From 3 VR Arcades to a National Brand - Lessons from one of the fastest-growing free-roam VR networks

14/08/2025 44 min

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Episode Synopsis

In this episode of Inside VR: Real Operators. Real Money. Virtual Reality, Bob Cooney sits down with Maarten Peelen, owner of Zero Latency locations in Rotterdam, Amsterdam, and soon Utrecht. Maarten shares his journey from experiencing free-roam VR for the first time in 2019 to building one of the fastest-growing VR arcade networks in the Netherlands.They dive into everything from raising capital and finding the right location, to creating an experience that attracts non-gamers, leveraging influencer marketing, and designing venues that can run with minimal staff. Packed with practical insights for aspiring VR operators, this conversation is a masterclass in scaling a location-based entertainment business.Time Stamps0:00 – Welcome and introduction to Maarten Peelen0:25 – First encounter with free-roam VR and launching in Rotterdam1:12 – The importance of passion and excitement when starting a business2:16 – Maarten’s background as a project manager and early entrepreneurial ventures4:10 – Raising capital: investor challenges, family investment, and lessons learned7:22 – Discovering Zero Latency and choosing the right platform9:17 – Favorite Zero Latency and VR experiences12:04 – Why walking is critical to immersion in VR14:10 – Social bonding inside VR and helping nervous players through experiences18:36 – Venue design for social spaces and post-game connection19:37 – Biggest challenges: finding venues, permits, and location strategy21:44 – Running dedicated Zero Latency venues: benefits and limitations23:04 – Booking rates and designing for one-person operation24:47 – Open sightlines, public visibility, and building curiosity25:39 – Attracting non-gamers by marketing VR as a social experience27:10 – Balancing rent vs. marketing spend for prime locations29:03 – Price point, customer experience, and driving word-of-mouth marketing31:12 – Capturing and sharing customer photos and videos32:11 – Leveraging influencers organically and through partnerships33:46 – Misconceptions about running a VR arcade35:26 – Marketing the experience, not the game37:01 – The role of sound, atmosphere, and design in immersive experiences40:01 – Why fear works in VR: suspense, horror, and the unknown41:53 – Far Cry as a scenic, non-horror alternative42:30 – VR as the “downloadable theme park”43:18 – Upcoming openings and future growth plans44:07 – Closing thoughts and acknowledgements

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