A Labyrinth Rises: ‘SENRITSU MEIKYŪ: Mei’ XR Horror Walkthrough Opens in Kanazawa on December 1, 2025

This article was written by the Augury Times
SENRITSU MEIKYŪ: Mei opened at Kuraso Place Korinbo in Kanazawa on December 1, 2025. The announcement was published on 2025-12-01 and arrives as immersive entertainment moves from novelty to mainstream.
The installation bills itself as a walkthrough XR horror experience. Visitors step through staged environments while wearing headsets, seeing digital ghosts layered over real corridors. The producers promise a mix of practical set design, spatial audio and augmented visuals to create a disorienting, personal scare.
At first glance the project reads like a creative stunt. At second glance it marks something more important: the steady industrialization of extended reality as a tourism product. When a compact Japanese city like Kanazawa hosts a high-profile XR experience, the implications are economic as well as cultural.
Kanazawa is not Tokyo. It is a regional city with strong cultural tourism—museums, preserved districts and local crafts. That makes it a savvy testbed. Small cities crave attractions that extend stays and boost midweek foot traffic. An XR attraction can do both. It asks visitors to plan, pay and linger. That generates hotel nights, restaurant covers and gift shop sales.
For XR companies, the project presents a different set of incentives. Walkthrough experiences let firms monetize hardware, software and content in a single package. Unlike consumer headset sales, which struggle with low replacement cycles and platform fragmentation, location-based entertainment sells a controlled user experience. Operators keep headsets in-house. They control latency, hygiene, and the environment. They can charge premium prices for curated scares and repeat visits.
The technology on display matters. Good spatial audio and low-latency tracking are table stakes. More notable are design choices that trade grand spectacle for intimacy. Horror works best at small scale. A headset can place a single phantom at your shoulder and make you jump. That personal terror is hard to replicate on a theater screen. In a live, mixed-reality labyrinth, the audience is both actor and witness.
That intimacy raises practical issues. Safety comes first. Immersive horror intentionally disorients. Operators must design clear egress routes and rapid override controls. They must screen for conditions such as epilepsy and severe motion sickness. They must also train staff to calm frightened or distressed visitors. These steps are expensive, and they show why not every pop-up can become a permanent attraction.
Accessibility is another concern. XR experiences often exclude older adults and people with certain disabilities. If immersive attractions help regional economies, their reach must broaden. That could mean alternate, non-VR routes through the story, or adapted experiences for visitors who prefer lower intensity. The businesses that plan these options will capture new customer segments and enhance goodwill.
There are also creative and regulatory challenges. Horror content relies on surprise and sometimes on simulated threat. Local regulators will watch how content is presented, especially to minors. Producers must navigate age ratings and public safety rules while preserving the experience’s emotional impact. That balancing act will shape what the genre looks like in public spaces.
From an investor’s perspective, location-based XR is a clearer revenue story than consumer hardware. Revenue comes from tickets, private group bookings, merch and seasonal refreshes. Operators can refresh content faster than a museum can repaint a gallery. That lowers customer acquisition costs for repeat visitors and opens the door to local partnerships—hotels, restaurants and transport providers can bundle tickets into packages.
Still, the model scales unevenly. Not every city can host a bespoke labyrinth. The most likely path to growth looks like modular shows: a core tech stack that travels, plus localized narratives and set dressing. That keeps capital costs lower and allows creators to test which stories travel. A Japanese horror story anchored in local folklore may play differently abroad; local producers will learn to adapt without losing the chills.
For attendees, the key practical advice is simple: expect an experience designed around close contact with unsettling images and sounds. Follow safety guidelines. Book ahead. If you are easily disturbed, opt for a daytime slot or ask about lower-intensity alternatives. For local businesses, this is a reminder that the new tourism currency is experiences you can’t get on a phone. That’s good news for a city that sells craftsmanship and atmosphere.
SENRITSU MEIKYŪ: Mei is not a lone event. It is one data point in the rise of XR as a tool for storytelling and commerce. Whether it becomes a durable part of Kanazawa’s tourism mix or a memorable short-run curiosity depends on execution, safety and how well producers fold local partners into the project. For investors and culture-watchers, the opening is worth watching: it demonstrates how XR is migrating from industry showcases into the places people visit on vacation.
The real test will come with repetition. Can the experience invite repeat visits without repeating the same scares? Can creators translate a one-off shock into a branded product that locals embrace? If the answer is yes, we will see more labyrinths like Mei, and more regional cities betting on immersive tech to move more visitors through their doors.
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