That is why a sound VR business is built around the audience, not around the equipment. Who are these people? What matters to them? What holds them back? How do you help them decide? Let us take a look.
Knowing your audience is the main key to a successful business
1. Parents — the decision makers
One of the most valuable and solvent groups. As a rule these are women aged 30–50 with children aged 8–14. They take their children to clubs, look for a place to celebrate a birthday, chat in parent groups and choose based on safety, comfort and the child's emotions.
What matters to them:
- That the child has fun and gets something “not like everyone else has”.
- That the party is turnkey;
- That everything is clear, without risk and preferably with the adults joining in.
What stops them from coming:
- Concerns about VR and its effect on health.
- A high price.
- Not knowing the format.
How to sell:
- Show the emotions of the children and of happy parents.
- Explain that the format is safe (video, reviews).
- Build packages with a clear, justified price.
Mothers do not just pay. They then bring three more mothers from the parents' chat.
2. Adult men — those who want a rush
Men aged 25–40, often with families, often with friends. They like active leisure, airsoft, shooters, parties, “time out with the guys”. For them VR is adventure, adrenaline and leisure to share with friends. They come in the evening after work and at weekends to “play a round” with company.
What matters to them:
- Realistic games.
- The feeling of team dynamics.
- A chance to play “like in childhood, only cooler”.
What stops them from coming:
- You have to gather a team (a hassle, and hard to do).
- The format seems unclear or “for kids”.
- They do not know such clubs exist at all.
How to sell:
- Put the accent on action and dynamics.
- Hold tournaments and evening contests.
- Show your VR club through YouTube, Telegram channels and gaming communities.
Want them to come more often? Give them a reason to compete.
3. Active young people — hunters for emotions
Men and women aged 25–35 who constantly look for new impressions. They go to quizzes, escape rooms, stand-up shows, concerts. What matters to them is: “where have we not been yet?”
What matters to them:
- An unusual format.
- A friendly atmosphere.
- The chance to “hang out” for the evening with the whole group.
What stops them from coming:
- Uncertainty: “will we really like it?”,
- The seeming “childishness” of VR,
- A complicated booking process.
How to sell:
- Work with listings like “what to do in town” and “where to spend the weekend”,
- Create evening packages for groups,
- Advertise on Instagram*, TikTok and VKontakte through influencers and local communities.
*belong to Meta, which is recognised as extremist and banned in Russia.
These people come spontaneously — create a reason and they will find you themselves. The reason can be a themed event or a VR tournament.
4. Gamers — an audience with high engagement
Men aged 18–30 who already have a PC, a console and the habit of playing. Yet it bores them to sit alone: they want a team game, live reactions, new mechanics. They already know what VR is and understand the value of gameplay.
What matters to them:
- Great games.
- Full immersion.
- A team play mode.
- A chance to make the leaderboard.
- Improving their play skill.
- Competition.
What stops them from coming:
- It is hard to get out into an offline format.
- It is hard to gather friends.
- “Expensive for a single evening”.
- “Is the VR equipment really powerful?”.
How to sell:
- Run tournaments, ratings and skill tests.
- Launch evening leagues.
- Advertise on Twitch, in Discord, on YouTube and in gaming communities.
This audience can come every day — if you build and grow the community properly.
5. HR and corporate event managers
As a rule these are women aged 25–45 who have been asked to organise a team-building event. They like active leisure themselves, but they choose not what they enjoy but what will suit everyone.
What matters to them:
- A new format of corporate event that replaces the usual sit-down dinner.
- “So that everyone is happy” — from the introvert to the party animal,
- “So that we do not have to organise anything ourselves”.
- “So that it looks good and photogenic”.
What stops them from buying:
- It is hard to get approval from management.
- They do not understand how it works at all.
How to sell:
- Build “turnkey corporate event” packages.
- Offer trial visits for the HR manager.
- Show that VR is both fun and useful: team dynamics, communication, stress relief.
Do not forget: HR carries it out, but the director makes the decision. Convince both.
6. Children and teenagers — the engine of word of mouth
They do not pay, but they influence. They have pocket money, and even more the wish to be the centre of attention, to celebrate “not like everyone else” and to spend time with friends.
What matters to them:
- A cool game.
- Photos “like a blogger's”.
- That everyone has fun.
- That it is a new kind of entertainment, not like everyone else's.
What stops them from coming:
- A high price.
- They need an adult who will pay for everything.
How to sell:
- Put the accent on birthdays.
- Work with social media, video platforms and local influencers.
- Run school promotions and recommendations through parents.
- Visit schools and offer your services there.
The target audience is a whole spectrum of people. Each of them has their own motivation and their own barrier. One wants adrenaline, another a party for a child, another cohesion in the team.
Knowing your audience is the first step to building a profitable, understandable business that people come back to again and again.
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



