Cover image of show Inside VR

Inside VR

Podcast by The VR Collective

English

Technology & science

Limited Offer

2 months for 19 kr.

Then 99 kr. / monthCancel anytime.

  • 20 hours of audiobooks / month
  • Podcasts only on Podimo
  • All free podcasts
Get Started

About Inside VR

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 insights

All episodes

18 episodes

episode Inside VR: What IMAX’s Failure Taught Us About the Future of Immersive Storytelling artwork

Inside VR: What IMAX’s Failure Taught Us About the Future of Immersive Storytelling

Podcast Intro In 2017, IMAX tried to bring virtual reality to theaters, and failed. But the story didn’t end there. In this episode, Bob Cooney explores what went wrong with IMAX VR, why its brand extension never made sense, and how a new generation of large-scale, story-driven VR experiences is succeeding where IMAX stumbled. From Horizon of Khufu and Titanic to the upcoming Black Mirror immersive experience, Bob connects the dots between IMAX’s documentary roots and today’s free-roam VR storytelling boom. He also breaks down the numbers, the business models, and the opportunity for movie theaters sitting on underperforming auditoriums to transform them into profitable immersive venues. Show Notes (for podcast platforms) Topics Covered: * How IMAX VR began and why it failed to align with IMAX’s core storytelling brand. * The historical evolution of IMAX: from museum documentaries to blockbuster format. * Why early VR gaming arcades couldn’t make money (low throughput, high labor, poor fit). * The rise of “large-scale free-roam storytelling VR” , and why it works. * Case studies: * Horizon of Khufu (Excurio) - the $25M immersive expedition that proved the model. * Univrse + Banijay’s upcoming Black Mirror VR - mainstream storytelling in LBE. * Wevr, Small Creative, and others bridging art, education, and entertainment. * How 2,500 sq ft theaters can host 50+ guests profitably. * The movie theater opportunity: converting 5,000 underperforming auditoriums into VR experiences. * Real-world examples: * Sphere’s $15M pre-sales for Wizard of Oz. * Cosm’s immersive screenings of The Matrix and Willy Wonka. * IMAX generating 20% of opening-weekend box office on just 1% of global screens. * Why collaboration among VR studios is essential, and how LEXRA aims to unite them. Key Takeaway: The future of immersive entertainment lies between cinema and gaming. Story-driven, free-roam VR - what Bob calls “walk-through theaters” - can do for this decade what IMAX did for the 2000s: redefine how audiences experience stories. Connect & Continue the Conversation: * Join the discussion at ⁠LEXRA⁠ [https://www.lexra.org/] * Check out the latest in LBE VR/XR at ⁠the VR Collective⁠ [https://thevrcollective.com/] * Get news about the newest innovations and products straight to your inbox via the ⁠INSIDE VR newsletter⁠ [https://thevrcollective.com/inside/]

16 Oct 2025 - 16 min
episode Gen Alpha and the Theatrical Experience Shift: What the Next Generation Teaches Us About Connection, Immersion, and the Future of VR artwork

Gen Alpha and the Theatrical Experience Shift: What the Next Generation Teaches Us About Connection, Immersion, and the Future of VR

In this episode, Bob Cooney dives into NRG’s latest report, Gen Alpha Saves the Box Office, and what it reveals about the future of entertainment. Gen Alpha - the generation shaped by the pandemic - is craving real connection, immersive group experiences, and shared cultural events. Bob breaks down 13 key insights from the study and connects them to opportunities for VR operators, immersive creators, and theater owners. From fandom-driven events to cross-generational storytelling and the rise of walk-through theaters, this episode explores how we can meet Gen Alpha’s demand for experiences that are interactive, immersive, and social. Show Notes Topics Covered: * Why Gen Alpha craves connection after growing up isolated during the pandemic. * The “third place” concept. How games and social VR worlds like Gorilla Tag have become Gen Alpha’s hangouts. * The comeback of in-person group activities and local social experiences. * How the new generation’s preferred movie length challenges the myth of short attention spans. * Why shared, two-hour experiences feel worth the friction of getting out of the house. * The power of fandom and opening weekends. Why young audiences crave cultural events, not just movies. * The opportunity for VR arcades to create their own launch moments for new titles. * Multi-sensory engagement—sound, scent, and motion as tools for emotional impact. * “Cross-Gen Connectors”: content that bridges generations, like Mario Bros., Spider-Man, and the upcoming Terminator VR game from Hero Zone. * How 54% of Gen Alpha want VR or 3D experiences in theaters, and 41% want hybrid game-movie experiences. * The rise of walk-through theaters—VR experiences that blend storytelling and light interactivity. * The big takeaway: the future of entertainment is interactive, immersive, and social—and it’s up to operators to turn VR into culturally relevant shared events. Referenced Report:👉 Gen Alpha Saves the Box Office [https://www.nrgmr.com/our-thinking/entertainment/gen-alpha-at-the-movies-from-pixels-to-popcorn/] Connect & Continue the Conversation: * Join the discussion at LEXRA [https://www.lexra.org/] * Check out the latest in LBE VR/XR at the VR Collective [https://thevrcollective.com/] * Get news about the newest innovations and products straight to your inbox via the INSIDE VR newsletter [https://thevrcollective.com/inside/]

10 Oct 2025 - 17 min
episode Organizing for Change: Marketing, Esports, and Building a Community of Practice in XR - Panel Recording from 2025 VR Summit artwork

Organizing for Change: Marketing, Esports, and Building a Community of Practice in XR - Panel Recording from 2025 VR Summit

Summary: In this special session, Bob Cooney gathers operators, marketers, and innovators to reflect on the challenges facing the location-based VR and immersive entertainment industry, and how to solve them together. Drawing on the Two Loops Model of Change, Bob frames the conversation around moving from the old system of traditional attractions to a new system powered by XR. The panel explores marketing best practices, building community through esports, revenue per square foot benchmarks, and how user-generated content can drive growth. You’ll hear how operators are experimenting with local leagues, how marketers think about differentiation and brand, why reviews and authenticity matter more than polished ads, and why industry-wide standards are essential to scaling. Social media strategist Jacob closes the session with a case study showing how a single authentic video generated 25 million views and half a million shares for Zero Latency. What You’ll Learn in This Episode: * Why the immersive entertainment industry is at a tipping point, and how communities of practice can accelerate adoption. * Insights from operators on integrating esports into VR venues and the challenges of standardization. * Marketing takeaways: the importance of brand differentiation, user-generated content, and online reviews. * Why tracking revenue per square foot is critical for operators, and how few do it today. * The role of schools and local communities in building sustainable esports programs. * A behind-the-scenes breakdown of a viral Zero Latency video that generated 500,000 shares and 30,000+ new followers. * How authenticity in content creation beats polished campaigns, and why younger creators often outperform agencies. Featured Guests: * Jacob Giacobbi – Founder, CrowdSpecs, social media strategist for LBE. * Katie Burke – Creative Director & GM, Pelagius VR. * Salem Thyne – Operator, E-Sports Virtual Arenas. * Andre Lawless – Founder, Lawless Marketing. * Bob Cooney – Host, facilitator, and XR strategist. Links & Resources: * Find products and news about LBE XR: ⁠https://thevrcollective.com/⁠ [https://thevrcollective.com/⁠] * Join LEXRA & the VR Collective community: ⁠https://www.lexra.org/ ⁠ [https://www.lexra.org/ ]m * Replay Magazine: https://www.replaymag.com * Follow Bob’s blog: www.bobcooney.com/blog

1 Oct 2025 - 1 h 2 min
episode The Downloadable Theme Park: Building the Future of Immersive Entertainment - Panel Recording from 2025 VR Summit artwork

The Downloadable Theme Park: Building the Future of Immersive Entertainment - Panel Recording from 2025 VR Summit

Summary: Bob Cooney brings together pioneers of immersive technology to explore the concept of the downloadable theme park, an evolution in location-based VR where experiences can be changed at the push of a button. This conversation dives into the opportunities, challenges, and transformational potential of VR and mixed reality in entertainment and beyond. From wingsuit flight simulators to massive free-roam facilities, the panelists share how scalable virtual attractions could replace costly physical infrastructure, unlocking new business models for operators worldwide. They also tackle the role of standards, distribution bottlenecks, and how shared experiences in VR can create deeper human connection and even personal transformation. What You’ll Learn in This Episode: * Why the future of attractions may be software-driven, not hardware-locked. * James Jensen’s story of Jump, a VR wingsuit flight experience that blends fear, presence, and transformation. * How Brent Bushnell’s “DreamPark” project brings mixed reality into real-world spaces, turning city parks into giant game arenas. * Salem Thyne’s vision for converting massive esports facilities into scalable VR entertainment hubs. * The business case: throughput, revenue per square foot, and why VR can deliver 5x the experience at a fraction of the cost. * How the shift from atoms to bits could redefine theme parks, escape rooms, and family entertainment centers. * Why standards in operations, distribution, and content delivery are critical to scaling this new ecosystem. * How VR’s transformational power goes beyond fun—to education, training, therapy, and even real estate. Featured Guests: * * James Jensen – Co-founder of The Void and creator of Jump by Limitless Flight. * Brent Bushnell – Co-founder of Two Bit Circus and innovator behind Dream Park mixed reality. * * Salem Thyne – Pioneered the U.S. launch of EVA (Esports Virtual Arenas), exploring large-scale free-roam VR operations. * Bob Cooney – Host, industry strategist, and XR thought leader. Links & Resources: * Find products and news about LBE XR: https://thevrcollective.com/ [https://thevrcollective.com/⁠] * Join LEXRA & the VR Collective community: https://www.lexra.org/ [https://www.lexra.org/ ] * Learn more about Jump: https://limitlessflight.com * Explore Two Bit Circus: https://twobitcircus.com * Follow Bob Cooney’s blog: www.bobcooney.com/blog

25 Sep 2025 - 59 min
episode The Downloadable Theme Park: with Brent Bushnell - Recording from 2025 VR Summit artwork

The Downloadable Theme Park: with Brent Bushnell - Recording from 2025 VR Summit

Show Notes: In this closing keynote from the 2025 VR Arcade and Attractions Summit, Brent Bushnell shares 20 years of building public entertainment with candor and optimism. This talk guides us through a tour through prototypes, venues, shutdowns, pivots, and the birth of DreamPark. What’s inside: * From early interactive art and story rooms to Two Bit Circus, and why permanent venues beat temporary installs. * How a split between nonprofit and for-profit unlocked school programs, STEAM curricula, and upcycled makerspaces. * Lessons from failed experiments, including 360 video, phones as controllers, and complex robot bartenders. * Covid realities, landlord dynamics, a SPAC that collapsed, and why great investors matter. * DreamPark mixed reality in city parks, guests navigating real spaces safely, and a practical kit for operators. * Pricing tests, revenue models, and the case for hour-long experiences that justify a trip across town. Brent closes with a simple theme: keep building, learn fast, and get up one more time than you fall.

16 Sep 2025 - 57 min
En fantastisk app med et enormt stort udvalg af spændende podcasts. Podimo formår virkelig at lave godt indhold, der takler de lidt mere svære emner. At der så også er lydbøger oveni til en billig pris, gør at det er blevet min favorit app.
En fantastisk app med et enormt stort udvalg af spændende podcasts. Podimo formår virkelig at lave godt indhold, der takler de lidt mere svære emner. At der så også er lydbøger oveni til en billig pris, gør at det er blevet min favorit app.
Rigtig god tjeneste med gode eksklusive podcasts og derudover et kæmpe udvalg af podcasts og lydbøger. Kan varmt anbefales, om ikke andet så udelukkende pga Dårligdommerne, Klovn podcast, Hakkedrengene og Han duo 😁 👍
Podimo er blevet uundværlig! Til lange bilture, hverdagen, rengøringen og i det hele taget, når man trænger til lidt adspredelse.

Choose your subscription

Most popular

Limited Offer

Premium

20 hours of audiobooks

  • Podcasts only on Podimo

  • No ads in Podimo shows

  • Cancel anytime

2 months for 19 kr.
Then 99 kr. / month

Get Started

Premium Plus

Unlimited audiobooks

  • Podcasts only on Podimo

  • No ads in Podimo shows

  • Cancel anytime

Start 7 days free trial
Then 129 kr. / month

Start for free

Only on Podimo

Popular audiobooks

Get Started

2 months for 19 kr. Then 99 kr. / month. Cancel anytime.