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Vision to Viability: Scaling Immersive Experiences for Impact

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WXO members can watch an on demand recording of this session via the WXO community page.

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Campfire description

The immersive industry is evolving, but many projects fail to move beyond prototypes or one-off exhibitions. Why? Because they aren’t designed with venue constraints, audience expectations, and financial viability in mind.

Bob connects insights from Venice Immersive and recent industry conversations to uncover what it really takes to scale immersive experiences, exploring:

  • How to bridge the gap between creators and venues to ensure distribution success
  • The role of standardization and business models in unlocking scale
  • What experience designers can learn from the LBE and gaming worlds to craft immersive work that thrives

About Bob Cooney

Bob Cooney is one of the world’s leading experts in immersive entertainment and location-based VR. He launched one of the first laser tag companies in the world in 1989, created the first IP-themed laser tag experiences using Stargate and X-Men, and helped lead the introduction of free-roam VR to global markets through his work with Zero Latency.

Today, Bob is a sought-after advisor, speaker, and writer who works with the world’s top immersive creators and venues to help their ideas survive the real world. His website – bobcooney.com – is a hub for insight, strategy, and brutal truths from someone who’s made (and learned from) every mistake in the book.

About WXO Campfires:

🔥 Every week, WXO runs two online Campfires – intimate, informal, insight-rich sessions with the brightest minds in the Experience Economy – because we believe experience matters.

🤔 Members get to put their questions directly to expert speakers as well as network with experience professionals from over 40 countries.

🎓 Previous speakers have included the likes of Joe Pine, Kevin Williams, Laura Hess, Heather Gallagher, Bob Cooney, Pigalle Tavakkoli, Lou Murray and many more

🤯 Campfires have covered everything from real-time brain measurement to rave culture, sound therapy to AI storytelling, Minecraft to Elvis.

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