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Immersive VR Education

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uuid0006a27

Namestring
Immersive VR Education
Legal namestring
ENGAGE XR Holdings plc
Company typeenum
Public
Founded yearint
2014
Descriptiontext

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.

Short descriptiontext

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.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
11–50
akta.pro rankint
HeadquartersWaterford, Ireland
HQ citystring
Waterford
HQ countrystring
Ireland
HQ regionstring
Europe
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
immersive education platform, virtual reality training, XR learning software, spatial computing platform, AI-powered content authoring
Industry5 codes
1Immersive Collaboration Classrooms (Multiuser VR, Social Learning Spaces)
CodeEDAFAJAKPrimaryYes
2Creator Tools & Content Pipelines for Immersive Learning (VR lesson builders, 3D asset workflows)
CodeEDAFAJALPrimaryNo
3Virtual Field Trips & Experiential Learning Environments (Museums, Geography, History)
CodeEDAFAJAGPrimaryNo
4VR-Based Skills Training Simulations (Soft Skills, Customer Service, Leadership)
CodeEDAFAJAAPrimaryNo
5AR/VR & Immersive Learning Content Development
CodeEDAGAKAIPrimaryNo
NAICS code2 codes
  • Business Schools and Computer and Management Training6114
  • Professional and Management Development Training611430
SIC code2 codes
  • Services-Educational Services8200
  • Services-Prepackaged Software7372
Product category
Immersive XR Education and Training Software
Social media profiles1 record
GTM motion3 records

Each record includes

Type, Description, Source

Revenue model3 records
1Platform Subscription Licenses
TypeSubscription Recurring
Description

Annual subscription model for access to the ENGAGE platform, targeting enterprise and educational institutions with organizational accounts, user management, and content access.

engagevr.io
2Content Packages
TypeSubscription Recurring
Description

Pre-built curriculum-focused VR content packages for education and enterprise training sold as add-ons to platform subscriptions.

engagevr.io
3Enterprise Services
TypeProfessional Services
Description

Custom enterprise engagements including digital twin development, remote collaboration solutions, team building, and virtual events.

engagevr.io
Marketing channels7 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
Technology or R&D, Personnel, Marketing or Sales, Operations, Infrastructure
Pricing details1 tier
1Enterprise and education organizations with organizational accounts
ModelSubscriptionBilling cadenceAnnual
Notes

Quote-based / Not publicly disclosed. Contact sales for enterprise pricing.

engagevr.io
GTM typeB2B
B2B
Offering typeSoftware
Software
Core offering1 text field

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.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 4 values shown
  • Virtual reality can improve knowledge retention by up to 75%
+3 more records
Product overview1 text field

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.

Product and service11 records
1ENGAGE XR Platform
CategoryCore Platform
Description

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.

2ENGAGE Studio
CategoryAuthoring Platform
Description

Content creation and publishing platform that lets creators build, edit, and release immersive experiences within the ENGAGE XR ecosystem.

3Apollo 11 VR
CategoryEducational VR Experience
Description

Immersive VR experience recreating the Apollo 11 moon landing mission, providing historical educational content as part of the company's flagship educational VR portfolio.

4Titanic VR
CategoryEducational VR Experience
Description

Immersive VR experience exploring the Titanic shipwreck, offered as part of the company's flagship educational VR content portfolio.

5Shuttle Commander VR
CategoryEducational VR Experience
Description

VR experience simulating shuttle commander operations, providing hands-on space exploration education.

6K-12 Virtual Education Offer
CategoryEducation Service
Description

Comprehensive K-12 virtual education solution delivering curriculum-focused immersive content for primary and secondary schools, including Chromebook support.

7University & Third Level Education
CategoryEducation Service
Description

Higher education virtual reality education services for universities and third-level institutions, supporting virtual classrooms, labs, and field-trip style learning.

8Enterprise Services
CategoryEnterprise Service
Description

Corporate solutions covering remote collaboration, team building, onboarding, virtual events, and custom enterprise deployments on the ENGAGE platform.

9Virtual Classroom Solutions
CategoryEducation Service
Description

Collaborative virtual classroom environment enabling remote students and teachers to connect, create, and explore curriculum content together.

10Digital Twin Development
CategoryEnterprise Service
Description

Custom enterprise service that builds digital twins of real-world locations for education, collaboration, and simulation training within networked ENGAGE environments.

11AI Builder
CategoryAI Product
Description

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.

Scale indicator7 records

Each record includes

Type, Value, Description, Source

Recent move7 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight6 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeBroad incumbent
Description

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

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat4 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights6 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers15 records

Each record includes

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

Segment3 records

Each record includes

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

Ideal customer profile3 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

AI capability4 records

Each record includes

Type, Description, Source

AI maturity
App detail

Has app

Feature9 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles1 record

Each record includes

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

No data
Compliance2 records

Each record includes

Name, Class, Description

Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds4 records

Each record includes

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

Investors6 records

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 →

Immersive VR Education

Immersive XR Education and Training Softwareimmersivevreducation.com

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.

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

  • Immersive education platform
  • Virtual reality training
  • XR learning software
  • Spatial computing platform
  • AI-powered content authoring

Where Immersive VR Education is headquartered

Location

Headquarters

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

  1. 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.
  2. Content Packages: Pre-built curriculum-focused VR content packages for education and enterprise training sold as add-ons to platform subscriptions.
  3. Enterprise Services: Custom enterprise engagements including digital twin development, remote collaboration solutions, team building, and virtual events.

Pricing tiers

ModelBillingPrice
SubscriptionAnnualEnterprise and education organizations with organizational accounts

Go-to-market motion3 records

Distribution channels3 records

Marketing channels7 records

Immersive VR Education product offering

Product offering

Core 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 profile

Named customers15 records

Segments3 records

Ideal customer profiles3 records

Immersive VR Education technology and API

Technology

Technology 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 signal

Scale indicators7 records

Recent moves7 records

Expansion highlights6 records

Immersive VR Education competitors and assessment

Company assessment

Direct 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 presence

Immersive VR Education compliance and trust

Trust signal

Compliance2 records

Immersive VR Education financial estimates

Financial estimate

Revenue estimate

Valuation estimate

Immersive VR Education leadership team

Management profile

Number of profiles

Profiles1 record

Immersive VR Education funding detail

Funding detail

Funding 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 investment

M&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.

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Live signals
Research and MarketsUSA AR VR in Education and Training MarketKen Research released a market report valuing the USA AR and VR in Education and Training sector at USD 5 billion, driven by increased adoption of immersive technologies and government funding initiatives like the EdTech Innovation Fund. The report identifies key industry participants including Google LLC, Microsoft Corporation, and Meta Platforms, Inc., among others competing to provide hardware and software solutions for K-12 and higher education.Ken ResearchSouth Korea AR VR MarketThe South Korea AR VR Consumer Applications Market is valued at USD 5.3 billion, based on a five-year historical analysis, driven by advancements in technology and increasing consumer interest in immersive experiences across gaming, education, and healthcare sectors. Seoul, Busan, and Incheon are the dominant cities, with Seoul serving as the hub for technology and innovation. The South Korean government has implemented policies allocating USD 200 million for R&D and USD 250 million for educational technology initiatives to promote the AR and VR industry, while key challenges include the high cost of devices and limited localized content.MediumTOP 5 AR/VR Startups in the Field of EducationThe article profiles five startups—Immersive VR Education, Unimersiv, WoofbertVR, Schell Games, and ThingLink—that are applying augmented and virtual reality technologies to educational platforms. These companies offer diverse solutions ranging from virtual lecture halls and personalized content generation to cultural museum tours and interactive panoramic learning tools. The piece highlights how these innovations aim to enhance student engagement and information acquisition through dynamic, practical examples.The Irish TimesVirtual reality technology company VR Education raises €9mVR Education, a virtual reality technology company based in Waterford, has raised €9 million through a share placing of 48,350,191 new ordinary shares at 16 pence each. The transaction was facilitated by Davy and Shard Capital Partners, with Octopus Investments subscribing for a portion of the oversubscribed shares as a related party. The company is seeking admission to trading on Euronext Growth Dublin and AIM.SureventuresplcVR Education – Sure VenturesSure Ventures plc sold a portion of its shares in VR Education to recoup its original investment, while retaining a 4.38% stake in the company. This move follows VR Education's announcement of a €3.0 million strategic investment and partnership with HTC Corporation for global distribution of its ENGAGE platform.PR NewswireHTC VIVE Launches VIVE XR Suite to Meet New Needs of Businesses Dealing With the Coming "Next Normal"HTC VIVE announced the launch of the VIVE XR Suite, an integrated software bundle for remote work, collaboration, and social interaction, at a hybrid event in Shanghai on June 15, 2020. The suite comprises five applications and is designed to function across PCs, laptops, and smartphones without requiring VR headsets, with a Q3 2020 launch planned for China followed by global expansion. HTC has established strategic partnerships with Baidu, HP, BCW, VSTECS, and Activation Group to distribute the suite in the Chinese market, alongside software collaborations with Immersive VR Education, VirBELA, VRChat, and the Museum of Other Realities.PR NewswireHTC Conducts Its First Virtual "VIVE Ecosystem Conference" (V²EC) fully in VR Allowing Global Attendees to Join Virtual SessionsHTC VIVE held its fifth annual XR industry conference, renamed the Virtual VIVE Ecosystem Conference (V²EC), fully in VR for the first time with approximately 2,000 participants from over 55 countries attending via custom avatars. During the event, HTC and China Mobile signed a Cloud VR Strategic Cooperation Memorandum to integrate their XR platforms and jointly develop hardware for the Chinese market. HTC also announced a global distribution partnership with ImmersiveVR Education for the ENGAGE VR events platform through VIVEPORT.The Irish TimesVR Education launches Engage virtual training platformVR Education has launched Engage, a virtual learning and corporate training platform targeting the education and corporate sectors. The company has secured partnerships with Nokia and Shenandoah University, while leveraging content developed with partners including the BBC and several universities. This launch follows a £6 million IPO earlier in the year, with revenue expectations tied to broader VR adoption over the next few years.Harvard GazetteImmersive VR EdcucationImmersive VR has launched two virtual reality tools, Lecture VR and Engage, designed to transform the classroom experience by allowing students and teachers to join from anywhere in the world. These platforms enable educators to create immersive lesson plans without coding, aiming to improve student engagement and retention through hands-on visual learning. The company faces challenges regarding the high cost of technology but anticipates future growth as adoption increases globally.FinSMEsImmersive VR Education Raises €1M in FundingImmersive VR Education Ltd. raised €1M in funding co-led by Kernel Capital and Suir Valley Ventures. The company will use the funds to accelerate growth, and it is collaborating with Oxford University and the Royal College of Surgeons on medical VR training.