Award-Winning Experience Using VR for Events - Case Study

Award-Winning Experience Using VR for Events - Case Study

Oct 27, 2025

Oct 27, 2025

In this article, we showcase one of the pivotal projects that made us truly understand the power of using VR for Events.

Case Study

VR for Events award winning experience. VR for Events can make you win awards
VR for Events award winning experience. VR for Events can make you win awards

Key Takeaways


  • Proven impact: 92 players; 81 net-new visitors routed directly to the booth;

  • Won attendee-voted Best Exhibitor at ESOMAR 2024.

  • Designed for outcomes, not just “wow”: on-theme storytelling + clear post-game handoff = measurable traffic and conversations.

  • Cost-effective engagement engine: pricing starts at $3,500 per event, outperforming expensive giveaways and builds.

Who We Are - and What We Set Out to Prove

At VR for Events, we design immersive experiences that are as easy to run as they are impossible to forget. Exhibitors come to us for two reasons: they want lines at their booth, and they want those lines to turn into meaningful conversations and measurable outcomes. Before we packaged our approach into the turnkey service you see today, we pressure-tested it with one of Europe’s most respected market research brands: FFIND, our longest-standing partner and a team known for creative, high-impact event execution. You can read more about this case study here and learn more about Rexee in this article.

Together with FFIND, we built Rexee, the most comprehensive VR platform for market research. When ESOMAR, the world’s leading market research organisation, selected our paper for presentation at ESOMAR Congress 2024 in Athens, we saw a perfect stage to demonstrate what VR can do when it’s engineered for outcomes. Our goal was simple: deliver a short, beautiful, and frictionless VR experience that anyone could complete, that aligned with the Congress theme, and that deliberately funneled visitors to the FFIND booth.

The Concept: A Temple Above the Clouds

We built a 2–3 minute treasure hunt set in an ancient Greek temple floating above the clouds—an environment tailored to the Congress theme. Players entered the scene to find three incomplete statues of Greek gods, each missing one iconic item. Scattered around them were artifacts—vases, spears, pots—and the specific items the statues needed. The mechanic was instantly clear:

  • Look around the temple.

  • Pick up the correct item using your hands (no controllers).

  • Place it on the matching statue.

  • Watch the statues come to life, delivering a short, relevant message about market research.

The entire flow was designed for zero onboarding friction. Hand tracking replaced controllers, and the task was intentionally simple, meaning first-time VR users—regardless of age or role—could complete it confidently. ESOMAR embraced the idea and gave us a dedicated space to run the activation, ensuring a clean, high-throughput setup with strong visibility.

Experience Design Principles That Actually Move the Needle

We didn’t win because the temple looked pretty (though it did). We won because we designed for outcomes from day one. Here are the pillars we built around:

  1. Frictionlessness
    No logins, no tutorials, no controllers. Attendees put on a headset, see their hands, and start exploring. If someone needed help, the task itself served as the tutorial.

  2. High Throughput
    At 2–3 minutes per session, one headset can comfortably engage 20–25 people per hour during peak times. Multiply by two or more headsets, and you create a drumbeat of visible activity—lines that signal “this is worth your time.”

  3. Universal Completion
    We engineered an experience with a 100% completion rate among those who started—dramatically higher than many event VR activations, where we’ve seen completion drop below 50% due to confusing mechanics or clunky hardware.

  4. Contextual Alignment
    The temple wasn’t gimmickry; it was on-theme for ESOMAR Athens. The statues’ short monologue connected the magic of the experience to the market research narrative, so the memory encoded had the right brand associations.

  5. Booth Routing
    We didn’t just entertain; we built the handoff. After the experience, players were directed to the FFIND booth, with clear instructions and staff coordination to capture the momentum.



What Attendees Felt: The “Wow” That Starts Conversations

Across two days, the most common first reaction was silence, followed by a whispered “wow.” Many spent the first 10–20 seconds simply looking up, down, and around—soaking in the scale, the light, and the physics of being present in a place that doesn’t exist. Non-gamers, C-suite leaders, and first-time VR users all completed the game successfully, and by Day 2, we had queues that required extra chairs.

Crucially, the queue didn’t deter people; it validated the experience. Attendees told us they came because someone they trusted had insisted they try it. That kind of peer-to-peer advocacy is hard to buy with swag or snacks.

What Exhibitors Got: Traffic, Leads, and an Award

The numbers told the story:

  • 92 attendees played the game.

  • 81 people—who likely wouldn’t have visited otherwise—were directed to the FFIND booth immediately afterward.

  • The activation culminated in the attendee-voted Best Exhibitor award at ESOMAR Congress 2024.

Other booths invested heavily in giveaways, food, drinks, and big builds. Those can work—but at this event, the most talked-about experience won. VR didn’t just entertain; it created a shared story people wanted to retell, and that story pointed directly to FFIND.

Operations: How We Made It Seamless On-Site

A great concept fails without great execution. Here’s how the on-site runbook worked:

  • Hardware: We used standalone headsets with hand tracking enabled. No wires, no PCs, minimal footprint.

  • Layout: Dedicated activation zone with a clear entry/exit path so the line moved continuously.

  • Staffing: A small team handled greeting, sanitization, headset fit, and the post-experience handoff to FFIND’s booth staff.

  • Hygiene & Safety: Medical-grade wipes, silicone covers, and gentle staff prompts kept the flow clean and comfortable.

  • Throughput Control: Short session length, visible countdown cues, and a friendly “win state” kept the queue happy.

  • Data & Debrief: We recorded play counts and estimated dwell, then aligned with FFIND on booth traffic increases and conversation quality after the event.

Why This Wins Awards (And Why It Lasts in Memory)

Awards follow popular vote in many event contexts—meaning you need advocacy from the crowd. VR has a unique advantage: it compresses time and expands emotion. In under three minutes, you can make someone feel awe, competence, discovery, and delight. Pair that with a contextual narrative (Greek gods + market research) and a deliberate post-experience path, and you’ve built not just a cool moment but a flywheel:

  1. A few brave attendees try it.

  2. They leave buzzing and tell others.

  3. The queue becomes visible proof.

  4. Curiosity becomes social proof becomes demand.

  5. Demand converts to booth visits and votes.

That is why, in a hall full of impressive builds, VR took the trophy.

From Prototype to Product: How This Shaped VR for Events

Everything we learned in Athens was poured into the productization of VR for Events:

  • Turnkey simplicity: We removed the need for technical operators. Your team can run it with our remote guidance.

  • Curated game library: Beyond the Greek treasure hunt, we now offer Where’s the Ball, Simon Says, Product Inspection, and Memory, each optimized for event flow and brand customization.

  • Hand-tracking by default: Lower friction and higher accessibility—no controller learning curve.

  • Queue-friendly session design: 2–3 minute loops, clear success moments, and easy resets.

  • Booth-routing prompts: Built-in calls to action guide players to your team for the next conversation.

  • Metrics that matter: We enable simple tracking of sessions, estimates of throughput, and practical guidance on staffing and layout.

Implementation: Your Three Steps to an Award-Winning Activation

We’ve distilled the entire process into a three-step playbook:

  1. Choose your games and environment
    Pick from our library or theme it to your event. We’ll advise on what maximizes throughput and fits your space.

  2. Choose the number of headsets
    We’ll recommend the ideal count based on attendance targets, session length, and staffing. (As a rule of thumb, plan ~20–25 plays/hour/headset at peak.)

  3. Get it delivered in two weeks
    We prepare, ship, and provide setup guidance. You get a ready-to-run activation with clear instructions for staff and a simple hygiene protocol.

Pricing starts at $3,500 per event, designed to be more cost-effective than many traditional spectacle-driven tactics while delivering stronger engagement and clearer outcomes.

Practical Tips We Share With Every Client

  • Put it where the eyes are: Visibility matters. Place the activation where passersby can see the queue and the smiles.

  • Design the handoff: Decide in advance what you want players to do next—scan a code, meet a rep, see a demo.

  • Celebrate completion: A tiny “you did it!” moment amplifies the win feeling and primes positive conversation.

  • Capture the story: Record reactions (with permission), collect quick quotes, and use them in real time on social or digital displays.

Accessibility and Inclusivity

Hand-tracking makes VR inviting to people who’ve never held a game controller. Sessions are short and comfortable; movement is intuitive and stationary (no teleportation nausea). The experience scales across ages and roles, which is why the completion rate stayed at 100% for participants at ESOMAR.

The Business Case, Plainly Stated

What you’re buying isn’t a game—it’s a traffic engine and a memory machine:

  • More visitors to your booth (we saw 81 net-new over two days in Athens).

  • Higher dwell time and richer conversations once they arrive.

  • Peer-driven amplification as attendees tell each other to try it.

  • Award-level recognition when the crowd votes with their feet (and ballots).

Compared to giveaways or expensive builds, VR for Events provides a repeatable, measurable path to attention and outcomes.

Ready to win some awards?

Our Greek temple activation with FFIND’s partnership - did exactly what it was designed to do: attract, delight, route, and convert. It won Best Exhibitor not by being the most expensive attraction, but by being the most memorable and shareable.

If you want that same playbook—adapted to your brand, theme, and goals—here’s how we’ll help:

  • Pick the right game + theme for your audience

  • Configure headset count and staffing plan for your expected traffic

  • Ship, set up, and support you with a two-week turnaround

  • Equip your team with a handoff script and simple measurement tips

Pricing starts at $3,500 per event.

Let’s build the booth people talk about—during the event and long after it ends.
Reach out to us or visit vrforevents.com to get started.



FAQs

FAQs

Frequently Asked Questions

Frequently Asked Questions

What is VR For Events?
How does VR for Events works?
How do VR games help generate leads?
How long does implementation take?
Do I need technical expertise to set it up?
Do participants need controllers?
How many headsets can I rent?
How many games are included in a package?
Can the games be customized with my brand?
What if I want a fully custom VR game?
What is VR For Events?
How does VR for Events works?

We ship pre-loaded VR headsets to your event, set everything up remotely, and provide branded games that are ready to play in minutes.

How do VR games help generate leads?
How long does implementation take?
Do I need technical expertise to set it up?
Do participants need controllers?
How many headsets can I rent?
How many games are included in a package?
Can the games be customized with my brand?
What if I want a fully custom VR game?
Have Questions? We're Here to Help!

Reach out to our support team for any queries or assistance.