The related VRST 2018 paper reported that co-presence and proxemics differ between colocated and distributed co-players, with the effect on perception reduced when participants do not collide with the avatars of distributed players.[42]
Recent work targets the tracking problem directly. A 2025 paper by Carlos A. Pinheiro de Sousa, Niklas Gröne, Mathias Günther and Oliver Deussen, accepted at the GI VR/AR Workshop 2025, combines a headset's own SLAM tracking with an external motion-capture system: the headset keeps its low-latency local tracking but re-aligns to the external source when drift accumulates, with poses shared between devices in real time so that all users stay spatially consistent.[43]
See also
- VR Arcades
- VR Arcades and Theme Parks
- Virtuality
- The VOID
- Room-scale VR
- Standalone VR
- Local Multiplayer
- Redirected walking
References
- ↑ 1.0 1.1 1.2 "Location-based Virtual Reality". VIVE Business. HTC. https://business.vive.com/us/stories/location-based-virtual-reality/. Retrieved 2026-09-20.
- ↑ 2.0 2.1 2.2 "Free-Roam VR Multiuser Experiences - LBE - Enthusiast Guide". Microsoft Learn. Microsoft. 2022-04-07. https://learn.microsoft.com/en-us/previous-versions/mixed-reality/enthusiast-guide/free-roam-vr-multiuser-experiences. Retrieved 2026-09-20.
- ↑ 3.0 3.1 3.2 "Location Based VR Explained". Sandbox VR. 2025-12-22. https://sandboxvr.com/articles/location-based-vr. Retrieved 2026-09-20.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 "About Zero Latency VR". Zero Latency VR. https://invest.zerolatencyvr.com/about-us. Retrieved 2026-09-20.
- ↑ 5.0 5.1 5.2 5.3 "THE VOID Launches Ghostbusters: Dimension, an Immersive Hyper-Reality Experience Powered by Unity Technologies 3D Engine at Madame Tussauds New York". GlobeNewswire. The VOID. 2016-06-29. https://www.globenewswire.com/news-release/2016/06/29/1251826/0/en/THE-VOID-Launches-Ghostbusters-Dimension-an-Immersive-Hyper-Reality-Experience-Powered-by-Unity-Technologies-3D-Engine-at-Madame-Tussauds-New-York.html. Retrieved 2026-09-20.
- ↑ 6.0 6.1 6.2 6.3 Scott Hayden (2018-11-28). "Dreamscape Immersive to Open 4 New Out-of-Home VR Venues". Road to VR. https://roadtovr.com/dreamscape-immersive-open-4-new-home-vr-venues/. Retrieved 2026-09-20.
- ↑ 7.0 7.1 7.2 7.3 7.4 Josef Erl (2025-07-08). "Virtual reality in the 90s: how the first VR hype started in arcades". heise online. https://www.heise.de/en/background/Virtual-reality-in-the-90s-how-the-first-VR-hype-started-in-arcades-10478602.html. Retrieved 2026-09-20.
- ↑ 8.0 8.1 "W Industries changes its name to Virtuality, plans float by Christmas". Tech Monitor. 1993-09-01. https://techmonitor.ai/technology/w_industries_changes_its_name_to_virtuality_plans_float_by_christmas. Retrieved 2026-09-20.
- ↑ 9.0 9.1 9.2 9.3 9.4 Edgar Cervantes (2015-08-08). "The VOID: a VR theme park coming to Pleasant Grove, Utah". Android Authority. https://www.androidauthority.com/the-void-a-vr-theme-park-coming-to-pleasant-grove-utah-632375/. Retrieved 2026-09-20.
- ↑ 10.0 10.1 10.2 10.3 Ian Hamilton (2019-01-28). "Sandbox VR Raises $68 Million Series A Led By Andreessen Horowitz". UploadVR. https://www.uploadvr.com/sandbox-vr-68-million/. Retrieved 2026-09-20.
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 "Sandbox VR Accelerates Growth, Hitting $300M in Lifetime Sales and Scaling to more than 80 Global Locations, Continued Expansion Underway through 2026". PR Newswire. Sandbox VR. 2026-03-26. https://www.prnewswire.com/news-releases/sandbox-vr-accelerates-growth-hitting-300m-in-lifetime-sales-and-scaling-to-more-than-80-global-locations-continued-expansion-underway-through-2026-302726552.html. Retrieved 2026-09-20.
- ↑ 12.0 12.1 12.2 12.3 "HOLOGATE - AI + XR Technology". HOLOGATE. https://www.hologate.com/. Retrieved 2026-09-20.
- ↑ 13.0 13.1 13.2 13.3 Ben Lang (2022-05-19). "VR Attraction Zero Latency Ditches Backpack PCs in Favor of Vive Focus 3 & Wireless Rendering". Road to VR. https://roadtovr.com/vr-attraction-zero-latency-ditches-backpack-pcs-in-favor-of-vive-focus-3-wireless-rendering/. Retrieved 2026-09-20.
- ↑ 14.0 14.1 "Location-Based Entertainment (LBE) Mode". VIVE Business Support. HTC. https://business.vive.com/us/support/vive-lbss/category_howto/location-based-entertainment-(lbe)-mode.html. Retrieved 2026-09-20.
- ↑ 15.0 15.1 15.2 15.3 Scott Hayden (2022-03-02). "VR Arcade Pioneer The VOID is Making a Comeback". Road to VR. https://roadtovr.com/the-void-vr-comeback-2022/. Retrieved 2026-09-20.
- ↑ 16.0 16.1 Josef Erl (2025-08-05). "VR in the 90s: The failed VR goggles from Nintendo, Atari, Sega & Hasbro". heise online. https://www.heise.de/en/background/VR-in-the-90s-The-failed-VR-goggles-from-Nintendo-Atari-Sega-Hasbro-10510221.html. Retrieved 2026-09-20.
- ↑ 17.0 17.1 17.2 Charlotte Blanco Coates (2025-11-10). "Simtec Systems & The VOID partner to create hyper-reality dark ride". blooloop. https://blooloop.com/simtec-systems-void-partnership/. Retrieved 2026-09-20.
- ↑ 18.0 18.1 18.2 Ian Hamilton (2016-02-25). "This Is What Billionaires Saw In The Void". UploadVR. https://www.uploadvr.com/this-is-what-billionaires-saw-in-the-void-at-ted/. Retrieved 2026-09-20.
- ↑ 19.0 19.1 Laura Mingail (2017-06-27). "The VOID Opens In Canada And Plans For The Future Of Hyper Reality". UploadVR. https://www.uploadvr.com/void-canada-future-hyper-reality/. Retrieved 2026-09-20.
- ↑ 20.0 20.1 "ILMxLAB and The VOID's Star Wars: Secrets of the Empire Trailer and Details Revealed". StarWars.com. Lucasfilm. 2017-10-11. https://www.starwars.com/news/ilmxlab-the-void-star-wars-secrets-of-the-empire-trailer-and-details-revealed. Retrieved 2026-09-20.
- ↑ 21.0 21.1 21.2 21.3 21.4 "Dreamscape Kicks Off Its Nationwide Roll Out With December 2018 Launch Of Westfield Century City Immersive VR Destination". PR Newswire. Dreamscape Immersive. 2018-11-28. https://www.prnewswire.com/news-releases/dreamscape-kicks-off-its-nationwide-roll-out-with-december-2018-launch-of-westfield-century-city-immersive-vr-destination-300756641.html. Retrieved 2026-09-20.
- ↑ 22.0 22.1 22.2 Scott Hayden (2019-05-07). "Location-based VR Attraction 'Hologate' Celebrates 2 Million Player Milestone". Road to VR. https://roadtovr.com/location-based-vr-attraction-hologate-celebrates-2-million-player-milestone/. Retrieved 2026-09-20.
- ↑ 23.0 23.1 23.2 Scott Hayden (2018-12-14). "IMAX to Close Down All Remaining IMAX VR Centres Soon". Road to VR. https://www.roadtovr.com/imax-close-remaining-imax-vr-centres-soon/. Retrieved 2026-09-20.
- ↑ Bea Mitchell (2020-07-03). "The VOID at Downtown Disney closed over license agreement breach". blooloop. https://blooloop.com/theme-park/news/void-downtown-disney-disneyland-closed/. Retrieved 2026-09-20.
- ↑ 25.0 25.1 Harry Baker (2021-09-28). "Report: Location-Based VR Company The Void To Relaunch Soon". UploadVR. https://www.uploadvr.com/report-the-void-relaunch/. Retrieved 2026-09-20.
- ↑ 26.0 26.1 Bea Mitchell (2022-09-22). "Majid Al Futtaim and Dreamscape launch immersive VR destination in Saudi Arabia". blooloop. https://blooloop.com/retailtainment/news/majid-al-futtaim-dreamscape-saudi-arabia/. Retrieved 2026-09-20.
- ↑ 27.0 27.1 "We're taking the next big LEAP into the future! On March 11, we will close our doors at the Westfield Century City mall". Instagram. Dreamscape. https://www.instagram.com/visitdreamscape/reel/C38SZM3Pv8S/. Retrieved 2026-09-20.
- ↑ 28.0 28.1 28.2 Mary Beth Faller (2022-10-21). "VR biology lab experience leads to student success". ASU News. Arizona State University. https://news.asu.edu/20221021-creativity-vr-biology-lab-experience-leads-student-success. Retrieved 2026-09-20.
- ↑ "Montclair State University Launches New Virtual Reality Facility". Montclair State University. 2026-09-01. https://www.montclair.edu/news-media/news-stories/montclair-state-university-launches-new-virtual-reality-facility. Retrieved 2026-09-20.
- ↑ 30.0 30.1 30.2 "Zero Latency Launches The First Truly Wireless Free Roam VR System". Zero Latency VR. 2022-05-19. https://invest.zerolatencyvr.com/news-and-events/next-gen-launch-announcement. Retrieved 2026-09-20.
- ↑ 31.0 31.1 31.2 Rebecca Hardy (2026-08-24). "Zero Latency VR - The state of location-based VR 2026". blooloop. https://blooloop.com/zero-latency-vr-2026-report/. Retrieved 2026-09-20.
- ↑ 32.0 32.1 Charlotte Blanco Coates (2026-08-20). "Zero Latency VR announces date for Jumanji: The Lost Levels". blooloop. https://blooloop.com/zero-latency-vr-jumanji/. Retrieved 2026-09-20.
- ↑ 33.0 33.1 Tomislav Bezmalinovic (2025-02-17). "Location-based Sandbox VR crosses $200 million in lifetime ticket sales". MIXED. https://mixed-news.com/en/sandbox-vr-sales-milestone-2025/. Retrieved 2026-09-20.
- ↑ 34.0 34.1 34.2 34.3 Henry Stockdale (2025-10-20). "Stranger Things: Catalyst Is Out Now At Sandbox VR". UploadVR. https://www.uploadvr.com/stranger-things-catalyst-impressions/. Retrieved 2026-09-20.
- ↑ 35.0 35.1 35.2 "Cutting the Cords: Wireless ARENA Launches". HOLOGATE. 2024-06-20. https://www.hologate.com/cutting-the-cords-wireless-arena-launches/. Retrieved 2026-09-20.
- ↑ "Build Local Multiplayer Experiences With Shared Spatial Anchors on Meta Quest". Meta Horizon OS Developers. Meta Platforms. 2022-12-15. https://developers.meta.com/horizon/blog/build-local-multiplayer-experiences-shared-spatial-anchors/. Retrieved 2026-09-20.
- ↑ "Seamlessly Power Colocated Mixed Reality Experiences with Colocation Discovery and Group Sharing". Meta Horizon OS Developers. Meta Platforms. 2024-12-11. https://developers.meta.com/horizon/blog/colocation-discovery-group-sharing-shared-spatial-anchors-mixed-reality/. Retrieved 2026-09-20.
- ↑ Brian Heater (2016-09-12). "MSI's VR backpack was built for the HTC Vive". TechCrunch. https://techcrunch.com/2016/09/12/msi/. Retrieved 2026-09-20.
- ↑ Dominic Brennan (2017-08-01). "HP's New Commercial VR Backpack PC Smartly Docks to Double as VR Desktop". Road to VR. https://www.roadtovr.com/hp-z-vr-backpack-g1-workstation-docking/. Retrieved 2026-09-20.
- ↑ "Game on! Location-based entertainment's 16.5 million square-foot pipeline". JLL. 2026-05-19. https://www.jll.com/en-us/insights/location-based-entertainment-report. Retrieved 2026-09-20.
- ↑ Iana Podkosova (2019). "Walkable Multi-User VR: Effects of Physical and Virtual Colocation". TU Wien Research Unit of Computer Graphics. TU Wien. https://www.cg.tuwien.ac.at/research/publications/2019/podkosova-2019-MVR/. Retrieved 2026-09-20.
- ↑ Iana Podkosova and Hannes Kaufmann (2018). "Co-Presence and Proxemics in Shared Walkable Virtual Environments with Mixed Colocation". Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology (VRST 2018), Tokyo. ACM. pp. 1-11. doi:10.1145/3281505.3281523.
- ↑ Carlos A. Pinheiro de Sousa, Niklas Gröne, Mathias Günther and Oliver Deussen (2025-09-08). "Co-Located VR with Hybrid SLAM-based HMD Tracking and Motion Capture Synchronization". arXiv. https://arxiv.org/abs/2509.06582. Retrieved 2026-09-20.