VR ARENA in Italy: How an Existing Entertainment Business Can Increase Revenue by 20% Without Complex Integrations

For owners of entertainment centers, bowling alleys, and go-kart venues, revenue growth is often constrained by floor space and maximum capacity. The case of VR ARENA’s Italian partners shows that earning more does not necessarily require adding new square footage. Sometimes, it is enough to offer the existing audience a new entertainment format.
The Italian entertainment market is conservative and highly competitive. VR ARENA’s local partner is a distributor of arcade machines and interactive solutions with an established customer base. The company was already working with entertainment centers, bowling clubs, and go-kart venues. At the GTI trade show in China, the partner discovered VR ARENA and realized that it was not merely a collection of games, but a powerful addition to its clients’ existing businesses. Free-roam gameplay and the quality of the content were the decisive factors.
A distribution agreement was signed two years ago. Since then, 10 virtual reality arenas measuring 8 x 8 and 10 x 10 meters have opened across Italy. Their geographic reach is broad, extending from Milan in the north to the southern regions, as well as Rome and Venice. Importantly, none of the arenas was built as a standalone greenfield project. All of them were integrated into existing entertainment centers that already had an established customer flow.
For entrepreneurs, this means lower risk. Launching a turnkey arena within an operating business costs an average of $20,000-$25,000. This amount covers the equipment, construction of the arena enclosure and partitions, and a one-year license. The synergy then takes over: a visitor comes to bowl, notices the VR arena, and stays for another hour. Or the reverse happens: a group books a VR gaming session and then spends money at the bar or on other attractions.
The case demonstrates that adding VR ARENA increases a venue’s average transaction value. According to data from the Italian locations, attendance and revenue increase by an average of 15-20%. A single arena generates approximately 120 gaming sessions per month. With an average price of EUR 20 per person and teams of three to four players, this produces EUR 7,000-10,000 in additional monthly revenue.
Financial results are visible from the first month because the customer traffic already exists. This is why every Italian client renews its annual license. VR ARENA is not a one-time purchase, but a reliable growth tool that is particularly well suited to birthday parties and corporate team-building events.


