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INTERNATIONAL
VR ARENA NETWORK

VR park clients: who are they and how do they purchase?

Find out who the typical clients of VR parks are and what influences their purchasing decisions. This article explores each customer segment—from men and moms to HR and gamers—and identifies their motivations and the best ways to reach them.

Target audience segments

Men

Adult men over 25, often with families, who seek innovative ways to spend their free time with friends—whether at airsoft games, restaurants, or during active sports outings. They come to WARPOINT to experience unique leisure activities, impress friends, and stay up-to-date with trends. A common barrier to purchase for this group is the challenge of assembling a team for a game. To reach them, use online and offline ad banners, social media, and YouTube influencers.

Moms

Moms with children aged 8 to 14 who are actively involved in their kids’ leisure activities, often favoring a reward-based approach in parenting. These moms are part of “mom” groups and chats and take their kids to various clubs and activities. For them, WARPOINT is a way to stay “in sync” with their children, creating memorable celebrations, like VR birthdays, that surprise their kids and their friends. Key barriers to purchase for this group include concerns about the potential negative psychological impact of VR on kids and high event prices. This audience can be reached through social media and search engine results.

HR and Managers

Usually women aged 25-35 who enjoy active leisure themselves, HR specialists often rely on colleagues’ recommendations and feedback from company surveys, as well as insights from social media. However, it’s essential to remember that the HR specialist isn’t the final decision-maker; that’s the role of the company’s management. A corporate event at WARPOINT addresses core HR objectives by fostering team bonding, accommodating diverse interests, and providing an all-in-one solution. The main barrier here is often the high price.

Active Individuals

Men and women aged 25-35 who lead active lives, frequently attending quests, quizzes, and restaurants with friends, and constantly searching for new activities. This group can be reached through search queries, activity aggregators, social media, and influencers.

Gamers

Predominantly men over 20 who frequent gaming clubs or have powerful personal gaming setups. They come to WARPOINT to expand their leisure options without straying too far from familiar activities. A purchase barrier for gamers may be difficulty in gathering a team for a session. This audience is best reached through social media, YouTube, Twitch, esports sites, and influencers.

Teenagers

With pocket money from parents, they seek unique activities like concerts and movie outings. They aim to be the center of attention, hang out with friends, and stay on trend. The main barrier here is the high price. Social media and influencers are effective channels for reaching this group.

Children

Although they aren’t the decision-makers, children significantly influence purchasing decisions. They want to spend time with friends, celebrate unique birthdays, and be in the spotlight. Like with teenagers, social media and influencers are ideal ways to engage with this audience.

Summary

In summary, understanding the diverse client segments of VR parks is essential for effective marketing and customer engagement. Each group—from tech-savvy men and active families to HR professionals and gamers—has distinct motivations, preferences, and potential barriers to purchase. By tailoring communication and leveraging targeted channels like social media, influencers, and search engines, VR parks can successfully reach and appeal to each audience. This approach not only enhances customer experience but also increases conversion rates and long-term customer loyalty.
Using the experience of successful WARPOINT franchisees and adapting their best practices to your conditions, you can understand WARPOINT franchise deeper and strengthen your position in the VR entertainment market.

If you have any questions ask us by email: hello@warpoint.com
INTERNATIONAL
VR ARENA NETWORK