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French company NeoXperiences has introduced a new generation of Immersive Reality Rooms (IRRs), or “immersive playgrounds”, built for venues seeking screen-based attractions that can engage players of different ages.

From Scale-1 Portal to NeoXperiences

The company previously operated under the Scale-1 name and attracted attention with its early Scale-1 Portal IRR, first reported in 2012. The system appeared at IAAPA several times, followed by a more streamlined revision a year or two later.

Scale-1 did not achieve the same profile as other immersive-attraction developers such as Inowize and Valo Motion. The company later adopted the NeoXperiences name and is now presenting a broader range of IRR products designed for commercial venues. Its current systems aim to provide interactive play without the headsets, controllers and other wearable equipment associated with many VR attractions.

The Neo-One Immersive Room

Neo-One is positioned as the medium-scale successor to the Scale-1 Portal. Operators can configure the platform with two, three or four screens, known respectively as the Duo, Trio and Quattro. Each format can also be arranged in three different layouts, allowing the attraction to be adapted to available floor space and venue budgets.

The platform can track up to six players simultaneously without requiring wearables or handheld controllers. That approach targets a long-standing ambition for camera-based interactive gaming: letting players use their bodies naturally in a shared space, without the limitations that affected earlier products such as Microsoft Kinect. NeoXperiences has not publicly identified the sensor system used by Neo-One in the supplied material.

The Neo-One catalogue currently lists 35 games, including titles such as Angry Birds. The range suggests that some mobile properties have been adapted for larger, multi-angle installations, although the available information does not establish whether every title began as a mobile game.

For operators comparing attractions, Neo-One sits in a different category from conventional arcade machines and standard racing simulators. Its value is tied to shared movement, room-scale presentation and the ability to accommodate several players at once.

Neo-One Arenas

NeoXperiences also offers Neo-One Arena configurations for venues that need a different footprint or presentation. Most versions appear to use a single screen, while the Arena Trio and Arena Max provide additional screen capacity. Pricing for the rooms and arenas has not been supplied, so any assumption that the single-screen models cost less remains unconfirmed; their enclosures may also affect the final investment.

The Arena range includes Slingshot and Carnival, two ball-toss experiences that occupy a similar broad category to other interactive sports attractions.

NeoXperiences Immersive Arenas

It is not confirmed whether the full Neo-One room catalogue is also available across the Arena formats. The supplied information also does not clarify whether NeoXperiences offers only licensed mobile adaptations or has developed exclusive content for some of its systems.

The company’s recent IAAPA presence is also unclear. A future IAAPA appearance would provide an opportunity to ask about pricing, game compatibility, sensors and the distinction between the room and arena platforms.

Where Immersive Reality Rooms Fit

Immersive Reality Room is a useful label for attractions that combine a physical play area, large displays and body tracking without placing a headset on every participant. The category began attracting more attention after the term was used at IAAPA 2023 during discussion of Inowize’s QBIX system.

IRRs do not yet carry the same market momentum that surrounded VR, but they avoid several practical drawbacks. There are no headsets or other wearable devices to maintain, and the initial and ongoing costs may be lower than those of a new VR arena. They also offer an experience that is difficult to reproduce in a typical home arcade, even though they require considerably more space than compact bartop arcades or an upright cabinet.

QBIX currently appears to have the strongest market penetration among IRR products, but the sector still has room to develop. These platforms need a defining hit that can attract broad public attention in the way Space Invaders did for early arcades or Beat Saber did for VR. Beat Saber created exceptional momentum, but no later VR release matched its wider impact, aside from the enduring appeal of zombie-shooter experiences for dedicated fans.

QBIX has also been noted for producing original content rather than relying solely on rapid mobile adaptations. If NeoXperiences or another developer creates a breakout IRR title, more manufacturers could follow and the category could become a larger presence at IAAPA. The longer-term test will be whether these systems can deliver several enduring hits—not just one standout game—or repeat the pattern of VR products that attracted attention before losing favour.

For Australian operators assessing emerging attractions alongside traditional arcade machine buying considerations, Neo-One is an interesting platform to monitor. Its player capacity and controller-free design are promising, but pricing, game licensing and long-term content support remain important unanswered questions.


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