Anagram
Anagram is a London- and Bristol-based immersive XR creative studio producing award-winning VR, MR, and AR experiences for cultural institutions, healthcare bodies, broadcasters, and brands, anchored by its twice Emmy-nominated Playing with Reality mental health series.
- Company typePrivate
- Founded2013
- HeadquartersBristol, United Kingdom
- Headcount1–10
- GTM typeB2B
- OfferingServices
What Anagram does
Anagram is a London-based creative studio, with a satellite residency at the Pervasive Media Studio in Bristol, that designs and produces immersive XR experiences spanning virtual reality, mixed reality, augmented reality, spatial audio, and physical installations. Its core product is the twice Emmy-nominated Playing with Reality series — including Goliath (schizophrenia, Venice Grand Jury Prize 2021), Impulse (ADHD, Venice Immersive Achievement Award 2024), Amorphous (body image, DocLab Forum Award 2024), and Inside Mental Health (a healthcare-professional training programme developed with NHS and the University of the West of England). The studio also operates the prototype Realtime Stagemaker Unity toolkit for collaborative 3D experience development, and offers strategic consultancy and workshops to cultural institutions and brands.
Anagram's technology stack rests on Unity, proprietary multimodal interaction design (combining speech, spatial audio, facial recognition, and AR mirror mechanics), and bespoke narrative systems. Notable technical components include the Mixed Reality Documentary Integration approach used in Impulse, where the user's real environment reacts to narrative triggers, and the Multi-Sensorial AR Journey System underlying Messages to a Post Human Earth. The studio integrates computer vision and adaptive game mechanics into curated experiences, though AI is used as a staging tool rather than as a productized capability.
The business model combines one-time commissions and creative development fees for exhibitions, festivals, and cultural institutions; strategic consultancy (for example the Digital Experiences Playbook delivered to Tate Gallery); workshops and talks; and co-productions funded by cultural grants and broadcasters including BBC, France Télévisions, Arts Council England, BFI, CNC, City of Paris, and MyWorld. Distribution occurs through the international festival circuit, the Meta Quest store, dedicated storefronts such as impulse-xr.io, and commissioned exhibitions at museums and cultural venues. The studio is privately held, founder-owned, and operates with a team of 1-10.
Anagram firmographics
Firmographics- Name
- Anagram
- Legal name
- Anagram
- Website
- https://weareanagram.co.uk
- Company type
- Private
- Founded year
- 2013
- Operating status
- Operating
- Headcount range
- 1–10 employees
- Short description
- Anagram is a London- and Bristol-based immersive XR creative studio producing award-winning VR, MR, and AR experiences for cultural institutions, healthcare bodies, broadcasters, and brands, anchored by its twice Emmy-nominated Playing with Reality mental health series.
- Ownership category
- akta.pro rank
Anagram industry classification
Industry- Product category
- Immersive Experience Studio Services
- NAICS
- Independent Artists, Writers, and Performers (71151), Other Performing Arts Companies (711190), Independent Artists, Writers, and Performers (711510), Graphic Design Services (54143)
- SIC
- Services-Amusement & Recreation Services (7900), Services-Mailing, Reproduction, Commercial Art & Photography (7330)
- akta.pro primary industry
- Immersive/Interactive Animation (AR/VR/Real-Time) (MPAHACAN)
- akta.pro secondary industries
- AR/VR & Immersive Learning Content Development (EDAGAKAI), Serious Games & Simulation Studios (Training, Defense, Enterprise) (MPAFAAAH), Creator Tools & Content Pipelines for Immersive Learning (VR lesson builders, 3D asset workflows) (EDAFAJAL), Virtual Art Department (VAD) & Environment/Digital Matte Painting (MPADAHAG)
Keywords
Where Anagram is headquartered
LocationHeadquarters
- HQ city
- Bristol
- HQ country
- United Kingdom
- HQ region
- Europe
Offices2 records
Markets served
Anagram business model
Business model- GTM type
- B2B
- Offering type
- Services
- Cost components
- Personnel, Technology or R&D, Operations, Marketing or Sales, Infrastructure
Revenue model
- Commissions & Creative Development: Developing original experiences for exhibitions, festivals and spaces from artistic direction to narrative, conceptual, and experience design for XR, theatre, and installation projects. Primary revenue stream from commissioned work.
- Strategic Consultancy: Shaping strategy, frameworks and future-facing digital programmes for cultural institutions and brands. Projects include internal playbooks and strategic documents.
- Talks & Workshops: International partnerships expanding immersive work across the US, UK and Europe. Educational workshops delivered to institutions and organizations.
- Co-productions & Grants: Partnership funding with cultural institutions, public bodies, and broadcasters including Floréal, France Télévisions, BBC, and various arts councils for development.
Go-to-market motion3 records
Distribution channels5 records
Marketing channels6 records
Anagram product offering
Product offeringCore offering
Anagram creates bespoke VR, MR, AR, and physical immersive experiences for cultural institutions, healthcare bodies, and global brands, spanning artistic direction, narrative design, and technical development. The studio is best known for its twice-Emmy-nominated "Playing with Reality" series exploring stigmatised mental health conditions, and also offers strategic creative consultancy and educational workshops to organisations such as the NHS, BBC, Tate Gallery, and Google Creative Lab.
Product overview
Anagram is a multi-award-winning immersive experience studio that creates emotionally compelling, groundbreaking work across VR, MR, AR, and physical installation formats. The company's portfolio centres on the 'Playing with Reality' series — including Goliath, Impulse, Amorphous, and Inside Mental Health — which explores stigmatised mental health conditions through immersive storytelling. Beyond the XR flagship products, Anagram offers the Realtime Stagemaker Unity plugin for collaborative VR development, and provides creative development and consultancy services to cultural institutions, museums, and brands. Their work couples deep scientific research with innovative technical approaches, and has been commissioned by cultural institutions and public bodies internationally, including the NHS, BBC, Tate Gallery, and Google Creative Lab. The studio operates from London with a satellite presence at the Pervasive Media Studio in Bristol.
Differentiator
Problem solved
Functional benefit
Brands
- Playing with Reality: A series of VR, MR, and AR works narrated by Tilda Swinton, exploring stigmatised mental health conditions including Goliath (schizophrenia), Impulse (ADHD), and Amorphous (body image).
Products and services
- Playing with Reality Series An ongoing series of VR, MR, and AR works narrated by Tilda Swinton that explore stigmatised mental health conditions by questioning how we experience the world; serves cultural institutions, NHS health education, and public audiences.
- Goliath: Playing with Reality 25-minute animated VR experience exploring schizophrenia, gaming, and connection through the true story of Jon, guided by Tilda Swinton, designed for educational and healthcare audiences.
- Impulse: Playing with Reality 40-minute interactive mixed-reality documentary about ADHD following four people coming to terms with decisions that shaped their lives; mixed reality unfolds within the viewer's own environment with narrative-triggered chain reactions.
- Amorphous Multiplayer immersive experience exploring body and identity through storytelling, technology, and lived experience; combines AR mirror interaction with a VR body-transformation segment for cultural and public audiences.
- Inside Mental Health Immersive VR training programme for healthcare professionals that combines the Playing with Reality XR series with facilitated sessions using the Diamond Debrief methodology; built with the NHS and the University of the West of England.
- The Collider Two-person immersive experience exploring relationships, power, and connection by sharing a single VR headset between participants; designed for festivals and cultural venues.
- A Face to Open Doors AI-driven installation exploring bias, emotion, and the future of border control, where an AI officer assesses emotional expression via facial recognition to determine credibility within a speculative immigration system.
- Messages to a Post Human Earth Interactive multi-sensorial journey for two people combining audio narration, augmented reality, and physical props in natural environments; based on Stanislaw Lem's essay and Monica Gagliano's plant intelligence research.
- Ghosts of Solid Air Interactive augmented-reality phone experience using voice interaction to reveal a ghost world of historical radicals based on real people from the Trafalgar Square area; premiered at the 67th BFI London Film Festival.
- Door Into The Dark Immersive blindfold experience in which audiences navigate a labyrinth guided by rope and binaural soundscapes of real stories; uses spatial audio and responsive real-time technologies for festival and cultural audiences.
- Nightwatchers Immersive night-time phone-guided experience at the Tower of London exploring state surveillance, code-breakers, and Elizabethan secret-service origins, framed through contemporary themes of security and oppression.
- Make Noise Immersive voice-driven VR experience inspired by Suffragette archives, developed with the BBC VR Hub, where participants use their own voice to move through abstract environments representing stages of the women's suffrage movement.
- Now You See Me Interactive giant binocular sculptures for public spaces with real-time image morphing, originally commissioned by the Shakespeare Birthplace Trust and Royal Shakespeare Company, accompanied by participatory workshops.
- W/O/R/K Collective immersive performance for hundreds of smartphone users simultaneously that explores collaboration, control, and collective purpose, using custom software for synchronized audio across devices.
- Universal Motherhood Immersive exhibition following five women across the globe navigating pregnancy and childbirth, combining photography, video, soundscape, and installation; created for Save the Children and GSK.
- Subconscious Immersive audio installation where participants lie inside a white orb and are guided by 7-point surround sound into a dreamlike landscape exploring the subconscious mind, commissioned by We The Curious.
- Nowville Evolving interactive paper-city installation exploring memory, place, and collective experience, presented at King's College London's Arcade where visitors contributed to building a collective vision of a future city.
- Realtime Stagemaker Prototype Unity toolkit enabling multi-disciplinary teams to collaborate in real time when developing early-stage 3D experiences, allowing co-designing, testing, and adjusting of elements such as positioning, scale, and pacing.
- Creative Development & Consultancy Strategic consultancy services including Digital Experiences Playbook development, immersive storytelling frameworks, and workshops for cultural institutions, brands, and organisations; clients include Tate Gallery, National Science and Media Museum, and Volkswagen Group.
Quantifiable outcome
- 90% of participants reported increased empathy toward people with ADHD
- +3 more outcomes
Companies that use Anagram
Customer profileNamed customers8 records
Segments4 records
Ideal customer profiles4 records
Anagram technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
AI capability9 records
Feature3 records
Anagram partnerships and signals
Strategic signalPartnerships
18 partnerships are on record, tiered core and minor.
- FloréalcoreCo-producer on Impulse: Playing with Reality and Goliath: Playing with Reality. Long-term production partner contributing to development and co-production of major works.
- France TélévisionscoreCo-producer on Impulse: Playing with Reality. Major public broadcaster partner for French co-production.
- Meta VR for Good (Oculus VR for Good)coreSupported development of Goliath: Playing with Reality through the Oculus VR for Good programme. Provides platform and funding for impactful VR experiences.
- BBC VR HubcoreCollaborated on Make Noise immersive VR experience. BBC VR Hub commissions and supports innovative VR projects.
- The Smartphone OrchestraminorDutch collective collaborated with Anagram to create W/O/R/K, a new kind of shared mobile experience for IDFA DocLab.
- AgogcoreUS philanthropic organization that commissioned the Impulse Impact Study to assess the real-world social impact of the Impulse experience. Major supporter of research and impact measurement.
- Undershed (Watershed)coreVenue in Bristol that hosted Impulse from October-November 2025, supporting data collection for the Impact Study. Partner in research and presentation.
- XR ACADEMIAcoreExpert researchers led by Dr. Alexandra Sierra partnered with Anagram to design and execute comprehensive impact methodology for Impulse study.
- UCL (University College London)coreDr. Sandra Gaudenzi of UCL collaborated on the Impulse Impact Study methodology and research design.
- NHScoreNHS partnered on Inside Mental Health immersive training experience for healthcare professionals, testing and implementing the programme.
- University of the West of EnglandcoreAcademic partner in developing Inside Mental Health programme, testing with students and healthcare professionals.
- Tate GallerycoreStrategic consultancy client. Worked with Tate's Digital Experience team to develop a Digital Experiences Playbook.
- Digital CatapultcoreSupported The Collider and Goliath development. UK authority on advanced digital technology innovation.
- Watershed Pervasive Media StudiocoreBristol studio where Anagram is in residence. Supported The Collider development.
- National Theatre Storytelling StudiominorSupported development of The Collider.
- La Biennale di Venezia - Biennale College Cinema VRcoreVenice Biennale programme developed Goliath: Playing with Reality through the VR workshop.
- Adam Mickiewicz InstitutecoreCommissioned Messages to a Post Human Earth in collaboration with IDFA DocLab R&D Program in Amsterdam.
- Google Creative LabcoreListed as global collaborator alongside cultural institutions and brands worldwide.
Scale indicators3 records
Recent moves6 records
Expansion highlights5 records
Anagram competitors and assessment
Company assessmentDirect peers
- Penrose Studios: VR storytelling studio creating cinematic animated VR experiences. Comparable in high-production VR narrative content targeting headset platforms.
- Marshmallow Laser Feast: London-based immersive experience studio creating award-winning VR, AR, and large-scale installations. Most direct comparable in mission, scale, and cultural-institution client base.
- Atlas V: Immersive storytelling studio producing VR narrative experiences with international co-productions. Directly comparable in festival-led distribution model and documentary-meets-fiction XR storytelling.
- Innerspace VR: Paris-based immersive VR studio producing narrative and documentary VR experiences for cultural institutions. Closely comparable in French co-production financing, festival strategy, and XR documentary focus.
- Felix & Paul Studios: Montreal immersive VR content studio known for high-profile narrative and documentary VR with institutional and brand partnerships. Comparable in immersive documentary storytelling and festival recognition.
- Baobab Studios: Emmy-winning immersive animation studio behind VR animated shorts. Comparable in Emmy-level recognition, animated VR storytelling, and creator-led studio model.
- Tender Claws: LA-based studio building VR/AR games and experiences including theatrical immersive work. Comparable in fusing gaming mechanics with narrative immersion.
- Darkfield: London immersive theatre company using binaural audio and sensor-based experiences. Comparable in sensory immersion techniques (e.g., Door Into The Dark's blindfold + binaural model) and UK cultural-institution circuit.
- Emblematic Group: Immersive VR studio producing socially impactful narrative VR including journalism. Comparable in mission-driven immersive storytelling, festival circuit presence, and platform partnerships.
Others
- Kaleidoscope: Investor and community platform focused on immersive/VR creators, hosting showcases and funding XR projects. Comparable as an ecosystem enabler for studios like Anagram rather than a direct competitor.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat5 records
Key highlights7 records
Customer concentration
Anagram social profiles
Digital presenceAnagram financial estimates
Financial estimateRevenue estimate
Valuation estimate
Anagram leadership team
Management profileNumber of profiles
Profiles2 records
Anagram funding detail
Funding detailFunding overview
Funding rounds2 records
Investors2 records
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Anagram M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about Anagram
What does Anagram do?
Anagram creates bespoke VR, MR, AR, and physical immersive experiences for cultural institutions, healthcare bodies, and global brands, spanning artistic direction, narrative design, and technical development. The studio is best known for its twice-Emmy-nominated "Playing with Reality" series exploring stigmatised mental health conditions, and also offers strategic creative consultancy and educational workshops to organisations such as the NHS, BBC, Tate Gallery, and Google Creative Lab.
Is Anagram a public or private company?
Anagram is a private company. It is classified as founder individual operated bootstrapped and is currently operating.
When was Anagram founded?
Anagram was founded in 2013. It employs 1 to 10 people.
Where is Anagram based?
Anagram is headquartered in Bristol, United Kingdom, in the Europe region.
How does Anagram make money?
Four revenue lines are on record. Commissions & Creative Development is the primary driver. The others are strategic Consultancy, talks & Workshops and co-productions & Grants.
Who are Anagram's main competitors?
Direct peers on record are Penrose Studios, Marshmallow Laser Feast, Atlas V, Innerspace VR, Felix & Paul Studios, Baobab Studios, Tender Claws, Darkfield and Emblematic Group. Kaleidoscope is listed as an others.
Does Anagram have an API?
No public API is recorded for Anagram.
What industry is Anagram in?
Anagram's product category is Immersive Experience Studio Services. Its primary akta.pro industry code is MPAHACAN, Immersive/Interactive Animation (AR/VR/Real-Time), with a secondary code of EDAGAKAI, AR/VR & Immersive Learning Content Development. Its NAICS code is 71151 and its SIC code is 7900.