Inaugural AR Sport Experiences

The Highcross Leicester HADO Experience is a First for the UK

The Highcross Leicester HADO augmented reality (AR) techno-sport has been launched as a first in the UK to deliver guests with an immersive gameplay experience that pushes the boundaries of gaming. The experience is being launched as part of a two-week pop-up in the former unit in the upper mall where The North Face previously was located. The experience sees visitors wearing AR headsets alongside wrist sensors, which will work together to let them shoot digital energy balls, dodge attacks and raise their shields without any actual handheld components.

Centre Director Michelle Menezes spoke on the Highcross Leicester HADO experience saying, "We’re delighted to be bringing HADO to Highcross, giving our shoppers the opportunity to experience the UK’s first pop-up of its kind in a shopping centre. It’s a completely new experience for Leicester, and we’re excited to give visitors the chance to get involved, whether they’re already passionate about gaming or simply looking to try something different.”

Augmented Reality Sports
Immersive techno-sport formats are blending physical movement with digital gameplay, creating new commercial space for location-based entertainment and competitive social experiences.
Retail Entertainment Pop-ups
Temporary experiential attractions in vacant mall units are transforming underused retail space into traffic-driving destinations with flexible revenue potential.
Hands-free Gaming
Sensor-based interfaces and headset-driven play are expanding gaming beyond controllers, allowing more intuitive, active, and accessible participation for mainstream audiences.

Who This Affects Most

Shopping Centers
Malls are repositioning themselves as entertainment-led venues where immersive attractions can increase dwell time and diversify tenant mixes.
Gaming
The gaming sector is extending into physical venues through AR formats that merge esports, fitness, and social competition.
Experiential Marketing
Brands and venues are using short-term interactive installations to generate novelty, local buzz, and measurable consumer engagement.
SCORE
3.7 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 11%
Activity 0%
Freshness 100%