LBE in Virtual Reality for entertainment

FanMediaCon, held from 20–22 March in Oviedo (Asturias), brought together content creators, fans and digital industry professionals around online culture, cinema, pop culture and outreach. Over several days, the event combined talks, meet-ups, workshops and activities focused on video games, education, entertainment and social media. Its aim was to bring into the physical world the connection that usually happens online, creating a space where digital communities could interact in person.

 

LBE in VR: taking entertainment to the next level

Among the event’s most technological leisure offerings, our Virtual Reality and LBE proposal stood out in attendee surveys.

LBE VR (Location-Based Entertainment in Virtual Reality) refers to virtual reality experiences designed for specific physical spaces, such as entertainment venues or theme parks. The real environment is combined with the virtual one, allowing users to walk freely, interact with virtual objects and share the experience with other players in real time.

Unlike more traditional virtual reality, LBE offers:

    • Full immersion, thanks to large physical spaces synchronised with the virtual environment.
    • Social experiences, where cooperation becomes the core of the activity.
    • Competitive missions, designed for groups of 2 to 6 participants, lasting between 10 and 20 minutes to maintain a dynamic pace.
    • Advanced technology, including hardware such as Pico XR devices and the Pico Ultra Business model, ensuring precision and comfort.
    • Comfort and reduced motion sickness, as the spacious setup helps minimise discomfort, allowing more users to enjoy the experience comfortably.

Our VR area was designed for groups of friends, families and younger audiences, and was structured around two different formats. On the one hand, for the LBE area we developed a game inspired by the mechanics of classic air hockey. The VR Hockey experience consisted of competitive matches for two players, where interaction and cooperation played a key role.

 

Virtual Cinema in 360º

Videos filmed using 360° technology transport viewers to cities, beaches and snow-capped mountains. Some include an audio guide about the destination, offering a more informative experience. This activity is popular for many users and also serves as entertainment while the LBE areas are occupied.

Audience feedback:
    • 50% of attendees had already tried VR before; this figure is higher than at other events we have attended, mainly due to the gamer profile of FanMedia Con. 99% stated that they would repeat the experience.
    • The competitive experience made some players return a few times, with comments such as: “I would like to try more difficulty levels”, “more players per match” or “I didn’t feel dizzy at all”.
    • 360º VR cinema sparked curiosity and fascination for exploring unknown places and discovering famous corners of the world. Some of the most repeated phrases by users: “it’s very immersive” or “I want to see more destinations”.
    • 84% of attendees would pay for this type of experience on its own.

FanMediaCon allowed us to demonstrate that the combination of technology, creativity and physical space can transform the way we experience digital culture, taking the VR experience beyond what a more traditional environments can offer.

 

Bring LBE VR to your event

If you are looking to offer immersive and social virtual reality experiences for an event, festival or leisure space, we can help you design the most suitable solution.

Contact→ imagine@immersiveoasis.io