Immersive VR Education
ENGAGE XR (formerly Immersive VR Education) operates a spatial-computing platform delivering immersive education and enterprise services across VR, AR, XR, PC, Mac, iOS, Android, and Chromebook. It serves 200+ educational institutions and corporate clients globally.
- Company typePublic
- Founded2014
- HeadquartersWaterford, Ireland
- Headcount11–50
- GTM typeB2B
- OfferingSoftware
What Immersive VR Education does
ENGAGE XR Holdings plc (formerly Immersive VR Education) is a publicly listed spatial-computing company headquartered in Ireland and listed on the London Stock Exchange (AIM). The company operates the ENGAGE XR platform, a multi-device spatial-computing environment supporting VR, AR, XR, PC, Mac, iOS, Android, and Chromebook clients. It serves over 200 enterprise and education customers globally, including Oxford University, Stanford, Arizona State University, the University of Miami, Penn State, San Diego State University, Toronto University, George Brown College, the Kentucky Department of Education, Optima Online Academy, and enterprise clients such as Kia, 3M, and a Fatboy Slim metaverse concert deployment. Flagship content includes Apollo 11 VR, Titanic VR, and Shuttle Commander VR alongside curriculum-focused content for K-12 and higher education.
The platform is built around a no-code Experience Editor for simulation authoring, an AI Builder for AI-character creation, and an AI Teacher Demo, with generative AI integrations to MetaAI, OpenAI, and ChatGPT-5 enabling conversational avatars and text/voice-driven in-world asset creation. Multi-student environments support up to 70 concurrent users per room, while a recorded projected presence system extends scale to tens of thousands of attendees for large virtual events. Security and compliance posture is anchored by ISO 27001 certification, GDPR compliance, SSO, 2FA, and GovCloud readiness.
Commercial revenue derives from three streams: annual platform subscription licenses sold to enterprise and educational organizations, curriculum-focused content packages sold as add-ons, and enterprise services including digital twin development, remote collaboration deployments, team-building programs, and virtual event hosting. Pricing is quote-based with no public tiers. Distribution combines direct enterprise field sales with a self-serve download flow. Cumulative disclosed funding is approximately $16M across rounds since 2017 — including a £7.7M share placement in June 2021 from Shard Capital Partners and The Davy Group and a strategic 2020 investment from HTC — and the company has signaled geographic expansion across the US, Europe, Asia, and the Middle East.
Immersive VR Education firmographics
Firmographics- Name
- Immersive VR Education
- Legal name
- ENGAGE XR Holdings plc
- Website
- https://immersivevreducation.com
- Company type
- Public
- Founded year
- 2014
- Operating status
- Operating
- Headcount range
- 11–50 employees
- Short description
- ENGAGE XR (formerly Immersive VR Education) operates a spatial-computing platform delivering immersive education and enterprise services across VR, AR, XR, PC, Mac, iOS, Android, and Chromebook. It serves 200+ educational institutions and corporate clients globally.
- Ownership category
- akta.pro rank
Immersive VR Education industry classification
Industry- Product category
- Immersive XR Education and Training Software
- NAICS
- Business Schools and Computer and Management Training (6114), Professional and Management Development Training (611430)
- SIC
- Services-Educational Services (8200), Services-Prepackaged Software (7372)
- akta.pro primary industry
- Immersive Collaboration Classrooms (Multiuser VR, Social Learning Spaces) (EDAFAJAK)
- akta.pro secondary industries
- Creator Tools & Content Pipelines for Immersive Learning (VR lesson builders, 3D asset workflows) (EDAFAJAL), Virtual Field Trips & Experiential Learning Environments (Museums, Geography, History) (EDAFAJAG), VR-Based Skills Training Simulations (Soft Skills, Customer Service, Leadership) (EDAFAJAA), AR/VR & Immersive Learning Content Development (EDAGAKAI)
Keywords
Where Immersive VR Education is headquartered
LocationHeadquarters
- HQ city
- Waterford
- HQ country
- Ireland
- HQ region
- Europe
Offices1 record
Markets served
Immersive VR Education business model
Business model- GTM type
- B2B
- Offering type
- Software
- Cost components
- Technology or R&D, Personnel, Marketing or Sales, Operations, Infrastructure
Revenue model
- Platform Subscription Licenses: Annual subscription model for access to the ENGAGE platform, targeting enterprise and educational institutions with organizational accounts, user management, and content access.
- Content Packages: Pre-built curriculum-focused VR content packages for education and enterprise training sold as add-ons to platform subscriptions.
- Enterprise Services: Custom enterprise engagements including digital twin development, remote collaboration solutions, team building, and virtual events.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| Subscription | Annual | Enterprise and education organizations with organizational accounts |
Go-to-market motion3 records
Distribution channels3 records
Marketing channels7 records
Immersive VR Education product offering
Product offeringCore offering
Immersive VR Education (operating as ENGAGE XR) develops and licenses the ENGAGE spatial computing platform, a multi-device VR/AR/XR environment that enables educational institutions and enterprises to deliver curriculum-focused immersive lessons, remote collaboration, training simulations, and large-scale virtual events. The company complements platform subscriptions with a portfolio of standalone educational VR experiences (Apollo 11 VR, Titanic VR, Shuttle Commander VR), content packages, and bespoke digital twin / enterprise service engagements.
Product overview
ENGAGE XR (formerly Immersive VR Education) is a Europe-based spatial computing platform listed on the London Stock Exchange. The core offering is the ENGAGE XR platform, which provides immersive education and enterprise services. The product portfolio includes flagship VR experiences—Apollo 11 VR, Titanic VR, and Shuttle Commander VR—alongside the AI-powered ENGAGE platform featuring tools like AI Builder for creating AI characters and Experience Editor for no-code content creation. The platform supports K-12 education, university education, and enterprise services including digital twin development, remote collaboration, and virtual events. The company has integrated generative AI tools (MetaAI, OpenAI) enabling AI-powered avatar interactions and asset creation.
Differentiator
Problem solved
Functional benefit
Products and services
- ENGAGE XR Platform Spatial computing platform providing immersive education and enterprise services, enabling organizations to create and consume curriculum-focused content using AI and XR technology across VR, AR, XR, PC, Mac, iOS, Android, and Chromebook devices.
- ENGAGE Studio Content creation and publishing platform that lets creators build, edit, and release immersive experiences within the ENGAGE XR ecosystem.
- Apollo 11 VR Immersive VR experience recreating the Apollo 11 moon landing mission, providing historical educational content as part of the company's flagship educational VR portfolio.
- Titanic VR Immersive VR experience exploring the Titanic shipwreck, offered as part of the company's flagship educational VR content portfolio.
- Shuttle Commander VR VR experience simulating shuttle commander operations, providing hands-on space exploration education.
- K-12 Virtual Education Offer Comprehensive K-12 virtual education solution delivering curriculum-focused immersive content for primary and secondary schools, including Chromebook support.
- University & Third Level Education Higher education virtual reality education services for universities and third-level institutions, supporting virtual classrooms, labs, and field-trip style learning.
- Enterprise Services Corporate solutions covering remote collaboration, team building, onboarding, virtual events, and custom enterprise deployments on the ENGAGE platform.
- Virtual Classroom Solutions Collaborative virtual classroom environment enabling remote students and teachers to connect, create, and explore curriculum content together.
- Digital Twin Development Custom enterprise service that builds digital twins of real-world locations for education, collaboration, and simulation training within networked ENGAGE environments.
- AI Builder AI Character Creator tool that lets users design, train, and deploy their own AI-powered conversational avatars within ENGAGE XR environments, leveraging integrated MetaAI, OpenAI, and ChatGPT-5 capabilities.
Quantifiable outcome
- Virtual reality can improve knowledge retention by up to 75%
- +3 more outcomes
Companies that use Immersive VR Education
Customer profileNamed customers15 records
Segments3 records
Ideal customer profiles3 records
Immersive VR Education technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
AI capability4 records
Feature9 records
Immersive VR Education partnerships and signals
Strategic signalScale indicators7 records
Recent moves7 records
Expansion highlights6 records
Immersive VR Education competitors and assessment
Company assessmentDirect peers
- Mursion: Mursion provides AI-powered VR simulations for soft-skills, leadership, and customer service training. Overlaps directly with ENGAGE XR's enterprise training segment and shares the same VR-based corporate learning category.
- Strivr: Strivr is a VR training and immersive learning platform focused on enterprise workforce skills development. Comparable to ENGAGE XR's VR skills training and digital-twin enterprise offerings.
- Spatial: Spatial is an XR collaboration/metaverse platform for enterprises and creators, supporting multi-user VR meetings and events. Directly competes with ENGAGE XR on multi-user virtual collaboration and AI-powered avatar interactions.
- Virbela: Virbela builds immersive 3D virtual worlds for enterprise events, remote work, and education, with custom digital-twin capabilities. Comparable to ENGAGE XR's enterprise services and large-scale virtual event hosting.
- Talespin: Talespin provides an XR platform for workforce skills development and learning, including no-code content creation and AI-driven simulations. Overlaps with ENGAGE XR's enterprise training and AI Builder capabilities.
- VictoryXR: VictoryXR delivers immersive VR and XR learning experiences to K-12 schools, colleges, and universities. Directly competes with ENGAGE XR's education (K-12 and higher-ed) offering and virtual field-trip content.
- ClassVR / Avantis: ClassVR (by Avantis Education) provides VR headsets plus curriculum content for K-12 classrooms worldwide. Overlaps directly with ENGAGE XR's K-12 education segment and curriculum-focused content packages.
- Arthur Technologies: Arthur is a VR collaboration platform for hybrid and remote enterprise teams with multi-user virtual workspaces. Comparable to ENGAGE XR's enterprise collaboration and multi-student environment features.
- Immerse: Immerse is a VR/AR language and enterprise training platform with a content authoring suite. Comparable to ENGAGE XR's enterprise training focus and content-creation tools.
Broad incumbents
- Meta Horizon Workrooms: Meta's VR-based collaboration and meeting platform within the broader Meta Horizon ecosystem. Represents a much larger incumbent potentially competing with ENGAGE XR's enterprise collaboration offering.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat4 records
Key risks6 records
Key highlights6 records
Customer concentration
Immersive VR Education social profiles
Digital presenceImmersive VR Education compliance and trust
Trust signalCompliance2 records
Immersive VR Education financial estimates
Financial estimateRevenue estimate
Valuation estimate
Immersive VR Education leadership team
Management profileNumber of profiles
Profiles1 record
Immersive VR Education funding detail
Funding detailFunding overview
Funding rounds4 records
Investors6 records
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Immersive VR Education 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 Immersive VR Education
What does Immersive VR Education do?
Immersive VR Education (operating as ENGAGE XR) develops and licenses the ENGAGE spatial computing platform, a multi-device VR/AR/XR environment that enables educational institutions and enterprises to deliver curriculum-focused immersive lessons, remote collaboration, training simulations, and large-scale virtual events. The company complements platform subscriptions with a portfolio of standalone educational VR experiences (Apollo 11 VR, Titanic VR, Shuttle Commander VR), content packages, and bespoke digital twin / enterprise service engagements.
Is Immersive VR Education a public or private company?
Immersive VR Education is a public company. It is classified as public and is currently operating.
When was Immersive VR Education founded?
Immersive VR Education was founded in 2014. It employs 11 to 50 people.
Where is Immersive VR Education based?
Immersive VR Education is headquartered in Waterford, Ireland, in the Europe region.
How does Immersive VR Education make money?
Three revenue lines are on record. Platform Subscription Licenses are the primary driver. The others are content Packages and enterprise Services.
Who are Immersive VR Education's main competitors?
Direct peers on record are Mursion, Strivr, Spatial, Virbela, Talespin, VictoryXR, ClassVR / Avantis, Arthur Technologies and Immerse. Meta Horizon Workrooms is listed as a broad incumbent.
Does Immersive VR Education have an API?
No public API is recorded for Immersive VR Education.
What industry is Immersive VR Education in?
Immersive VR Education's product category is Immersive XR Education and Training Software. Its primary akta.pro industry code is EDAFAJAK, Immersive Collaboration Classrooms (Multiuser VR, Social Learning Spaces), with a secondary code of EDAFAJAL, Creator Tools & Content Pipelines for Immersive Learning (VR lesson builders, 3D asset workflows). Its NAICS code is 6114 and its SIC code is 8200.