Our Team Knows How to Make Hits
Proven Market Demand For Our VR
Early-Stage Growth Potential
Source: Grand View Research: Virtual Fitness Market Report
VR’s Missing Puzzle Piece
By 2028, 27M+ people will own a VR headset, a 25% increase from present day. But as VR’s rapidly adopted, its shortcomings become more obvious. With VR in its infancy, solutions like ours could be needed by tech’s biggest names. Our patented tech’s commercializing at the perfect time in an immediate $100M market with 565% growth potential.
"You've solved the problem of moving through virtual worlds!"
John Riccitiello
Former Unity Software CEO
Pioneering the Future of VR Fitness and Gaming
We harness the power of virtual reality to transform physical movement into an addictive gaming experience. With products like VZfit and FLY, we offer immersive VR experiences that combine the thrill of exploration with the benefits of physical exercise, catering to a wide audience seeking fun, engaging ways to stay active. It’s all made possible by our patented motion control technology that allows players to move naturally and freely through open worlds.
Proven Success: $3M+ in Sales
VirZOOM secured a major development grant from Meta, partnered with Google, and generated over $3M in revenue¹. With 966,586 lifetime installs as of 2024 and a continuously growing user base, our innovative VR solutions have proven their market appeal and scalability.
Introducing FLY: The Next Frontier in VR Exploration
FLY, VirZOOM's groundbreaking VR app, propels the company into new markets by enabling users to explore the world with motion-controlled flight over Google's 3D earth imagery. FLY, already available on Meta Quest, can be ported to other major VR platforms that Unity supports, including Apple Vision Pro, and Samsung MR. FLY broadens our appeal to include explorers, gamers, and learners. Our new games will range from downhill skiing to arena battles, offering something for everyone. With the launch of FLY and new games, we aim to achieve $500M ARR by 2030³ to solidify our market leadership.
Riding the Wave of VR and MR Market Expansion
The VR and MR markets are projected to grow explosively. Forecasts project 250% growth in VR adoption by 2028. Capital will be allocated towards innovation, marketing, and scaling our operations, aiming to achieve $500M ARR by 2030³ and solidify our market leadership.
Source: IDC Forecasts Robust Growth for AR/VR Headset Shipments Fueled by the Rise of Mixed Reality
Our Revenue Model
VirZOOM operates on a dual-revenue model, combining subscription services with pay-per-download offerings. This approach not only ensures a steady revenue stream but also aligns with our mission to make VR fitness and gaming accessible to a diverse user base, enhancing customer engagement and satisfaction.
Strategic Pathways to Maximize Investor Returns
Our exit strategy encompasses both short-term and long-term pathways, including potential acquisition by a targeted tech giant such as Apple, Meta, or Google, or through establishing partnerships with leading game publishers. This strategy is designed to leverage our innovative technology and market position to reward shareholders.
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Meet the Visionaries Behind VirZOOM
At the heart of VirZOOM's success is a dynamic team of innovators, engineers, and industry veterans with a shared passion for transforming the virtual reality landscape. Our leadership combines 175 years of game design experience with a deep expertise in VR development, bringing to life products that fuse fun with physical fitness.
Currently Co-Founder & CEO of VirZOOM, hyperkinetic virtual reality games for fun and fitness. Executive technology industry background in systems software engineering, product marketing, and sales. CEO of two venture-backed companies, EIR Trident Capital and Managing Director Osborn Capital. Osborn Capital achieved nine liquidity events out of 20 investments, including two IPOs and acquisitions by Cisco, Nortel, Microsoft, and EMC. As CEO of two VC-backed companies, Published author in Economics and Finance including Portfolio Penguin, Harper’s Magazine, and Harvard Business Review. Data-over-Audio patent inventor.
Massachusetts Institute of Technology Master’s Degree Mechanical Engineering and B.S. Mechanical Engineering Virginia Tech. Over 25 years in the video games industry and 5 years in military simulations and robotics. At Harmonix contributed as technical director or lead systems programmer to major title successes including Guitar Hero, Rock Band, Dance Central, and Amplitude. Coded networked cockpit and dynamics simulations of tanks, jets, and helicopters for Lockheed Martin Advanced Simulation. Research fellow at MIT Draper Lab responsible for sensor integration and control systems for Lunar and Mars prototype rovers on NASA grants. As Co-founder of VirZOOM, recruited a highly experienced team of game and sensor developers to revolutionize stationary biking with the power of VR.
B.S. in Computer and Systems Engineering from Boston University with 19 years in video games industry, including quality assurance, build engineering, level design, technical artist and producer on highly successful titles from Guitar Hero to Rock Band. As CPO, responsible for all aspects of product development and strategy.
Responsible for brand and product marketing with a focus on maximizing customer acquisition, engagement and retention. Improves brand through recognition, data driven process implementation, and a customer first approach to service, support, and community management.
Based in Los Angeles, Jon was a founder, Chairman and CEO of Foundation 9 Entertainment, the largest independent video game developer in the world at the time with 11 studios and 1000 employees and sold the company in 2006. Foundation 9’s studios created hundreds of video games based on top tier global brands such as Star Wars, The Matrix, The Simpsons and Lord of the Rings Jon is currently a venture partner at Greycroft where he complements his work through his continued involvement as Managing Partner for Skybound, the IP holder of The Walking Dead and other top IPs. Jon focuses on new businesses, including video games and experiential entertainment. Jon provides a wealth of expert game industry advice and contacts to VirZOOM.
Founding director of Stanford University’s Virtual Human Interaction Lab, Thomas More Storke Professor in the Department of Communication, Professor (by courtesy) of Education, Professor (by courtesy) Program in Symbolic Systems, and a Senior Fellow at the Woods Institute for the Environment. Bailenson studies the psychology of Virtual and Augmented Reality, in particular how virtual experiences lead to changes in perceptions of self and others. His lab builds and studies systems that allow people to meet in virtual space, and explores the changes in the nature of social interaction. Jeremy advises VirZOOM on technology development and applications of technology to product design.
was responsible for Harmonix’s Finance and Administration. He has handled most of the major deals, such as the game publishing contracts and the Chinese manufacturing. Before joining Harmonix in 1997, he was co-founder and president of Boffo Games. Previously he headed up Infocom’s marketing through most of the 1980s, launching over forty Top-10 bestsellers, and he is particularly proud of championing The Hitchhiker’s Guide to the Galaxy and Leather Goddesses of Phobos. Mike’s highly relevant game industry experience is an invaluable asset in advising on contracts, licensing, and other aspects of VirZOOM’s planning and execution.
is an entrepreneur, author, speaker, angel investor, and an avid golfer, based in Southern California. He is the Founder and CEO of BeyondCodes Inc.—a global leader in Sales and Lead Generation for IT Services, Product Engineering and SaaS-based product companies. Its clients include the top 1000 companies in the world.
Gaurav is a sought-after speaker at sales and marketing conferences. Gaurav’s first book, ‘Demand Generation Tweet, ’ published in 2012, is a compilation of deep insights on the subject of demand generation.
Gaurav is deeply involved in mentoring and angel investing in the startup sphere. He feels passionate about helping founders in their startup journey. He is an active angel investor in dozens of startups across the globe. He is a proud alumnus of the Stanford GSB.
is an international management consultant based in England with special expertise in business strategies development. Peter works with CEOs, board members, and senior executives to develop strategies for companies, divisions, categories, regions and business units of manufacturers of fast-moving consumer goods. He has developed over 60 business strategies for clients across 6 continents. He previously worked at BCG and Accenture before founding his own consulting firm. His education includes MA & MEng degrees with Distinction from Cambridge University, a Certified Diploma in Account and Finance, and an INSEAD MBA. He contributes a commercial strategy perspective to VirZOOM.
Senior Director for Collegiate & Community Recreation – HealthFitness - Responsible for Account Management and Business Development teams. While regularly consulting, presenting and developing strategy in the pursuit of new business, he also oversees a national book of collegiate and community recreation teams who successfully provide their campuses and communities with leading edge programs, facility & staff management as well as modern operational and business strategies. Previously Director and General Manager for MIT Recreation since early 2012. He directs the administration and management of all programming and operational aspects of aquatics, fitness, customer service and facility maintenance within our programs and consults with the leadership in Intramural Sports, Club Sports, Varsity Athletics, Physical Education and Facility Operations in the administration of DAPER programs and services. Tim advises VirZOOM on exercise science aspects of product design.