Virtual Racing Simulators

Audi's Interactive Virtual Reality Takes Fans to the Indy Circuit

At this year's Goodwood Festival of Speed, Audi is hosting an interactive virtual reality experience that gives fans the chance to take on the Indy Circuit at Brands Hatch.

In the virtual experience, fans are given the chance to put on an Oculus Rift helmet and become a passenger inside a car driven by Audi Sport Le Mans racing driver Oliver Jarvis. The VR experience challenges Audi fans to employ quick thinking and make the same kind of decisions on instinct that a professional racer would have to while driving a course.

While this VR experience could have worked as a standalone piecee, the simulation is being used at the Goodwood Festival of Speed to amp up attendees as they are wait in line to test drive real Audi quattro cars on a 4x4 course.

Interactive Virtual Reality
Disruptive innovation opportunity lies in developing immersive virtual reality experiences for various industries like gaming, education, and training.
Simulation Technology
Opportunities for disruptive innovation exist in creating realistic and engaging simulations for industries such as automotive, aerospace, and healthcare.
Experiential Marketing
There is potential for disruptive innovation in utilizing interactive experiences like virtual reality to enhance marketing strategies and engage consumers across industries like automotive, retail, and tourism.

Who This Affects Most

Gaming
Innovative virtual reality gaming experiences can revolutionize the gaming industry and create new market opportunities for developers.
Automotive
Disruptive innovation can be achieved by integrating virtual reality and simulation technologies in the automotive industry to enhance car testing, training, and customer experiences.
Events and Entertainment
Virtual reality experiences can disrupt the events and entertainment industry by providing immersive and engaging experiences to attendees.
SCORE
3.5 out of 10
GENDER
70% Men30% Women
MARKETTop markets: Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 44%
Activity 52%
Freshness 8%

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