Korea, 60 percent of LBE customers are female. Across all locations, Survios's
repeat traffic rate hovers around 40 percent.
BEHIND THE TITLES
Survios's multiplayer action title Raw Data earned $1 million in sales its first month
and numerous awards after its 2016 launch. Its follow-up, Sprint Vector, cemented
the developer’s reputation and brought the company into the exciting Esports
arena. In 2018, it released three new games—a fast clip for VR developers—includ-
ing CREED: Rise to Glory™ and Electronauts, a virtual reality music creation tool
featuring music from popular EDM and hip-hop artists. Next, Survios will work
with more beloved entertainment projects and roll out an “audacious” effort based
on multi-player combat in uneven terrain—perfect for at home play and arcades.
In typical Survios fashion, Gerson promises it will be unlike anything seen before.
Gerson credits his employees for Survios's stream of hits. Team members
dream big, set the bar high, and continually exceed expectations. “Our excep-
tional people are the company’s lifeblood, and it bleeds into the product,” he says.
One of the team’s goals is to remove the bezel—the structure that frames a
screen—from entertainment. There is a reason why the iPhone’s bezel keeps get-
ting smaller: it distracts from the experience, an unwelcome reminder of reality. VR
allows users to enter another world. With the rise of LBE, more people will enjoy
that experience without having to buy a headset. According to Greenlight Insights,
LBE will be a $1 billion market by year’s end and worth $12 billion in five years.
Survios is currently designing LBE for the future, creating a blueprint for an
ambitious roll-out. Wondering how your local mall will fill its empty store, or what
will replace that empty movie theater? Retailers may be struggling, but people are
still hungry for fun, social, and shareable experiences. And Survios has three
words for you: Virtual Reality arcade.
Picking up a good book or
watching a great movie are
just two vehicles for escaping
the world around you. But if a
medium’s entertainment value lies in
its ability to whisk us away to some-
place new, nothing holds a candle to
virtual reality (VR).
Survios, a virtual reality game
developer, distributor, and software
publisher, uses proprietary software
tools to create experiences that blur
the lines between Hollywood and gam-
ing. In its latest release, CREED: Rise
to Glory™, players train like Adonis
Creed, interacting with characters
from the Creed and Rocky franchises.
Seth Gerson, CEO of the Los Ange-
les-based company, says it takes
unexpected elements like physics and
locomotive technology to build a game
so realistic, you’ll feel like a champion.
Survios earned the No. 5 spot on
Fast Company’s 2019 Most Innovative
Companies list in the Gaming cate-
gory for bringing “virtual” closer to
“reality.” The company brings VR to
the masses with location-based enter-
tainment (LBE)—VR experiences
people can access in arcades, amuse-
ment parks, and malls.
VR IS BETTER TOGETHER
Survios launched its own VR arcade in
Torrance, California, in 2018, and the
business quickly generated revenue
per square foot on par with established
family entertainment centers, Gerson
says. Today, Survios distributes con-
tent in more than 47 countries across
six continents. For every person play-
ing a Survios game at home, there are
10 playing in LBE settings.
The company is also shifting audi-
ence demographics. Hardcore gamers
are traditionally male, but women and
children comprise 33 percent of LBE
venue traffic in Western countries. In
The (Virtual) Future
of Entertainment
HERE IS HOW SURVIOS BRINGS VR TO THE MASSES.
CEO SETH GERSON
brings virtual
reality to the
masses from
Survios's Culver
City, California,
headquarters.
CRE ATED BY FASTCO WORKS CONTENT STUDIO AND COMMISSIONED BY