XpertVR
visit site- $25,000+
- 10 - 49 employees
- Niagara Falls, Canada
XpertVR is a research company founded in 2017 with a team of 7 experts. Based in St Catharines, Canada, they specialize in AR/VR development, market research, and corporate training. They have experience working in the industries of business service and education, and are proficient in observational research, data reporting, and data analysis.
Client Insights
Industry Expertise
70%
30%
Client Size Distribution
Small Business (<$10M) 15%
Midmarket ($10M - $1B) 80%
Enterprise (>$1B) 5%
Common Project Size
<$10K 3 projects
$10K-$49K 3 projects
Clients
- Brock University
Highlights from Recent Projects
XpertVR was employed by a sports marketing agency to create a unique virtual experience for a basketball tournament promotion. The company developed an interactive game where people could virtually play basketball, thus increasing community engagement for the client's international basketball federation. Participants also had the chance to win a basketball jersey, adding an extra layer of interaction and excitement. The project began in January 2017 and was launched in June 2017, costing the client under $10,000. XpertVR's presence at the game station ensured the smooth running of the game and helped people participate.
XpertVR engaged in an ongoing collaboration with an associate professor of business ethics at Brock University, which commenced in November 2019. The company was tasked with creating a VR office environment and recruiting participants for a study examining ethical decision-making. XpertVR not only created the environment but also developed two scenarios where participants faced ethical dilemmas. They additionally created an online platform for participant registration and data collection, with the total investment for the project being approximately $12,000 USD.
For the Conestoga College in Ontario, Canada, XpertVR developed a learning simulation to engage students studying in various areas of forensics investigations. Initiated due to the COVID-19 lockdowns, the project aimed to provide meaningful learning experiences off-campus. The multi-layered simulation, which took about 15-20 minutes to complete, was accessible via VR and PCs. The company was praised for meeting every milestone, delivering every component on time, and responding promptly to questions or concerns. The entire team, including game designers and asset developers, was involved in the project.