Join Bob Cooney in an exclusive deep dive into SynthesisVR’s acquisition of SpringboardVR, a game-changing move in the location-based VR industry. Featuring Shabeer Sinnalebbe and Kamen Petrov from SynthesisVR, this discussion unpacks the evolution of arcade VR, the shift from room-scale to free-roam experiences, and the impact of consolidating industry platforms.
Discover how this acquisition affects VR arcade operators, content creators, and the future of immersive experiences. Get insider insights on why this deal happened, what it means for existing SpringboardVR users, and how SynthesisVR plans to shape the industry's future.
👉 Key Takeaways:
- Why SynthesisVR acquired SpringboardVR and what it means for operators.
- The market shift from room-scale VR to free-roam and why operators are adapting.
- The challenges and opportunities of industry consolidation.
- PCVR vs. standalone headsets – which is the better business move?
- The future of VR content, game licensing, and industry growth.
Whether you're a VR arcade owner, content developer, or just passionate about location-based VR, this is a must-watch session!
Show Notes:
0:00 - 2:00 | Technical Difficulties & Setup Issues
- The team experiences live-streaming issues on LinkedIn and pivots to Zoom.
2:00 - 6:20 | Introduction & VR Collective Plug
- Bob Cooney introduces the webinar and the guests from SynthesisVR.
- A quick overview of the VR Collective, a community and resource hub for the industry.
6:20 - 9:54 | The Origins of SynthesisVR
- Shabeer shares how SynthesisVR was built from scratch in 2016.
- Early challenges of running a VR arcade and developing a management system.
9:54 - 13:48 | Room-Scale VR vs. Free-Roam VR
- The industry shift from room-scale to free-roam and how operators are adapting.
- Free-roam is now 90% of new operator requests.
13:48 - 18:28 | Challenges of Free-Roam VR
- Differences in PCVR and standalone headsets (e.g., Quest 2, Pico).
- Operators struggle with hardware and software fragmentation.
18:28 - 22:16 | Why Keep Supporting the Quest?
- Despite its limitations, Quest remains popular in emerging markets.
- The trade-off between cost, ease of use, and quality.
22:16 - 26:26 | The Synthesis & SpringboardVR Merger: How It Happened
- The year-long acquisition process and why Vertigo Games wanted to sell SpringboardVR.
- Springboard’s legacy challenges & customer migration concerns.
26:26 - 30:45 | Managing Two Platforms: Will They Merge?
- SynthesisVR will integrate Haze, Springboard’s free-roam platform.
- Keeping both brands alive for now but focusing on free-roam growth.
30:45 - 40:43 | VR Content & Market Trends
- The rise of standalone VR experiences vs. high-quality PCVR.
- SynthesisVR’s approach to game licensing & supporting new developers.
40:43 - 50:46 | The Future of Location-Based VR
- The impact of Wi-Fi 7 on VR arcades.
- New IPs & major game studios entering the LBE market.
50:46 - 58:03 | The Gaming Industry Crisis & What It Means for LBE VR
- Mass layoffs in the gaming industry are pushing developers towards location-based VR.
- How free-to-play models and indie VR games are reshaping the market.
58:03 - 1:05:38 | 💰 Challenges of Running a VR Arcade Business
- Profitability struggles & operational efficiency for arcade owners.
- Advice for new operators: Try both platforms before deciding.
1:05:38 - End | 🎤 Q&A & Final Thoughts
- Contact info for SynthesisVR & SpringboardVR support.
- The importance of industry collaboration & future growth opportunities.
🔗 Resources & Links Mentioned: