Immersive Group VR Venues

Sandbox VR Is Set To Open Its Melbourne Venue

Sandbox VR is set to open a new Melbourne venue in the city’s Central Business District on Bourke Street, expanding its Australian presence beyond its existing Gold Coast location. The company says it attracts nearly 150,000 players monthly across a network of corporate-owned venues and franchises.

The Melbourne site will feature a bar, party room and four private rooms where groups of up to six guests use headsets, haptic vests and motion sensors for full-body immersion. Players can see and physically interact with one another during experiences, while personalised highlight videos are provided after each session. Sandbox VR is also offering a limited-time 25% presale discount through Sept 13.

For consumers, the venue offers a social alternative to conventional nights out, combining group entertainment with immersive technology. Its private rooms and multiplayer format are designed for friends, families and corporate groups seeking shared, interactive experiences.

Image Credit: Sandbox VR

Location-based VR
Immersive entertainment venues are turning advanced headsets, haptics and motion tracking into accessible social experiences that differentiate out-of-home leisure from at-home gaming.
Social Immersion
Group-based virtual reality formats blend physical presence with digital interaction, creating new formats for celebrations, team outings and multiplayer storytelling.
Experience Recaps
Personalized highlight videos extend venue visits into shareable digital content, adding post-experience value and organic marketing potential.

Sectors Adopting This

Entertainment Venues
Brick-and-mortar leisure operators are integrating immersive technology, private rooms and hospitality features to compete with traditional bars, cinemas and arcades.
Corporate Events
Team-building providers can benefit from interactive VR environments that support shared challenges, social bonding and memorable group participation.
Hospitality
Bars, lounges and event spaces are gaining new differentiation through hybrid entertainment models that pair food and beverage with technology-led experiences.
SCORE
3.7 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 11%
Activity 0%
Freshness 100%