Virtual Reality

A case study of how TAR and FFIND turned a hand-tracking VR treasure hunt—set in an ancient Greek temple at ESOMAR Congress 2024—into real results. The 2–3 minute experience drew queues, sent 81 extra visitors to the FFIND booth, and won Best Exhibitor. The success inspired “VR for Events,” a simple, affordable way to deploy award-winning VR games at any event.
Table of contents
Key Takeaways
Hand-tracked, 2–3 minute VR treasure hunt (ancient Greek temple) built with FFIND for ESOMAR Congress 2024.
Clear impact: 92 people played; 81 were directed to the FFIND booth—creating 81 additional leads.
Huge engagement: universal “wow,” queues formed, and 100% completion by all players.
Recognition: won the event’s attendee-voted Best Exhibitor award.
Outcome: inspired the VR for Events service—simple 3-step setup, delivery in 2 weeks, starting at $3,500.
Background
We are often asked how we came up with the idea for VR for Events. The truth is, we didn’t. The idea to create an extremely user-friendly VR game for event attendees came from the incredibly talented executive team of FFIND, now widely known for creating incredible event experiences in the market research industry (and beyond).
FFIND, apart from being one of the most recognizable names in the market research industry in the EU, is also our longest standing partner. In partnership with FFIND, we have created Rexee - the world’s most comprehensive VR market research tool. You can read more about this here.
In early 2024, the Rexee research paper was selected by ESOMAR, the world’s most prestigious market research organization as they early on recognized the potential of this solution.
The paper and Rexee as a whole were to be presented during the 2024 ESOMAR Congress in Athens, one of the most important events in the market research industry. We wanted to do something special.
After some deliberation, we decided to create a treasure hunting game in the theme of the congress. Since the theme of the congress was ancient Greece, we decided on building an immersive experience where event attendees could immerse themselves in an ancient Greek temple.
We were lucky to have ESOMAR as an organizer, they not only embraced this innovative approach, but were very enthusiastic and provided us with a separate space for this activation.
With all these factors aligned, we set out to work and managed to build something so memorable that people ask us about it even a year after it was deployed during the Congress.
The experience was fairly simple, and, in many ways, much rougher around the edges than the collection of games (where is the ball, simon says, product inspection, memory) we currently have in stock for VR for Events.
The player starts out in a beautiful ancient temple above the clouds. In front of them, they see 3 incomplete statues of 3 Greek gods, each of them missing one item.
Behind the player, there are ancient Greek items such as vases, spears and pots, but also, there are the items that the statues are missing.
The player's task is to locate these items, pick them up and bring them to the correct statue.
Once the player brings all the items to the correct statue, they come to life and start speaking.
After a brief talk given by the statues about the market research industry, the experience ends and the player is prompted to remove the headset.
In total, the experience lasts 2-3 minutes and intentional design choices were made to make it incredibly simple to use. For example, there are no controllers, everything is controlled using natural hand gestures only and navigating the experience is incredibly simple.
Project
“WOW” - A summary of the players’ reactions
The reactions were incredible, almost every person who put the headset on, no matter their age or position, was just looking around for the first 10-20 seconds, with their mouths open, saying something along the lines of “wow” or “this is incredible”.
One of the aspects we were most proud of is that everyone who tried it, completed the game. Something you often do not see in badly designed VR event experiences, where completion rates can go as low as 50%.
The feedback of the attendees was incredibly positive, and the biggest testament for this is that during the second day, we had to set up a few chairs in front of the experience because there was a significant queue of people waiting to try it out. When we asked the majority of them why they came, they said that someone who had tried it before urged them to come and try the experience.
The TAR team was there administrating the VR activation, and the experience from this game (and other games which we created later) heavily influenced our future design decisions for VR for Events, ensuring all our games can be administered without skilled technicians and focusing heavily on user experience.
The result - 81 Additional Visitors & Best Exhibitor Award
The outcome of using VR games was impressive - we added 81 additional visitors to our booth over the course of 2 days.
The Rexee both and the game were located in different areas of the venue and out of the 92 visitors that played the game, 81 people who most likely wouldn’t have come organically were directed to the FFIND booth after the game. Meaning 81 additional leads for FFIND.
All of this came to a crescendo at the end of the conference. The ESOMAR Congress is a very prestigious event; it is the most important event of the market research industry, something like the Oscar’s are for the movie industry.
A part of the closing ceremony is to give out the best exhibitor award. This is a very transparent award, as it is awarded through a voting process where all the attendees can vote for their favorite exhibitors.
As mentioned, this event was the most important industry event of 2024. The competition for the best event experience was tough; other exhibitors were going all-out to impress during this event.
Despite some impressive booths by others that were giving away expensive prizes, providing free food, drinks and buying out very large spaces, we won. VR won the popular vote because it provided an unforgettable experience that is still talked about to this day.
Results
Want the same results? We made it simple and affordable.
Ultimately, this experience, more than any other, inspired us to create VR for Events. A service which can offer even more optimized experiences than this one mentioned in the case study and is much more affordable and simple to implement.
We made the process of implementing VR games in your event very simple, it just takes 3 steps:
Choose your games and environment
Choose the number of headsets
Get it delivered directly to you in 2 weeks
We also worked really hard to make it as affordable as possible, with prices starting at $3,500 per event.
If you are interested, you can contact us or visit www.vrforevents.com for more information.
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