VR Arcade Cabinets

The 'VR Sense' Cabinet Recreates Environmental Effects in Virtual Reality

Koei Tecmo Wave has achieved success in the past for its software — namely, its video games — but the company is moving more earnestly into hardware production with the new 'VR Sense' machine. The large arcade booth can run several different games, but what makes it stand out is the experience beyond those games themselves. That's because VR Sense is able to recreate in-game environments in the real world, adding effects like movement, smell, touch, wind, heat, cold, rain, and mist based on the events transpiring in the virtual universe.

There are currently three games available on VR Sense. 'GI Jockey Sense' recreates the feeling of racing thoroughbreds, complete with the sensation of wind and movement. 'Horror Sense' offers a terrifying haunted house thrill, with all the chills that that implies. Finally, the VR Sense booth offers a version of Koei Tecmo Wave's popular gladiatorial game, 'Dynamic Warrior.'

Virtual Reality Integration
Opportunity for businesses to integrate virtual reality technology into different experiences, such as gaming, to enhance user engagement.
Immersive Environmental Effects
The application of environmental effects in virtual reality experiences can revolutionize industries such as entertainment and gamification.
Multi-sensory Experiences
Creating multi-sensory experiences using technology like VR Sense opens up possibilities for industries to provide unique and immersive customer engagements.

Where This Applies

Gaming
Disruptive innovation opportunities for gaming companies to incorporate VR Sense-like machines and experiences in their arcades or gaming centers.
Entertainment
Opportunity for entertainment venues, such as theme parks, to leverage VR Sense booths and create captivating experiences that go beyond traditional forms of entertainment.
Amusement Parks
The VR Sense concept can revolutionize the amusement park industry by creating dynamic and immersive rides that appeal to a wider audience.
SCORE
4.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 80%
Activity 33%
Freshness 8%

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