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ImmerseMe

Full company profile

uuid00059av

Namestring
ImmerseMe
Legal namestring
ImmerseMe Ltd.
Websiteurl
immerseme.co
Company typeenum
Private
Founded yearint
2016
Descriptiontext

ImmerseMe Ltd. is a New Zealand-based education technology company founded in 2016 by Scott Cardwell (CEO), Jeremy Hanff (Chartered Accountant), and Sam Leslie (sales and engineering). The company operates a VR and 360° video-based language learning platform that places learners in authentic, recorded locations — restaurants, shops, museums, and streets across twelve target countries — to practise listening, speaking, reading, and writing in twelve languages (Arabic, English, French, German, Greek, Indonesian, Italian, Japanese, Mandarin Chinese, Portuguese, Russian, and Spanish). The content library comprises 3,000+ interactive scenarios, produced with a global network of 50+ educators and native speakers.

The platform combines 360° video playback, automated speech recognition for pronunciation feedback, and a generative AI conversational layer (ChatGPT integration) to simulate dialogues with native speakers. It is accessible across Desktop, Tablet/Mobile, and Oculus VR headsets, and integrates with ClassLink, Google, and Microsoft for SSO. A teacher dashboard supports assignment and progress tracking. The company holds compliance certifications for FERPA, COPPA, GDPR, CCPA/CPRA, the Australian Privacy Principles, and the NZ Privacy Act 2020, positioning it for procurement by regulated K-12 and higher-education buyers in the US, EU, UK, and Australasia. The product roadmap centers on ImmerseMe 2.0 (announced April 2026, full migration July 2026), which introduces the Science of Fluency framework — measuring Effort, Growth, and Fluency via AI-powered analytics.

ImmerseMe generates revenue through three streams: (1) per-student enterprise licensing for schools and universities at US$300/student/year with complimentary teacher access; (2) direct-to-consumer individual subscriptions (NZ$299 for six months, NZ$499 for twelve months); and (3) participation fees for the annual ImmerseMe Games competition ($30/student for returning non-subscribers, free for current subscribers and new schools). Go-to-market combines direct enterprise field sales, a 30-day free trial, e-commerce for individuals, regional reseller partnerships (VEDX, MAKA Solutions), and an affiliate program across 12+ language teacher associations. The company has reached 150,000+ language learners across 30+ countries, with named customers spanning Louisiana State University, Madison College, Tulane University, the United States Air Force Academy, the Vocational Training Council of Hong Kong, and Methodist Ladies' College Melbourne. ImmerseMe is privately held, bootstrapped through a 2016 Kickstarter campaign and small Callaghan Innovation R&D grants, with no disclosed institutional venture investment.

Short descriptiontext

ImmerseMe is a New Zealand-based EdTech company that delivers VR and 360° video-based language learning across 12 languages for K-12, higher education, vocational, and individual learners in 30+ countries, monetizing via per-student enterprise licensing, individual subscriptions, and its annual ImmerseMe Games competition.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
1–10
akta.pro rankint
HeadquartersAuckland, New Zealand
HQ citystring
Auckland
HQ countrystring
New Zealand
HQ regionstring
Oceania
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
virtual reality learning, language learning software, immersive education platform, VR language training, educational technology tools
Industry3 codes
1Immersive Language & Cultural Learning (Conversational VR, Role-Play)
CodeEDAFAJAHPrimaryYes
2AI-Powered Language Tutors, Chatbots & Speaking Practice Tools
CodeEDAFAOACPrimaryNo
3Voice Assistants & Voice UI (VUI)
CodeHDAAAFADPrimaryNo
NAICS code3 codes
  • Language Schools611630
  • Software Publishers5132
  • Educational Support Services611710
SIC code2 codes
  • Services-Prepackaged Software7372
  • Services-Educational Services8200
Product category
Language Learning Software
Social media profiles2 records
GTM motion3 records

Each record includes

Type, Description, Source

Revenue model3 records
1Per-Student License (Institutional)
TypeSubscription Recurring
Description

Annual subscription model for educational institutions with per-student licensing. Includes access to all languages and content, with complimentary teacher access.

immerseme.co
2Individual Subscription
TypeSubscription Recurring
Description

Direct-to-consumer subscription with 3-month, 6-month, and 12-month options. US$300/year for individual access.

immerseme.co
3ImmerseMe Games Participation Fee
TypeSubscription Recurring
Description

Free for current subscribers and new schools; $30/student (+ GST if NZ/AUS) for returning non-subscribers to participate in annual competition

immerseme.co
Marketing channels8 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels3 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Technology or R&D, Operations, Marketing or Sales, Infrastructure
Pricing details5 tiers
1Enterprise - All languages and content for schools/organizations
ModelSubscriptionBilling cadenceAnnual
Notes

US$300/yr per student; includes all languages and content; teachers get complimentary access; email and phone support included. 3-month, 6-month, or 12-month options available.

immerseme.co
2Individual - Personal subscription for self-directed learners
ModelSubscriptionBilling cadenceAnnual
Notes

US$300/year per person; email support only; no auto-renewal (12-month license valid from shipping date)

immerseme.co
3Business 6 months - Short-term individual license
ModelSubscriptionBilling cadenceMulti-year contract
Notes

NZ$299.00 for 6 months; license valid from shipping date; will not auto-renew

immerseme.co
4Business 12 months - Annual individual license
ModelSubscriptionBilling cadenceMulti-year contract
Notes

NZ$499.00 for 12 months; license valid from shipping date; will not auto-renew

immerseme.co
5ImmerseMe Games Competition Fee
ModelSubscriptionBilling cadenceAnnual
Notes

Free for subscribers and new schools; $30/student (+ GST if NZ/AUS) for returning non-subscribers

immerseme.co
GTM typeB2B and B2C
B2B and B2C
Offering typeSoftware
Software
Core offering1 text field

ImmerseMe provides a virtual reality and 360° video-based language learning platform that places learners in authentic real-world scenarios (restaurants, shops, museums) across 12 languages, with AI-powered speech recognition and ChatGPT-driven conversational practice. The platform is sold via per-student enterprise licensing to schools, universities, and vocational institutions, and through direct individual subscriptions for self-directed learners.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 4 values shown
  • Used by over 150,000 language learners in 30+ countries
+3 more records
Product overview1 text field

ImmerseMe is a unified VR-based language learning platform offering immersive 360° video experiences across 12 languages. The core product combines speech recognition with AI-powered conversational tools (including ChatGPT integration) for interactive practice. The platform is accessible via Desktop, Tablet/Mobile, and VR headset. Key modules include ImmerseMe Games (annual global competition) and the Teacher Dashboard for educator oversight. The company offers Enterprise licensing for schools/organizations and Individual subscriptions for personal learners. ImmerseMe 2.0, a major platform upgrade grounded in cognitive science research on Effort, Growth, and Fluency, is scheduled for full migration in July 2026.

Product and service3 records
1ImmerseMe
CategoryLanguage Learning Software
Description

VR and 360° video-based language learning platform with 3,000+ interactive real-world scenarios across 12 languages, AI-powered speech recognition and ChatGPT-driven conversational practice, available on Desktop, Tablet/Mobile, and Oculus VR headsets. Sold via per-student enterprise licensing to schools, universities, and vocational institutions, and via direct individual subscriptions to self-directed learners.

2ImmerseMe 2.0
CategoryLanguage Learning Software
Description

Major cognitive science-based upgrade of the ImmerseMe platform that introduces AI-powered performance measurement across three pillars (Effort, Growth, Fluency) and provides an updated framework for tracking learner progress in language acquisition.

3ImmerseMe Games
CategoryEducational Competition / Language Learning Event
Description

Annual global VR language learning competition in which students earn points by completing platform-based language scenarios. Includes Bronze, Silver, Gold, and Laureate achievement awards, mini-competitions during the event week, and a $30/student participation fee for returning non-subscribers; free for current subscribers and new schools.

Scale indicator12 records

Each record includes

Type, Value, Description, Source

Partnership7 partners
Strategic tierCoreTypeTechnology or IntegrationAnnounced on2019-11-01
Description

Senior development team that picked up the development mantle since November 2019, continuing platform development

Strategic tierCoreTypeTechnology or Integration
Description

Software development partner responsible for writing source code to build ImmerseMe from inception until mid-2019

Strategic tierMinorTypeStrategic or Co-development Partner
Description

Research collaboration with Joan Palmiter Bajorek, PhD Candidate, investigating 'Virtual Reality Technology ImmerseMe Software: Speaking, Interactivity, & Time' - presented at CALICO 2018

Strategic tierMinorTypeStrategic or Co-development Partner
Description

Research collaboration with Kevin Papin, French Lecturer, investigating 'Can 360 virtual reality tasks impact L2 willingness to communicate?' - presented at CALICO 2019

Strategic tierMinorTypeStrategic or Co-development Partner
Description

Research collaboration with Dr Serpil Meri-Yilan on 'A Constructivist Desktop Virtual Reality-Based Approach to Learning in a Higher Education Institution'

Strategic tierMinorTypeStrategic or Co-development Partner
Description

Partnership with School of Liberal Arts to contribute to language education advancement while gaining insights into growing VR industry

Strategic tierMinorTypeGTM or Marketing Partner
Description

12+ professional language teacher associations (MLTAT, NZALT, Languages Roadshow, MLTANSW, WILTA, AGTV, NSW School of Languages, MLTAWA, NZAJLT, VATS, MGTAV, VILTA) promoting ImmerseMe Games to their networks

Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight6 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

The dominant consumer language-learning app with gamified lessons across 40+ languages. Most comparable to ImmerseMe on the individual subscription side, and serves as the primary substitute for school-district procurement on cost grounds.

TypeDirect peer
Description

Subscription-based language learning platform covering 14 languages with conversational dialogue modules. Directly competes with ImmerseMe's individual tier and increasingly with B2B/B2E use cases among enterprise language training buyers.

TypeDirect peer
Description

VR and AR-enabled language learning app offering immersive conversation practice across 41 languages. Closely comparable to ImmerseMe on the VR/AR deliverable and serves similar consumer and education buyers.

TypeDirect peer
Description

Video-first language learning platform using native-speaker footage and AI-driven personalization. Comparable to ImmerseMe on the authentic video content approach and consumer/learner subscription model.

TypeBroad incumbent
Description

Long-standing incumbent in digital language learning with both consumer and institutional products. Overlaps with ImmerseMe's higher education and consumer segments but lacks immersive VR scenarios.

TypeDirect peer
Description

Subscription language learning app combining AI-personalized lessons with community feedback from native speakers. Comparable to ImmerseMe's individual learner subscription model and increasingly competes at the school level through its premium B2B offering.

TypeDirect peer
Description

VR hardware + content platform specifically targeted at K-12 classrooms. The most head-to-head competitor in the VR-enabled K-12 language and STEM curriculum segment ImmerseMe sells into.

TypeEmerging player
Description

AI-powered English pronunciation coach using speech recognition. Directly comparable to the speech recognition and pronunciation feedback capabilities in ImmerseMe's speaking modules, but focuses on a single skill.

TypeEmerging player
Description

AI-driven conversational English tutor that simulates spoken dialogue practice. Targets ImmerseMe's conversational practice use case via an OpenAI-backed voice agent, positioned as a cheaper/always-available alternative.

TypeDirect peer
Description

Language learning platform using authentic video content (movie clips, news, music) with interactive captions and vocabulary tools. Comparable to ImmerseMe's authentic-context approach with a stronger consumer/teacher footprint in K-12 and higher education.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat6 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers13 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment4 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile4 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

Integration3 records

Each record includes

Title, Type, Description, Source

AI capability5 records

Each record includes

Type, Description, Source

AI maturity
App detail

Has app

Feature6 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles3 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

No data
Compliance6 records

Each record includes

Name, Class, Description

Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds5 records

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors1 record

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

ImmerseMe

Language Learning Softwareimmerseme.co

ImmerseMe is a New Zealand-based EdTech company that delivers VR and 360° video-based language learning across 12 languages for K-12, higher education, vocational, and individual learners in 30+ countries, monetizing via per-student enterprise licensing, individual subscriptions, and its annual ImmerseMe Games competition.

What ImmerseMe does

ImmerseMe Ltd. is a New Zealand-based education technology company founded in 2016 by Scott Cardwell (CEO), Jeremy Hanff (Chartered Accountant), and Sam Leslie (sales and engineering). The company operates a VR and 360° video-based language learning platform that places learners in authentic, recorded locations — restaurants, shops, museums, and streets across twelve target countries — to practise listening, speaking, reading, and writing in twelve languages (Arabic, English, French, German, Greek, Indonesian, Italian, Japanese, Mandarin Chinese, Portuguese, Russian, and Spanish). The content library comprises 3,000+ interactive scenarios, produced with a global network of 50+ educators and native speakers.

The platform combines 360° video playback, automated speech recognition for pronunciation feedback, and a generative AI conversational layer (ChatGPT integration) to simulate dialogues with native speakers. It is accessible across Desktop, Tablet/Mobile, and Oculus VR headsets, and integrates with ClassLink, Google, and Microsoft for SSO. A teacher dashboard supports assignment and progress tracking. The company holds compliance certifications for FERPA, COPPA, GDPR, CCPA/CPRA, the Australian Privacy Principles, and the NZ Privacy Act 2020, positioning it for procurement by regulated K-12 and higher-education buyers in the US, EU, UK, and Australasia. The product roadmap centers on ImmerseMe 2.0 (announced April 2026, full migration July 2026), which introduces the Science of Fluency framework — measuring Effort, Growth, and Fluency via AI-powered analytics.

ImmerseMe generates revenue through three streams: (1) per-student enterprise licensing for schools and universities at US$300/student/year with complimentary teacher access; (2) direct-to-consumer individual subscriptions (NZ$299 for six months, NZ$499 for twelve months); and (3) participation fees for the annual ImmerseMe Games competition ($30/student for returning non-subscribers, free for current subscribers and new schools). Go-to-market combines direct enterprise field sales, a 30-day free trial, e-commerce for individuals, regional reseller partnerships (VEDX, MAKA Solutions), and an affiliate program across 12+ language teacher associations. The company has reached 150,000+ language learners across 30+ countries, with named customers spanning Louisiana State University, Madison College, Tulane University, the United States Air Force Academy, the Vocational Training Council of Hong Kong, and Methodist Ladies' College Melbourne. ImmerseMe is privately held, bootstrapped through a 2016 Kickstarter campaign and small Callaghan Innovation R&D grants, with no disclosed institutional venture investment.

ImmerseMe firmographics

Firmographics
Name
ImmerseMe
Legal name
ImmerseMe Ltd.
Website
https://immerseme.co
Company type
Private
Founded year
2016
Operating status
Operating
Headcount range
1–10 employees
Short description
ImmerseMe is a New Zealand-based EdTech company that delivers VR and 360° video-based language learning across 12 languages for K-12, higher education, vocational, and individual learners in 30+ countries, monetizing via per-student enterprise licensing, individual subscriptions, and its annual ImmerseMe Games competition.
Ownership category
akta.pro rank

ImmerseMe industry classification

Industry
Product category
Language Learning Software
NAICS
Language Schools (611630), Software Publishers (5132), Educational Support Services (611710)
SIC
Services-Prepackaged Software (7372), Services-Educational Services (8200)
akta.pro primary industry
Immersive Language & Cultural Learning (Conversational VR, Role-Play) (EDAFAJAH)
akta.pro secondary industries
AI-Powered Language Tutors, Chatbots & Speaking Practice Tools (EDAFAOAC), Voice Assistants & Voice UI (VUI) (HDAAAFAD)

Keywords

  • Virtual reality learning
  • Language learning software
  • Immersive education platform
  • VR language training
  • Educational technology tools

Where ImmerseMe is headquartered

Location

Headquarters

HQ city
Auckland
HQ country
New Zealand
HQ region
Oceania

Offices1 record

Markets served

ImmerseMe business model

Business model
GTM type
B2B and B2C
Offering type
Software
Cost components
Personnel, Technology or R&D, Operations, Marketing or Sales, Infrastructure

Revenue model

  1. Per-Student License (Institutional): Annual subscription model for educational institutions with per-student licensing. Includes access to all languages and content, with complimentary teacher access.
  2. Individual Subscription: Direct-to-consumer subscription with 3-month, 6-month, and 12-month options. US$300/year for individual access.
  3. ImmerseMe Games Participation Fee: Free for current subscribers and new schools; $30/student (+ GST if NZ/AUS) for returning non-subscribers to participate in annual competition

Pricing tiers

ModelBillingPrice
SubscriptionAnnualEnterprise - All languages and content for schools/organizations
SubscriptionAnnualIndividual - Personal subscription for self-directed learners
SubscriptionMulti-year contractBusiness 6 months - Short-term individual license
SubscriptionMulti-year contractBusiness 12 months - Annual individual license
SubscriptionAnnualImmerseMe Games Competition Fee

Go-to-market motion3 records

Distribution channels3 records

Marketing channels8 records

ImmerseMe product offering

Product offering

Core offering

ImmerseMe provides a virtual reality and 360° video-based language learning platform that places learners in authentic real-world scenarios (restaurants, shops, museums) across 12 languages, with AI-powered speech recognition and ChatGPT-driven conversational practice. The platform is sold via per-student enterprise licensing to schools, universities, and vocational institutions, and through direct individual subscriptions for self-directed learners.

Product overview

ImmerseMe is a unified VR-based language learning platform offering immersive 360° video experiences across 12 languages. The core product combines speech recognition with AI-powered conversational tools (including ChatGPT integration) for interactive practice. The platform is accessible via Desktop, Tablet/Mobile, and VR headset. Key modules include ImmerseMe Games (annual global competition) and the Teacher Dashboard for educator oversight. The company offers Enterprise licensing for schools/organizations and Individual subscriptions for personal learners. ImmerseMe 2.0, a major platform upgrade grounded in cognitive science research on Effort, Growth, and Fluency, is scheduled for full migration in July 2026.

Differentiator

Problem solved

Functional benefit

Products and services

  • ImmerseMe VR and 360° video-based language learning platform with 3,000+ interactive real-world scenarios across 12 languages, AI-powered speech recognition and ChatGPT-driven conversational practice, available on Desktop, Tablet/Mobile, and Oculus VR headsets. Sold via per-student enterprise licensing to schools, universities, and vocational institutions, and via direct individual subscriptions to self-directed learners.
  • ImmerseMe 2.0 Major cognitive science-based upgrade of the ImmerseMe platform that introduces AI-powered performance measurement across three pillars (Effort, Growth, Fluency) and provides an updated framework for tracking learner progress in language acquisition.
  • ImmerseMe Games Annual global VR language learning competition in which students earn points by completing platform-based language scenarios. Includes Bronze, Silver, Gold, and Laureate achievement awards, mini-competitions during the event week, and a $30/student participation fee for returning non-subscribers; free for current subscribers and new schools.

Quantifiable outcome

  • Used by over 150,000 language learners in 30+ countries
  • +3 more outcomes

Companies that use ImmerseMe

Customer profile

Named customers13 records

Segments4 records

Ideal customer profiles4 records

ImmerseMe technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Integration3 records

AI capability5 records

Feature6 records

ImmerseMe partnerships and signals

Strategic signal

Partnerships

Seven partnerships are on record, tiered core and minor.

  • Double YolkcoreTechnology or Integration · 1 November 2019Senior development team that picked up the development mantle since November 2019, continuing platform development
  • FourthMediacoreTechnology or IntegrationSoftware development partner responsible for writing source code to build ImmerseMe from inception until mid-2019
  • University of Arizona (Research)minorStrategic or Co-development PartnerResearch collaboration with Joan Palmiter Bajorek, PhD Candidate, investigating 'Virtual Reality Technology ImmerseMe Software: Speaking, Interactivity, & Time' - presented at CALICO 2018
  • McGill University (Research)minorStrategic or Co-development PartnerResearch collaboration with Kevin Papin, French Lecturer, investigating 'Can 360 virtual reality tasks impact L2 willingness to communicate?' - presented at CALICO 2019
  • Agri Ibrahim Cecen University (Research)minorStrategic or Co-development PartnerResearch collaboration with Dr Serpil Meri-Yilan on 'A Constructivist Desktop Virtual Reality-Based Approach to Learning in a Higher Education Institution'
  • Tulane UniversityminorStrategic or Co-development PartnerPartnership with School of Liberal Arts to contribute to language education advancement while gaining insights into growing VR industry
  • Language Teacher Association AffiliatesminorGTM or Marketing Partner12+ professional language teacher associations (MLTAT, NZALT, Languages Roadshow, MLTANSW, WILTA, AGTV, NSW School of Languages, MLTAWA, NZAJLT, VATS, MGTAV, VILTA) promoting ImmerseMe Games to their networks

Scale indicators12 records

Recent moves6 records

Expansion highlights6 records

ImmerseMe competitors and assessment

Company assessment

Direct peers

  • Duolingo: The dominant consumer language-learning app with gamified lessons across 40+ languages. Most comparable to ImmerseMe on the individual subscription side, and serves as the primary substitute for school-district procurement on cost grounds.
  • Babbel: Subscription-based language learning platform covering 14 languages with conversational dialogue modules. Directly competes with ImmerseMe's individual tier and increasingly with B2B/B2E use cases among enterprise language training buyers.
  • Mondly: VR and AR-enabled language learning app offering immersive conversation practice across 41 languages. Closely comparable to ImmerseMe on the VR/AR deliverable and serves similar consumer and education buyers.
  • Memrise: Video-first language learning platform using native-speaker footage and AI-driven personalization. Comparable to ImmerseMe on the authentic video content approach and consumer/learner subscription model.
  • Busuu: Subscription language learning app combining AI-personalized lessons with community feedback from native speakers. Comparable to ImmerseMe's individual learner subscription model and increasingly competes at the school level through its premium B2B offering.
  • ClassVR: VR hardware + content platform specifically targeted at K-12 classrooms. The most head-to-head competitor in the VR-enabled K-12 language and STEM curriculum segment ImmerseMe sells into.
  • FluentU: Language learning platform using authentic video content (movie clips, news, music) with interactive captions and vocabulary tools. Comparable to ImmerseMe's authentic-context approach with a stronger consumer/teacher footprint in K-12 and higher education.

Broad incumbents

  • Rosetta Stone: Long-standing incumbent in digital language learning with both consumer and institutional products. Overlaps with ImmerseMe's higher education and consumer segments but lacks immersive VR scenarios.

Emerging players

  • ELSA Speak: AI-powered English pronunciation coach using speech recognition. Directly comparable to the speech recognition and pronunciation feedback capabilities in ImmerseMe's speaking modules, but focuses on a single skill.
  • Speak: AI-driven conversational English tutor that simulates spoken dialogue practice. Targets ImmerseMe's conversational practice use case via an OpenAI-backed voice agent, positioned as a cheaper/always-available alternative.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat6 records

Key risks6 records

Key highlights7 records

Customer concentration

ImmerseMe social profiles

Digital presence

ImmerseMe compliance and trust

Trust signal

Compliance6 records

ImmerseMe financial estimates

Financial estimate

Revenue estimate

Valuation estimate

ImmerseMe leadership team

Management profile

Number of profiles

Profiles3 records

ImmerseMe funding detail

Funding detail

Funding overview

Funding rounds5 records

Investors1 record

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

ImmerseMe M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about ImmerseMe

What does ImmerseMe do?

ImmerseMe provides a virtual reality and 360° video-based language learning platform that places learners in authentic real-world scenarios (restaurants, shops, museums) across 12 languages, with AI-powered speech recognition and ChatGPT-driven conversational practice. The platform is sold via per-student enterprise licensing to schools, universities, and vocational institutions, and through direct individual subscriptions for self-directed learners.

Is ImmerseMe a public or private company?

ImmerseMe is a private company. It is classified as founder individual operated bootstrapped and is currently operating.

When was ImmerseMe founded?

ImmerseMe was founded in 2016. It employs 1 to 10 people.

Where is ImmerseMe based?

ImmerseMe is headquartered in Auckland, New Zealand, in the Oceania region.

How does ImmerseMe make money?

Three revenue lines are on record. Per-Student License (Institutional) is the primary driver. The others are individual Subscription and immerseMe Games Participation Fee.

Who are ImmerseMe's main competitors?

Direct peers on record are Duolingo, Babbel, Mondly, Memrise, Busuu, ClassVR and FluentU. Rosetta Stone is listed as a broad incumbent. Emerging players are ELSA Speak and Speak.

Does ImmerseMe have an API?

No public API is recorded for ImmerseMe.

What industry is ImmerseMe in?

ImmerseMe's product category is Language Learning Software. Its primary akta.pro industry code is EDAFAJAH, Immersive Language & Cultural Learning (Conversational VR, Role-Play), with a secondary code of EDAFAOAC, AI-Powered Language Tutors, Chatbots & Speaking Practice Tools. Its NAICS code is 611630 and its SIC code is 7372.

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