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Step 07WARPOINT knowledge base

What does a VR arena earn on?

A breakdown of the financial model

  • Material 7 of 13
  • 4 min read
In this article we look at how a virtual reality arena earns money and go through its main sources of income in detail.

1.⁠ ⁠TEAM GAMES IN THE VR ARENA
The very thing groups of friends and colleagues come to us for.

Our main product is WARPOINT ARENA. It is a tactical PvP shooter in which two teams fight each other — essentially the VR answer to Counter-Strike.

The games take place on a large floor (from 100 to 600 m²) where participants move around freely, while in the virtual world they see each other's characters and can interact

Payment can be per player or per group. Time slots are usually one hour. Team games are the main source of income for WARPOINT venues.

2.⁠ ⁠SOLO VR SESSIONS

For those who want to try VR on their own.

The VR-ROOM zone works for this, with a library of over 100 popular games in different genres. Payment is per player, with different options: 15, 30 or 60 minutes.

3.⁠ ⁠RIDES AND SIMULATORS

This category is built mostly on impulse visits. As a rule these are short sessions (5–10 minutes) and work with passing footfall.

It means that people usually do not plan the visit: they walk by, see the rides and decide to “drop in for five minutes”.

This category includes a variety of dynamic VR rides, interactive zones, car and motorbike simulators — everything that catches the eye and lives off traffic.

4.⁠ ⁠HOSTING EVENTS

A VR arena is the perfect place for parties and corporate events.

The main types of events:
  • Birthdays — with game programmes for children and adults.
  • Corporate parties and team buildings — VR is excellent for team challenges and for strengthening team spirit.
  • School proms and themed parties — a modern entertainment format for teenagers.

Why events pay off:
  • A high average bill
  • Steady demand
  • Room for additional sales

On average it is events that bring in 40–60% of a venue's revenue.

5.⁠ ⁠GIFT CERTIFICATES

Certificates are a convenient present and a great way to attract new guests.

  • Plastic cards — a tangible gift.
  • Electronic certificates — a quick purchase online.

This tool expands the customer base without spending on advertising.

6.⁠ ⁠BRANDED MERCH

T-shirts, hoodies, caps, wristbands, phone grips and other goods.

Merch brings extra profit and works as advertising at the same time: a person wears something with the arena's logo and remembers the visit.

7.⁠ ⁠DRINKS AND SNACKS

A simple, clear source of income. Guests appreciate being able to grab a bite or a coffee right at the venue.

8.⁠ ⁠EXTRA SERVICES FOR PARTIES

For a party to go perfectly, it is convenient for the client to order everything in one place.

Possible services and goods:
  • entertainers and hosts
  • photographers or stories makers
  • balloon decoration of the venue
  • a cake, confetti, a piñata
  • show programmes and workshops

Turnkey packages take all the worries off the client and raise the average bill.

IN SHORT

A modern VR arena earns not only on games but on a complete approach to entertainment. Game sessions bring people in, events give a steady flow of orders, while merch and extra services raise profit and customer loyalty.

This business is no longer just a hall with VR headsets — it is a space for vivid impressions and events.
THE FINANCIAL MODEL

We have prepared an interactive model that helps our partners:
  • calculate the amount of investment
  • understand the structure of income and costs
  • determine the payback period of the project

The financial model is available at this link and lets you make a personal calculation of the income from opening a VR arena in your city.

Subscribe to our Telegram channel — we publish even more useful content there and show how the VR business works from the inside

OUR CONTACTS
on opening a WARPOINT VR arena

YULIA MAYER
Head of development

Phone: 8 800 550 16 91
WA/Telegram: +7 (922) 033-88-99
E-mail: sale@warpoint.ru
Website: franchise.warpoint.ru