Vertigo Games acquires VR arcade management platform SpringboardVR

In Virtual Reality News

February 3, 2021 – Vertigo Games, a multi-platform virtual reality (VR) publisher and developer best known for the platinum-selling VR shooter ‘Arizona Sunshine’, has today announced that it has completed the acquisition of SpringboardVR, a provider of VR venue management software and the largest content marketplace for location-based entertainment (LBE), for an undisclosed amount.

According to the company, several key customer-facing members of the SpringboardVR team will be joining Vertigo Games, which will help to ensure seamless service and operations for arcade operators and game studios around the world. The SpringboardVR brand and software platform will continue to operate under its current name but with the support and resources of the Vertigo Games team. The company stated that this combination will provide operators with access to free-roam VR content via Vertigo’s HAZE VR distribution platform as well as giving both operators and game studios new tools to help grow their LBE business. Vertigo added that the roadmap for this new content and features will be released in the near future.

Vertigo Games noted that it has long been a supporter of location-based VR, with its portfolio of games accounting for roughly 25% of minutes played in Western LBE venues led by Arizona Sunshine. The company’s VR experiences are available in more than 700 arcades, family entertainment centers, and theme park venues globally through third-party services like SpringboardVR, as well as its own LBE VR distribution platform HAZE VR.

“Vertigo Games continues to believe in the power of location-based virtual reality to drive the growth of the medium,” noted John Coleman, Director of Business Development at Vertigo Games. “We’ve had a great relationship with the SpringboardVR team over the past four years, and we are excited to pick up the responsibility to carry forward the vision of SpringboardVR. They’ve done a great job building the largest VR content marketplace for LBE, and we look forward to leading SpringboardVR into the future in this exciting phase of accelerating growth in VR.”

SpringboardVR, which was founded in 2017, currently offers more than 400 virtual reality titles through its content marketplace that serves over 500 companies in more than 40 countries.

“Vertigo Games was our first choice to take over SpringboardVR because of their unwavering commitment to location-based VR. They are uniquely positioned to build on our successes as they have worked directly with VR arcades for years and they continue to be the single largest publisher on the platform,” commented Bradley Scoggin, former CEO and co-founder of SpringboardVR. “We are incredibly proud of what we built with SpringboardVR and are very thankful for our partner locations and the content studios that have distributed their games with us.”

The SpringboardVR founders and key senior members of their development, product, and services teams have moved to form the core of a new company called ArborXR, which manages devices, content, and users in the enterprise VR ecosystem.

“ArborXR is a natural evolution for us – we always saw the transformative power of VR beyond entertainment,” noted Jordan Williams, Co-Founder and COO of ArborXR. We’ve already built a commercial VR solution managing thousands of users, devices, and content titles, so we have translated that to ArborXR, which is purpose-built to make it easier for companies and content providers to deploy enterprise VR at scale. We are thrilled to invite companies and studios to join our partners using ArborXR for their enterprise XR needs.”

For more information on Vertigo Games, click here. To find out more about SpringboardVR, click here.

Image / video credit: Vertigo Games / SpringboardVR / YouTube

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.