Esports Virtual Arenas
Esports Virtual Arenas (EVA) operates a global franchise network of free-roaming VR arenas (500m², up to 10 players) across 12 countries, offering proprietary multiplayer VR games, competitive esports leagues, and dining through Cyber Bar venues. The company serves casual gamers, families, corporate clients, and professional esports teams via a B2B2C franchise model.
- Company typePrivate
- Founded2019
- HeadquartersMontreuil, France
- Headcount11–50
- GTM typeB2B and B2C
- OfferingServices
What Esports Virtual Arenas does
Esports Virtual Arenas (EVA) is a French VR entertainment company that operates a global franchise network of free-roaming virtual reality arenas, with corporate headquarters in Montreuil, France. Founded in 2018–2019 (sources vary), EVA pioneered what it describes as the world's largest playable VR arenas at 500m² (5,400 sq ft), accommodating up to 10 simultaneous players per session for 40-minute gaming experiences accessible to ages 12 and up with no prior VR experience required. The company's proprietary technology stack combines cutting-edge VR headsets with Wifi6 connectivity and a synchronized tracking system that maps real-world physical movement onto virtual environments, eliminating the motion sickness common to tethered VR setups.
EVA's product portfolio centers on four proprietary VR games: EVA Battle Arena (competitive multiplayer shooter), EVA Moon of the Dead (cooperative zombie survival), EVA Karting GP (VR racing simulation), and Rabbids: Color Chaos (a cooperative family game built on Ubisoft's Rabbids IP). These are complemented by EVA Darts (augmented reality darts) and the Cyber Bar dining/entertainment concept that extends venue dwell time. The competitive layer includes the EVA Pro League (featuring professional esports organizations such as OG Esports, G2 Esports, Team Vitality, Solary, Team Heretics, and SK Gaming), regional Ligues Locales tournaments, and a seasonal Battle Pass / EVA Pass subscription system. The company maintains active community channels on Discord, Twitch, Instagram, YouTube, and Facebook.
EVA's business model is a B2B2C franchise operation. Independent franchisees invest €350K–€950K depending on format (EVA Playground at 550m², EVA 1 Arena + Chill at 800m², or EVA 2 Arenas + Chill at 1,300m²) and receive turnkey technology, branding, games, marketing, and operational support in exchange for upfront fees and ongoing royalties. End consumers access EVA through direct bookings (app.eva.gg), walk-in sessions, event privatization (birthdays, bachelor/bachelorette parties, corporate team-building), and competitive esports participation. Additional revenue streams include food and beverage at Cyber Bars, merchandise, and subscription passes. The franchise network spans 60+ open locations across 12 countries with 50+ additional sites in development. The company has raised approximately $48M across two disclosed rounds — a $7.06M round led by Bpifrance in 2022 and a $40.9M round led by RAISE in 2026 — and is led by CEO Jean Mariotte.
Esports Virtual Arenas firmographics
Firmographics- Name
- Esports Virtual Arenas
- Legal name
- EVA Esports Virtual Arenas
- Website
- https://eva.gg
- Company type
- Private
- Founded year
- 2019
- Operating status
- Operating
- Headcount range
- 11–50 employees
- Short description
- Esports Virtual Arenas (EVA) operates a global franchise network of free-roaming VR arenas (500m², up to 10 players) across 12 countries, offering proprietary multiplayer VR games, competitive esports leagues, and dining through Cyber Bar venues. The company serves casual gamers, families, corporate clients, and professional esports teams via a B2B2C franchise model.
- Ownership category
- akta.pro rank
Esports Virtual Arenas industry classification
Industry- Product category
- Location-Based VR Entertainment
- NAICS
- Amusement Arcades (71312), Amusement Arcades (713120), Amusement Parks and Arcades (7131), Promoters of Performing Arts, Sports, and Similar Events with Facilities (71131)
- SIC
- Services-Miscellaneous Amusement & Recreation (7990), Services-Amusement & Recreation Services (7900)
- akta.pro primary industry
- VR & Immersive Esports/LBE Venues (VR Arenas, Sim Racing Pods) (MPAFALAE)
- akta.pro secondary industries
- VR/AR Gaming Platforms (BPAMAKAG), VR/AR Gaming Hardware (Headsets & Controllers) (HDACANAD), VR/AR Game Publishing & Distribution (MPAFABAK), Immersive/Interactive Animation (AR/VR/Real-Time) (MPAHACAN), Virtual Sports & Esports Live Events (Broadcast + Interactive Viewing) (MPAGAOAH)
Keywords
Where Esports Virtual Arenas is headquartered
LocationHeadquarters
- HQ city
- Montreuil
- HQ country
- France
- HQ region
- Europe
Offices10 records
Markets served
Esports Virtual Arenas business model
Business model- GTM type
- B2B and B2C
- Offering type
- Services
- Cost components
- Technology or R&D, Operations, Personnel, Marketing or Sales, Infrastructure, Supply Chain
Revenue model
- VR Session Bookings: Primary revenue from customers booking 40-minute VR gaming sessions in 500m² arenas. Sessions accommodate up to 10 players and can be booked individually or as groups. Revenue is transaction-based per session.
- Food & Beverage (Cyberbar): On-site food and beverage sales at each location through the Cyberbar concept. Includes drinks, snacks, meals, and restaurant services. Extended revenue opportunity after VR sessions to enhance customer experience.
- Franchise Fees and Initial Investment: EVA generates franchise fee revenue from new location openings. Franchise investment ranges from €350K-€450K (Playground format), €650K-€750K (1 Arena + Chill), to €850K-€950K (2 Arenas + Chill), plus ongoing royalties.
- Battle Pass / Season Pass: Seasonal content monetization through Battle Pass system. Players unlock new maps, weapons, and cosmetic skins. Creates recurring revenue and drives replayability.
- EVA Pass Subscriptions: Monthly subscription service (EVA Pass) offering exclusive benefits, perks, and potentially discounted access to sessions and merchandise.
- Merchandise Sales: Online and in-location sales of branded merchandise including apparel, accessories, and collectibles featuring EVA branding and in-game items.
- Event Privatization: Revenue from privatizing arenas for birthdays, bachelor/bachelorette parties, corporate events, and team building. Includes dedicated support, custom programs, and preferential group rates.
- Arcade Terminals: Revenue-generating arcade terminals in chill areas of venues, offering additional entertainment options beyond VR sessions.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| One time/ perpetual license | Multi-year contract | EVA Playground (Arena Only) |
| One time/ perpetual license | Multi-year contract | EVA 1 Arena + Chill/Food Area |
| One time/ perpetual license | Multi-year contract | EVA 2 Arenas + Chill/Food Area |
| Unit Pricing | Pay-as-you-go | Public VR Session (Per Person) |
Go-to-market motion3 records
Distribution channels5 records
Marketing channels10 records
Esports Virtual Arenas product offering
Product offeringCore offering
EVA (Esports Virtual Arenas) operates the world's largest free-roaming VR arenas (500m² / 5,400 sq ft) where up to 10 players wear VR headsets and use connected rifle controllers to play immersive multiplayer games including Battle Arena (shooter), Moon of the Dead (zombie survival), Karting GP (racing), and Rabbids: Color Chaos (cooperative party game). The company primarily distributes its offering through a franchise model, selling turnkey arena venues (€350K-€950K investment) to independent operators while providing proprietary VR technology, games, branding, and operational support. Directly at its Paris-Est flagship and through franchisees, EVA delivers 40-minute VR gaming sessions, food and beverage service at the Cyber Bar, and organizes competitive esports through the EVA Pro League.
Product overview
EVA (Esports Virtual Arenas) operates a VR esports platform centered on 500m² free-roaming physical arenas equipped with proprietary VR technology. The core offering includes four exclusive VR games: EVA BATTLE ARENA (competitive shooter), EVA MOON OF THE DEAD (zombie survival), EVA KARTING GP (racing simulation), and RABBIDS: COLOR CHAOS (cooperative party game). These are complemented by EVA DARTS (augmented reality darts) and the Cyber Bar dining/entertainment service. The platform is extended by competitive esports features including a Battle Pass seasonal content system, EVA PASS subscription service, and organized tournaments through EVA Competitive (featuring EVA Pro League and Local Leagues). Players wear VR headsets with connected rifles and move freely across the arena with no cables, supported by Wifi6 connectivity and proprietary motion-tracking technology.
Differentiator
Problem solved
Functional benefit
Brands
- EVA Battle Arena: Immersive VR first-person shooter game with competitive multiplayer modes
- EVA Moon of the Dead
- EVA Karting GP
- Rabbids: Color Chaos
- EVA Darts
- Cyber Bar
- EVA Pass
- Season Pass
- EVA Playground
- EVA 1 Arena + Chill/Food Area
- EVA 2 Arenas + Chill/Food Area
- EVA Pro League
- EVA Ligues
- Ligues Locales
Products and services
- EVA Battle Arena First-person competitive shooter VR game where players battle each other in immersive combat within the 500m² free-roaming arena. Supports 2-10 players per session.
- EVA Moon of the Dead
Quantifiable outcome
- Average customer rating of 4.9/5 across all locations
- +4 more outcomes
Companies that use Esports Virtual Arenas
Customer profileNamed customers10 records
Segments7 records
Ideal customer profiles6 records
Esports Virtual Arenas technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Feature6 records
Esports Virtual Arenas partnerships and signals
Strategic signalScale indicators9 records
Recent moves6 records
Expansion highlights6 records
Esports Virtual Arenas competitors and assessment
Company assessmentDirect peers
- Sandbox VR: Sandbox VR operates location-based free-roaming VR experiences globally, directly competing with EVA in the VR arena category with similar multiplayer, motion-tracked gameplay and franchise-style expansion.
- Zero Latency: Zero Latency is a pioneer in free-roaming, multi-player VR experiences with venues across multiple countries, directly comparable to EVA's 500m² arena model and competitive multiplayer positioning.
- The VOID: The VOID pioneered location-based VR entertainment with immersive walk-through experiences, sharing EVA's model of large-scale VR venues combining physical movement with virtual environments.
- Two Bit Circus: Two Bit Circus operates immersive entertainment venues featuring VR, AR, and interactive games, sharing EVA's model of combining proprietary VR technology with social, food-and-beverage-driven venues.
Broad incumbents
- VERTIGO Games: VERTIGO Games is a major VR game publisher and developer, comparable to EVA's proprietary game development arm (Battle Arena, Moon of the Dead) though focused on consumer VR headsets rather than location-based.
- Ubisoft: Ubisoft is both a content partner (Rabbids: Color Chaos) and a major AAA game publisher, relevant as the licensor of IP that EVA uses and as a producer of VR titles like Assassin's Creed VR.
- Meta (Reality Labs): Meta's Reality Labs develops the Quest VR headsets that power consumer and many LBE VR experiences, directly impacting EVA's hardware economics and the broader VR adoption curve.
- HTC VIVE: HTC VIVE manufactures enterprise and consumer VR hardware used in location-based entertainment, comparable to EVA as both a VR hardware supplier and ecosystem participant in LBE VR.
Emerging players
- Schell Games: Schell Games develops VR/AR experiences and immersive games for entertainment and enterprise, partially comparable to EVA's in-house VR game studio capability and content pipeline.
Regional players
- Exit Reality: Exit Reality operates location-based VR escape room and entertainment experiences, comparable in business model to EVA but focused primarily on regional/domestic markets with a narrower game mix.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat5 records
Key risks6 records
Key highlights7 records
Customer concentration
Esports Virtual Arenas social profiles
Digital presenceEsports Virtual Arenas financial estimates
Financial estimateRevenue estimate
Valuation estimate
Esports Virtual Arenas leadership team
Management profileNumber of profiles
Profiles1 record
Esports Virtual Arenas funding detail
Funding detailFunding overview
Funding rounds2 records
Investors3 records
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Esports Virtual Arenas M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about Esports Virtual Arenas
What does Esports Virtual Arenas do?
EVA (Esports Virtual Arenas) operates the world's largest free-roaming VR arenas (500m² / 5,400 sq ft) where up to 10 players wear VR headsets and use connected rifle controllers to play immersive multiplayer games including Battle Arena (shooter), Moon of the Dead (zombie survival), Karting GP (racing), and Rabbids: Color Chaos (cooperative party game). The company primarily distributes its offering through a franchise model, selling turnkey arena venues (€350K-€950K investment) to independent operators while providing proprietary VR technology, games, branding, and operational support. Directly at its Paris-Est flagship and through franchisees, EVA delivers 40-minute VR gaming sessions, food and beverage service at the Cyber Bar, and organizes competitive esports through the EVA Pro League.
Is Esports Virtual Arenas a public or private company?
Esports Virtual Arenas is a private company. It is classified as venture growth investor backed and is currently operating.
When was Esports Virtual Arenas founded?
Esports Virtual Arenas was founded in 2019. It employs 11 to 50 people.
Where is Esports Virtual Arenas based?
Esports Virtual Arenas is headquartered in Montreuil, France, in the Europe region.
How does Esports Virtual Arenas make money?
Eight revenue lines are on record. VR Session Bookings are the primary driver. The others are food & Beverage (Cyberbar), franchise Fees and Initial Investment, battle Pass / Season Pass, EVA Pass Subscriptions, merchandise Sales, event Privatization and arcade Terminals.
Who are Esports Virtual Arenas's main competitors?
Direct peers on record are Sandbox VR, Zero Latency, The VOID and Two Bit Circus. Broad incumbents are VERTIGO Games, Ubisoft, Meta (Reality Labs) and HTC VIVE. Schell Games is listed as an emerging player. Exit Reality is listed as a regional player.
Does Esports Virtual Arenas have an API?
No public API is recorded for Esports Virtual Arenas.
What industry is Esports Virtual Arenas in?
Esports Virtual Arenas's product category is Location-Based VR Entertainment. Its primary akta.pro industry code is MPAFALAE, VR & Immersive Esports/LBE Venues (VR Arenas, Sim Racing Pods), with a secondary code of BPAMAKAG, VR/AR Gaming Platforms. Its NAICS code is 71312 and its SIC code is 7990.