日本XRセンター
Tokyo, JP · Founded 2020 · 20 employees on LinkedIn · 5 known investors
Japan XR Center (株式会社日本XRセンター) plans, develops, and operates XR content, running business lines in XR attractions, XR training, licensing, and venue operations. The Tokyo-based company builds VR/AR entertainment and training experiences with an international XR team.
Also known as Japan XR Center · Potlatch, Inc · 株式会社日本XRセンター
Founders & leadership
日本XRセンター was founded in 2020 by 小林 大河.
Board
Investors · 5
Also in the syndicate · 3
Company profile
researched Aug 2026日本XRセンター (株式会社日本XRセンター) plans, develops and operates XR content and venues. It is the Japan subsidiary of US-based Potlatch, Inc. (San Francisco, California), whose CEO is 小林大河 (Taiga Kobayashi); the group states a mission of promoting XR implementation at best value and operates from Japan, India and San Francisco. Business lines cover XR attractions (planning, development and operation of immersive experiences for theme parks and commercial facilities), XR/AI content development for corporate and educational training, operation of its own XR experience venues, and licensing of its original XR content with deployment and operating support.
The company's stated technical focus is mixed reality built on the Meta Quest 3 headset, combining real-world passthrough imagery with virtual content, alongside VR, AR, 360-degree and sensor-linked technologies. It developed the permanent MR attraction "XRミッション バトルワールド2045" at Tokyo Dome City (opened November 2024), described as the first permanent Quest 3-based multiplayer MR shooting attraction, and the MR attraction "SAMURAI: XR 蒼天綺譚 ~厄災から国土を護れ~" for NTT Data's healthcare co-creation lab at the Expo 2025 Osaka-Kansai Future Life Experience pavilion. On the training side it supplies the "ビートレ" VR training service, positioned as customizable, lower-cost training addressing shortages of instructors and usable via WebGL on PCs and mobile devices as well as headsets; a deployment at Japan Airlines was presented at an MLIT airport technology forum.
In August 2025 the company opened its first directly operated VR/MR attraction venue on the first floor of Nakano Broadway in Tokyo, launching with the original MR zombie shooter "Zombie Storm" (about 15 minutes, up to six players, vibration suits and gun controllers, 6m x 4m play area, planned pricing of ¥2,000 on weekdays and ¥2,500 on weekends). Later company news items describe additional titles and formats, including haptics integration in the attraction "マジックガーディアンズ", a walkable Gaudí/Sagrada Família museum experience in Nakano and Fukuoka, a collaboration ticket for "かいじゅうのすみかVR" at Canal City Hakata, and a revenue-share model for co-developing original XR attractions for large amusement parks and theme parks with no upfront cost to the operator.
Founding story
小林大河 joined Nihon M&A Center in 2015, left in March 2020, and founded the company in Silicon Valley in November 2020 with the aim of building a very large global company. After encountering a Quest 2 headset at a friend's home in Silicon Valley and meeting Rams, who leads the India team, the business focused on VR attractions and VR training following two pivots.
Business model
The company combines B2B contract work with owned-venue operations and licensing. It plans, develops and operates XR attractions for theme parks, commercial facilities and corporate clients; builds XR/AI training content for enterprises and education; runs its own XR experience venues charging per-experience admission (¥2,000 weekday / ¥2,500 weekend for Zombie Storm); and licenses its original XR content to third parties with installation and operating support. It also supports Tokyo Dome Corporation's external sales of the XR Mission attraction, and has announced a revenue-share model offering large parks fully original XR attractions with zero initial cost.
Revenue comes from development fees for client XR attractions and VR training projects, admission revenue at directly operated venues, licensing of original XR content, and revenue sharing on attractions deployed at third-party parks. Reported revenue was ¥50 million in the fiscal year ended September 2024, with management projecting over 150% growth in FY2025 and targeting a threefold increase the following year on the back of venue rollout.
Traction
The Tokyo Dome City XR Mission attraction, which opened in November 2024, drew 40,000 visitors in six months with weekend waits of about 80 minutes, and won the top VR prize at AWE Asia. The company developed an MR attraction for NTT Data at Expo 2025 Osaka-Kansai and supported Tokyo Dome Corporation's first external sales of XR Mission, resulting in two limited-term installations. Its ビートレ VR training was adopted by Japan Airlines and featured at an MLIT airport technology forum, and won an excellence award and SDGs award at the ビジコンなかの2024 business plan contest run by Seibu Shinkin Bank in March 2025. Revenue reached ¥50 million in FY ended September 2024. Its first directly operated venue opened at Nakano Broadway in August 2025, with a crowdfunding campaign that raised ¥1,189,345 from 80 backers at the time of reporting.
Latest developments
Following the June 2025 round, the company opened its first directly operated venue at Nakano Broadway in August 2025 with Zombie Storm, and said a second domestic store was set for opening within the year. Company news lists a July 2025 Gaudí/Sagrada Família walkable museum experience launching 24 July in Nakano and Fukuoka, a collaboration ticket between かいじゅうのすみかVR and ウルトラセブン THE ATTRACTION at Canal City Hakata, the addition of TactSleeve arm haptics to the attraction マジックガーディアンズ, and the launch of a revenue-share model for co-developing original XR attractions for large amusement parks and theme parks with no initial cost. Management targets 12 stores by 2027 and has stated a longer-term goal of 100 locations.
▸Full profile — market position, technology, go-to-market, geography, history, risks & controversies
Market position
The company positions itself in location-based XR entertainment, benchmarking against global free-roam operators such as Sandbox VR and Zero Latency, and cites its Quest 3 mixed-reality work as a differentiator. Its Tokyo Dome City XR Mission attraction won the top VR award at AWE Asia, and investors highlighted MR attractions' lower space and equipment requirements versus conventional theme park rides.
Stated differentiators include operational know-how from running its own stores and attractions (customer flow, throughput, experience design), one-stop coverage from planning through development, deployment, operation and improvement, support for a broad range of devices and technologies, and post-deployment support covering operations, equipment management and troubleshooting. Management also cites its Quest 3-based mixed reality capability, a free-roam design tuned for high turnover, and a Japan creative plus India development structure that pairs quality with lower cost.
Technology
Mixed reality experiences built on Meta Quest 3 headsets, layering virtual imagery on real-world views, supported by vibration suits, gun controllers and arm haptics (TactSleeve). The company also works across VR, AR, 360-degree video and sensor integration, applies AI personalization (used in the Expo attraction), and uses WebGL for its ビートレ training product so content runs on PCs and mobile devices in addition to headsets. It has developed a proprietary free-roam layout designed for high throughput in short sessions.
Go-to-market
The company sells directly to enterprises and venue operators (Tokyo Dome Corporation, NTT Data, Japan Airlines), uses public showcases such as Expo 2025 Osaka-Kansai and the AWE Asia exhibition, and offers document requests and demo bookings via its website. It runs its own retail venues in high-traffic locations such as Nakano Broadway, used crowdfunding on CAMPFIRE and Makuake to build initial audience and community for the first store, and stated an intention to collaborate with Japanese IP holders, creators and artists.
Theme parks, amusement parks and commercial facilities seeking immersive attractions; corporations and educational institutions needing safety and job training content; consumer visitors to its directly operated XR venues; and operators licensing its original XR attractions.
Geography
Headquartered in Tokyo (Nakano-ku; addresses given as Yayoicho 2-41-17 at the Tokyo Content Incubation Center and Honcho 2-46-1, Nakano Sakaue Sunbright Twin 14F), with parent Potlatch, Inc. at 1 Embarcadero Center, San Francisco, California, and a development team in India. Venues and deployments include Tokyo Dome City, Nakano Broadway, Expo 2025 Osaka-Kansai, and experiences in Nakano and Fukuoka including Canal City Hakata.
History
Potlatch, Inc. was founded in November 2020 in the United States, with 株式会社日本XRセンター established as its Japan subsidiary (one source dates the Japanese entity's establishment to November 2020 in Nakano-ku, Tokyo; a startup database lists 2023-05-22). After two pivots the company focused on XR attractions and VR training, reaching ¥50 million revenue in the fiscal year ended September 2024. It opened the Tokyo Dome City XR Mission attraction in November 2024, delivered an MR attraction with NTT Data at Expo 2025 Osaka-Kansai in April 2025, added former Bandai Namco Research VR lead 小山順一朗 as base UI/UX and external relations advisor in May 2025, announced a ¥110 million round led by XTech Ventures in June 2025 bringing cumulative funding to about ¥240 million, and opened its first directly operated venue at Nakano Broadway in August 2025.
Risks & controversies
Sources report differing establishment dates for the Japanese entity (November 2020 versus 2023-05-22) and inconsistent store-expansion targets (12 stores by 2027 in the funding release versus 10 stores by end-2027 in the CEO's post). The CEO notes that the fiscal year in progress lacked large projects, that suitable retail property in central Tokyo was scarce and expensive, that IP collaborations do not guarantee success, and that the consumer VR game market remains immature.
Compiled by commissioned research from 8 cited public sources — announcements, filings, and press listed under research sources below.
Key figures
latest reportedCompany-reported or press-reported figures, each dated to when it was claimed — not independently audited.
Timeline · 14
launches, deals, and filingsAnnounced a revenue-share model for large amusement parks and theme parks offering co-development of fully original XR attractions with zero initial cost, described at a scale of ¥100 million class.
The company introduced arm haptics branded TactSleeve into its next-generation XR attraction to convey recoil sensations.
Collaboration ticket sales began for the XR attraction at Canal City Hakata.
A walkable museum experience about Gaudí and the Sagrada Família started on 24 July at Nakano and Fukuoka locations.
Opened a company-run XR attraction facility at Nakano Broadway 1F, unit 104, one minute from Nakano Station, launching with the original MR zombie shooter Zombie Storm (about 15 minutes, up to six players, vibration suits and gun controllers).
Ran crowdfunding to fund initial promotion and community building for the first directly operated store; the CAMPFIRE campaign stood at ¥1,189,345 from 80 backers (59% of goal) at the time of the CEO's post, with a parallel campaign on Makuake.
The company supported Tokyo Dome Corporation's new business selling XR Mission to outside venues, conducting sales activities that produced two limited-term installations at domestic facilities.
Potlatch, Inc. and its Japan subsidiary 株式会社日本XRセンター announced a $790,000 (approx. ¥110 million) raise led by XTech Ventures with participation from United, Inc. and several angel investors, bringing cumulative funding to about ¥240 million. Proceeds are for original VR attraction development and store expansion.
$790K source ↗
Former Bandai Namco Research creator 小山順一朗 joined 株式会社日本XRセンター to help develop cabinet-type VR attractions suited to hotels and game arcades.
A VR training program introduced at Japan Airlines was presented at an airport technology forum hosted by Japan's Ministry of Land, Infrastructure, Transport and Tourism.
Developed a Quest 3-based MR shooting experience with AI personalization for NTT Data's healthcare co-creation lab, shown at the Future Life Experience pavilion from April to May 2025; three players in three minutes in a small footprint.
The ビートレ VR training service won an excellence award and an SDGs award at the ビジコンなかの2024 business plan contest run by Seibu Shinkin Bank, with prize money of ¥200,000.
The XR Mission attraction received the best VR award at AWE Asia, described as Asia's largest XR exhibition.
Planned and developed a permanent Quest 3-based multiplayer MR shooting attraction at Tokyo Dome City, described as a world first for the format.
Dated company events from announcements, filings, and press; legal rows summarize public dockets and regulator releases.
▸Research sources · 8
primary sources listed
- 日本XRセンターvrarri.com · web
8 public sources were cited for this profile; the first-party ones are listed here.
Frequently asked questions
- What does 日本XRセンター do?
- Japanese developer and operator of Meta Quest 3-based MR/VR attractions and enterprise VR training, expanding directly operated venues.
- Who founded 日本XRセンター?
- 日本XRセンター was founded by 小林 大河 in 2020.
- Who are 日本XRセンター's investors?
- 日本XRセンター's investors include Skyland Ventures, XTech Ventures.
- Where is 日本XRセンター headquartered?
- 日本XRセンター is headquartered in Tokyo, JP.

