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ScienceVR, Inc.

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uuid000f2zc

Namestring
ScienceVR, Inc.
Legal namestring
ScienceVR, Inc.
Websiteurl
sciencevr.com
Company typeenum
Private
Founded yearint
2019
Descriptiontext

ScienceVR, Inc. is a privately held, early-stage VR studio that develops immersive educational experiences designed to visualize human knowledge through interactive 3D virtual reality. Founded in 2017 by Jackie Lee, Ph.D., the company builds a portfolio of "Immersive Labs" — interactive VR applications covering historical scientific and literary milestones — including Faraday's Magnets (electromagnetism with Michael Faraday and James Clerk Maxwell), Ada's Engines (Charles Babbage's Difference Engines and Ada Lovelace), Carroll's Riddles (Lewis Carroll's logic puzzles), Shelley's Creation (Mary Shelley's Frankenstein), and Curie's Radiance (Marie and Pierre Curie's radioactivity work). These experiences are unified under the "Knowledge Multiverse" platform, a metaverse-style roadmap spanning from Archimedes in 212 BC to modern quantum computing. In 2026 the company launched an alpha-stage Quantum Computing Lab featuring interactive web-based simulators for Shor's algorithm and Elliptic Curve Cryptography on SECP256k1-like curves.

The technology stack is built on Unreal Engine 4, integrating AI, quantum, and multiverse concepts. Distribution occurs through consumer VR app marketplaces — the Oculus Store (Quest and Rift), App Lab, itch.io, and the company's own Hubs event platform at hubs.sciencevr.com — reaching individual consumers, students, educators, and educational institutions. Revenue is generated through one-time/perpetual license sales of paid VR experiences (some titles offered as free or paid preview), supplemented by non-dilutive grant funding including two-time receipt of Epic Games' MegaGrants and a Magic Leap Grant. The company has 1–10 employees and operates from Palo Alto, California with a secondary office in Taipei, Taiwan.

The primary customer segment is individual learners, students, and educators seeking immersive STEM and history experiences, with a secondary segment targeting AI researchers interested in knowledge-rich 3D representations. Go-to-market is primarily product-led through app marketplace distribution, augmented by event-based engagement (VR Book Chat Events, AWE conferences) and developer-program participation (Oculus Launch Pad, NVIDIA Inception, MIT Sandbox). The company maintains strategic partnerships with Epic Games, Meta/Oculus, NVIDIA, Magic Leap, MIT Media Lab/Sandbox, the James Clerk Maxwell Foundation, and Cooper Hewitt/Smithsonian.

Short descriptiontext

ScienceVR is an early-stage private VR studio building immersive educational experiences that visualize scientific and literary history. Its portfolio of Immersive Labs spans Faraday's electromagnetism to a Quantum Computing Lab, distributed via Oculus Store and itch.io to learners and educators.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
1–10
akta.pro rankint
HeadquartersSan Francisco, United States
HQ citystring
San Francisco
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Offices2 records

Each record includes

City, Country, Type, Description, Source

Keyword5 values
immersive VR education, virtual reality labs, quantum computing visualization, science e-learning, 3D knowledge metaverse
Industry5 codes
1Lab & Science Virtual Labs (Chemistry, Biology, Physics)
CodeEDAFAJAEPrimaryYes
2Simulation-Based Learning & Virtual Labs
CodeEDAGAEAGPrimaryNo
3STEM & Lab Simulation Media (Virtual Labs, AR/VR)
CodeEDAGALAFPrimaryNo
4Digital Labs, Simulations & Virtual Practicals (Non-XR)
CodeEDAFACAFPrimaryNo
5Simulation & Scenario-Based Learning Authoring
CodeEDAFAHADPrimaryNo
NAICS code2 codes
  • Software Publishers5132
  • Computer Training611420
SIC code1 code
  • Services-Computer Programming Services7371
Product category
Immersive Educational VR Software
GTM motion2 records

Each record includes

Type, Description, Source

Revenue model2 records
1VR Content Sales
TypeOne Time License
Description

ScienceVR sells VR experiences through the Oculus Store (Quest, Rift), App Lab, and itch.io. Products include immersive labs like Faraday's Magnets, Ada's Engines, Carroll's Riddles, Shelley's Creation, and Curie's Radiance. Some products are offered as paid previews while others are available for free.

sciencevr.com
2Grant Funding
TypeLicensing Royalties
Description

The company receives grant funding from technology partners including Epic Games MegaGrants and Magic Leap Grant Program to support development of VR content.

sciencevr.com
Marketing channels4 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 details1 tier
1VR Experiences - Mixed free and paid
ModelOne time/ perpetual licenseBilling cadencePay-as-you-go
Notes

Some experiences like Shelley's Creation and Carroll's Riddles are listed as 'paid preview' while others like Faraday's Magnets and Ada's Engines are distributed via app stores. Exact pricing not disclosed on the main website.

sciencevr.com
GTM typeB2C
B2C
Offering typeSoftware
Software
Core offering1 text field

ScienceVR designs and sells immersive virtual reality educational experiences that visualize human knowledge through interactive 3D simulations. The portfolio includes physics, computer science, logic, literature, and nuclear chemistry VR labs (Faraday's Magnets, Shelley's Creation, Ada's Engines, Carroll's Riddles, Curie's Radiance), an alpha-stage Quantum Computing Lab for algorithm and elliptic curve cryptography simulation, and an overarching Knowledge Multiverse platform distributed via the Oculus Store, App Lab, and itch.io.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 2 values shown
  • VR experiences covering 20+ historical scientific milestones from B.C. 212 to A.D. 2051
+1 more record
Product overview1 text field

ScienceVR, Inc. is an early-stage VR technology startup offering a portfolio of immersive educational VR experiences designed to visualize human knowledge. The core product portfolio includes five distinct lab experiences: Faraday's Magnets (physics/electromagnetism), Shelley's Creation (sci-fi/gothic literature), Ada's Engines (computer science), Carroll's Riddles (logic/mathematics), and Curie's Radiance (physics/chemistry). These are unified under the Knowledge Multiverse platform, a metaverse-style roadmap spanning historical scientific and literary milestones from ancient times to the modern era. An additional Quantum Computing Lab provides alpha-stage interactive simulation for quantum algorithms and elliptic curve cryptography. All experiences are delivered as VR applications available through Oculus, HTC Vive, and other VR platforms.

Product and service7 records
1Faraday's Magnets
CategoryImmersive Educational VR Software
Description

Interactive VR physics laboratory experience exploring electromagnetism with Michael Faraday and James Clerk Maxwell, enabling learners to visualize invisible forces around magnets. Designed for students, educators, and lifelong learners interested in physics.

2Shelley's Creation
CategoryImmersive Educational VR Software
Description

Sci-fi VR experience based on Mary Shelley's Frankenstein, combining biology, history, and poetry; users experience the 1816 Villa Diodati ghost story competition with Mary Shelley, Percy Shelley, and Lord Byron. Targeted at literature and history enthusiasts.

3Ada's Engines
CategoryImmersive Educational VR Software
Description

VR computer science experience featuring Charles Babbage's Difference Engines and Ada Lovelace's Analytical Engine programming concepts, teaching programming through interactive gear mechanisms. Targeted at learners interested in the history of computing and introductory programming.

4Carroll's Riddles
CategoryImmersive Educational VR Software
Description

VR logic and puzzle-solving experience based on Lewis Carroll's 'The Game of Logic' and Alice in Wonderland, featuring interactive Carroll Diagrams and symbolic logic challenges. Targeted at learners interested in logic, mathematics, and puzzle-solving.

5Curie's Radiance
CategoryImmersive Educational VR Software
Description

VR experience exploring Marie and Pierre Curie's scientific discoveries of radioactivity, radium, and polonium, with interactive adventure through the history of nuclear chemistry. Targeted at learners interested in chemistry, physics, and scientific history.

6Quantum Computing Lab
CategoryImmersive Educational VR Software
Description

Alpha-stage interactive educational sandbox for learning quantum algorithms, including simulators for controlled-phase gate circuits and Shor's algorithm for Elliptic Curve Discrete Logarithm Problem (ECDLP). Features an Elliptic Curve Cryptography simulator based on SECP256k1-like curves. Targeted at individual learners and AI researchers interested in quantum computing and cryptography.

7Knowledge Multiverse
CategoryImmersive Educational VR Software
Description

Overarching metaverse platform and roadmap featuring immersive VR experiences spanning human knowledge history from ancient civilizations (Archimedes, 212 BC) to modern era (Apollo's Landing, Hawking's Time, Elliptic Curve Cryptography, 2026). Encompasses all individual lab experiences as temporal journeys through scientific and literary milestones.

Scale indicator3 records

Each record includes

Type, Value, Description, Source

Partnership5 partners
Strategic tierCoreTypeTechnology or Integration
Description

ScienceVR uses Unreal Engine 4 for developing VR experiences. The company is a two-time recipient of Epic Games MegaGrants, which provides funding and technical support for Unreal Engine-based development. This partnership enables access to Unreal Engine tools, documentation, and community support.

Strategic tierCoreTypeTechnology or Integration
Description

ScienceVR participates in the Oculus Start program and distributes content through the Oculus Store and App Lab. The company develops VR experiences optimized for Oculus Quest and Rift headsets.

Strategic tierMinorTypeStrategic or Co-development Partner
Description

The founder of ScienceVR has background at MIT Media Lab and the company maintains partnership with MIT Sandbox (sandbox.mit.edu) for research collaboration and student engagement.

4James Clerk Maxwell Foundation
Strategic tierMinorTypeStrategic or Co-development Partner
Description

Partnership focused on education around Maxwell's electromagnetic theory and historical physics discoveries, aligned with ScienceVR's Faraday's Magnets experience.

sciencevr.com
Strategic tierMinorTypeStrategic or Co-development Partner
Description

ScienceVR is listed as a partner in Cooper Hewitt's Smithsonian Open Access activation program, which may involve educational content collaboration.

Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

Labster provides immersive virtual science lab simulations for higher education and K-12, directly comparable to ScienceVR's Faraday's Magnets and Curie's Radiance. Both target STEM visualization through 3D/simulated environments and sell to educational institutions, though Labster is more institutionally-focused while ScienceVR leans consumer.

TypeDirect peer
Description

Prisms builds VR-based STEM learning experiences for K-12 schools, with a content-and-platform model similar to ScienceVR's Knowledge Multiverse. Both target STEM curriculum through immersive 3D, with institutional (district/school) GTM and curriculum-aligned content libraries.

TypeDirect peer
Description

VictoryXR produces VR educational content across science, history, and career exploration, distributed through Meta Quest and partner channels. Overlaps with ScienceVR in VR-based immersive science/history experiences for both consumer and classroom use cases.

TypeBroad incumbent
Description

zSpace is a more established AR/VR educational hardware-and-software provider focused on STEM labs and career-technical education. Comparable to ScienceVR's VR science lab content but operates as a full-stack K-12 incumbent with hardware, software, and curriculum packages.

TypeEmerging player
Description

Mursion provides VR-based simulation training primarily for soft skills, leadership, and workforce development. Comparable to ScienceVR in VR-driven immersive learning but addresses enterprise/corporate training rather than STEM/science education.

TypeEmerging player
Description

Talespin builds immersive VR/AR training for workforce reskilling and enterprise learning, using Unreal Engine. Comparable to ScienceVR in immersive 3D learning content delivered on major VR platforms, though targeting corporate L&D rather than consumer STEM.

7Engage
TypeEmerging player
Description

Engage is a VR education and collaboration platform used by universities and enterprises for immersive lessons and events. Comparable to ScienceVR's VR hubs for educational content delivery and community engagement.

TypeEmerging player
Description

Immerse offers VR language and professional skills training for enterprises and language schools. Comparable to ScienceVR in VR-driven adult learning experiences delivered on Meta Quest and other headsets, though focused on language acquisition.

TypeBroad incumbent
Description

Discovery Education is a broad K-12 digital curriculum provider with VR/AR components and immersive STEM content. Comparable to ScienceVR's VR science experiences but operates as a full K-12 incumbent with deep school district distribution.

TypeEmerging player
Description

Wonda VR is a collaborative VR platform for creating and sharing immersive educational experiences, used in higher education and corporate training. Comparable to ScienceVR's VR content creation and educational experience delivery model.

Market position
Weaknesses4 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

Segment2 records

Each record includes

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

Ideal customer profile2 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 capability2 records

Each record includes

Type, Description, Source

AI maturity
App detail

Has app

Feature3 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles2 records

Each record includes

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

No data
No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds

Each record includes

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

Investors

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 →

ScienceVR, Inc.

Immersive Educational VR Softwaresciencevr.com

ScienceVR is an early-stage private VR studio building immersive educational experiences that visualize scientific and literary history. Its portfolio of Immersive Labs spans Faraday's electromagnetism to a Quantum Computing Lab, distributed via Oculus Store and itch.io to learners and educators.

What ScienceVR, Inc. does

ScienceVR, Inc. is a privately held, early-stage VR studio that develops immersive educational experiences designed to visualize human knowledge through interactive 3D virtual reality. Founded in 2017 by Jackie Lee, Ph.D., the company builds a portfolio of "Immersive Labs" — interactive VR applications covering historical scientific and literary milestones — including Faraday's Magnets (electromagnetism with Michael Faraday and James Clerk Maxwell), Ada's Engines (Charles Babbage's Difference Engines and Ada Lovelace), Carroll's Riddles (Lewis Carroll's logic puzzles), Shelley's Creation (Mary Shelley's Frankenstein), and Curie's Radiance (Marie and Pierre Curie's radioactivity work). These experiences are unified under the "Knowledge Multiverse" platform, a metaverse-style roadmap spanning from Archimedes in 212 BC to modern quantum computing. In 2026 the company launched an alpha-stage Quantum Computing Lab featuring interactive web-based simulators for Shor's algorithm and Elliptic Curve Cryptography on SECP256k1-like curves.

The technology stack is built on Unreal Engine 4, integrating AI, quantum, and multiverse concepts. Distribution occurs through consumer VR app marketplaces — the Oculus Store (Quest and Rift), App Lab, itch.io, and the company's own Hubs event platform at hubs.sciencevr.com — reaching individual consumers, students, educators, and educational institutions. Revenue is generated through one-time/perpetual license sales of paid VR experiences (some titles offered as free or paid preview), supplemented by non-dilutive grant funding including two-time receipt of Epic Games' MegaGrants and a Magic Leap Grant. The company has 1–10 employees and operates from Palo Alto, California with a secondary office in Taipei, Taiwan.

The primary customer segment is individual learners, students, and educators seeking immersive STEM and history experiences, with a secondary segment targeting AI researchers interested in knowledge-rich 3D representations. Go-to-market is primarily product-led through app marketplace distribution, augmented by event-based engagement (VR Book Chat Events, AWE conferences) and developer-program participation (Oculus Launch Pad, NVIDIA Inception, MIT Sandbox). The company maintains strategic partnerships with Epic Games, Meta/Oculus, NVIDIA, Magic Leap, MIT Media Lab/Sandbox, the James Clerk Maxwell Foundation, and Cooper Hewitt/Smithsonian.

ScienceVR, Inc. firmographics

Firmographics
Name
ScienceVR, Inc.
Legal name
ScienceVR, Inc.
Website
https://sciencevr.com
Company type
Private
Founded year
2019
Operating status
Operating
Headcount range
1–10 employees
Short description
ScienceVR is an early-stage private VR studio building immersive educational experiences that visualize scientific and literary history. Its portfolio of Immersive Labs spans Faraday's electromagnetism to a Quantum Computing Lab, distributed via Oculus Store and itch.io to learners and educators.
Ownership category
akta.pro rank

ScienceVR, Inc. industry classification

Industry
Product category
Immersive Educational VR Software
NAICS
Software Publishers (5132), Computer Training (611420)
SIC
Services-Computer Programming Services (7371)
akta.pro primary industry
Lab & Science Virtual Labs (Chemistry, Biology, Physics) (EDAFAJAE)
akta.pro secondary industries
Simulation-Based Learning & Virtual Labs (EDAGAEAG), STEM & Lab Simulation Media (Virtual Labs, AR/VR) (EDAGALAF), Digital Labs, Simulations & Virtual Practicals (Non-XR) (EDAFACAF), Simulation & Scenario-Based Learning Authoring (EDAFAHAD)

Keywords

  • Immersive VR education
  • Virtual reality labs
  • Quantum computing visualization
  • Science e-learning
  • 3D knowledge metaverse

Where ScienceVR, Inc. is headquartered

Location

Headquarters

HQ city
San Francisco
HQ country
United States
HQ region
North America

Offices2 records

Markets served

ScienceVR, Inc. business model

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

Revenue model

  1. VR Content Sales: ScienceVR sells VR experiences through the Oculus Store (Quest, Rift), App Lab, and itch.io. Products include immersive labs like Faraday's Magnets, Ada's Engines, Carroll's Riddles, Shelley's Creation, and Curie's Radiance. Some products are offered as paid previews while others are available for free.
  2. Grant Funding: The company receives grant funding from technology partners including Epic Games MegaGrants and Magic Leap Grant Program to support development of VR content.

Pricing tiers

ModelBillingPrice
One time/ perpetual licensePay-as-you-goVR Experiences - Mixed free and paid

Go-to-market motion2 records

Distribution channels3 records

Marketing channels4 records

ScienceVR, Inc. product offering

Product offering

Core offering

ScienceVR designs and sells immersive virtual reality educational experiences that visualize human knowledge through interactive 3D simulations. The portfolio includes physics, computer science, logic, literature, and nuclear chemistry VR labs (Faraday's Magnets, Shelley's Creation, Ada's Engines, Carroll's Riddles, Curie's Radiance), an alpha-stage Quantum Computing Lab for algorithm and elliptic curve cryptography simulation, and an overarching Knowledge Multiverse platform distributed via the Oculus Store, App Lab, and itch.io.

Product overview

ScienceVR, Inc. is an early-stage VR technology startup offering a portfolio of immersive educational VR experiences designed to visualize human knowledge. The core product portfolio includes five distinct lab experiences: Faraday's Magnets (physics/electromagnetism), Shelley's Creation (sci-fi/gothic literature), Ada's Engines (computer science), Carroll's Riddles (logic/mathematics), and Curie's Radiance (physics/chemistry). These are unified under the Knowledge Multiverse platform, a metaverse-style roadmap spanning historical scientific and literary milestones from ancient times to the modern era. An additional Quantum Computing Lab provides alpha-stage interactive simulation for quantum algorithms and elliptic curve cryptography. All experiences are delivered as VR applications available through Oculus, HTC Vive, and other VR platforms.

Differentiator

Problem solved

Functional benefit

Products and services

  • Faraday's Magnets Interactive VR physics laboratory experience exploring electromagnetism with Michael Faraday and James Clerk Maxwell, enabling learners to visualize invisible forces around magnets. Designed for students, educators, and lifelong learners interested in physics.
  • Shelley's Creation Sci-fi VR experience based on Mary Shelley's Frankenstein, combining biology, history, and poetry; users experience the 1816 Villa Diodati ghost story competition with Mary Shelley, Percy Shelley, and Lord Byron. Targeted at literature and history enthusiasts.
  • Ada's Engines VR computer science experience featuring Charles Babbage's Difference Engines and Ada Lovelace's Analytical Engine programming concepts, teaching programming through interactive gear mechanisms. Targeted at learners interested in the history of computing and introductory programming.
  • Carroll's Riddles VR logic and puzzle-solving experience based on Lewis Carroll's 'The Game of Logic' and Alice in Wonderland, featuring interactive Carroll Diagrams and symbolic logic challenges. Targeted at learners interested in logic, mathematics, and puzzle-solving.
  • Curie's Radiance VR experience exploring Marie and Pierre Curie's scientific discoveries of radioactivity, radium, and polonium, with interactive adventure through the history of nuclear chemistry. Targeted at learners interested in chemistry, physics, and scientific history.
  • Quantum Computing Lab Alpha-stage interactive educational sandbox for learning quantum algorithms, including simulators for controlled-phase gate circuits and Shor's algorithm for Elliptic Curve Discrete Logarithm Problem (ECDLP). Features an Elliptic Curve Cryptography simulator based on SECP256k1-like curves. Targeted at individual learners and AI researchers interested in quantum computing and cryptography.
  • Knowledge Multiverse Overarching metaverse platform and roadmap featuring immersive VR experiences spanning human knowledge history from ancient civilizations (Archimedes, 212 BC) to modern era (Apollo's Landing, Hawking's Time, Elliptic Curve Cryptography, 2026). Encompasses all individual lab experiences as temporal journeys through scientific and literary milestones.

Quantifiable outcome

  • VR experiences covering 20+ historical scientific milestones from B.C. 212 to A.D. 2051
  • +1 more outcomes

Companies that use ScienceVR, Inc.

Customer profile

Segments2 records

Ideal customer profiles2 records

ScienceVR, Inc. technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

AI capability2 records

Feature3 records

ScienceVR, Inc. partnerships and signals

Strategic signal

Partnerships

Five partnerships are on record, tiered core and minor.

  • Epic Games / Unreal EnginecoreTechnology or IntegrationScienceVR uses Unreal Engine 4 for developing VR experiences. The company is a two-time recipient of Epic Games MegaGrants, which provides funding and technical support for Unreal Engine-based development. This partnership enables access to Unreal Engine tools, documentation, and community support.
  • Meta / OculuscoreTechnology or IntegrationScienceVR participates in the Oculus Start program and distributes content through the Oculus Store and App Lab. The company develops VR experiences optimized for Oculus Quest and Rift headsets.
  • MIT Media Lab / MIT SandboxminorStrategic or Co-development PartnerThe founder of ScienceVR has background at MIT Media Lab and the company maintains partnership with MIT Sandbox (sandbox.mit.edu) for research collaboration and student engagement.
  • James Clerk Maxwell FoundationminorStrategic or Co-development PartnerPartnership focused on education around Maxwell's electromagnetic theory and historical physics discoveries, aligned with ScienceVR's Faraday's Magnets experience.
  • Cooper Hewitt, Smithsonian Design MuseumminorStrategic or Co-development PartnerScienceVR is listed as a partner in Cooper Hewitt's Smithsonian Open Access activation program, which may involve educational content collaboration.

Scale indicators3 records

Recent moves6 records

Expansion highlights5 records

ScienceVR, Inc. competitors and assessment

Company assessment

Direct peers

  • Labster: Labster provides immersive virtual science lab simulations for higher education and K-12, directly comparable to ScienceVR's Faraday's Magnets and Curie's Radiance. Both target STEM visualization through 3D/simulated environments and sell to educational institutions, though Labster is more institutionally-focused while ScienceVR leans consumer.
  • Prisms VR: Prisms builds VR-based STEM learning experiences for K-12 schools, with a content-and-platform model similar to ScienceVR's Knowledge Multiverse. Both target STEM curriculum through immersive 3D, with institutional (district/school) GTM and curriculum-aligned content libraries.
  • VictoryXR: VictoryXR produces VR educational content across science, history, and career exploration, distributed through Meta Quest and partner channels. Overlaps with ScienceVR in VR-based immersive science/history experiences for both consumer and classroom use cases.

Broad incumbents

  • zSpace: zSpace is a more established AR/VR educational hardware-and-software provider focused on STEM labs and career-technical education. Comparable to ScienceVR's VR science lab content but operates as a full-stack K-12 incumbent with hardware, software, and curriculum packages.
  • Discovery Education: Discovery Education is a broad K-12 digital curriculum provider with VR/AR components and immersive STEM content. Comparable to ScienceVR's VR science experiences but operates as a full K-12 incumbent with deep school district distribution.

Emerging players

  • Mursion: Mursion provides VR-based simulation training primarily for soft skills, leadership, and workforce development. Comparable to ScienceVR in VR-driven immersive learning but addresses enterprise/corporate training rather than STEM/science education.
  • Talespin: Talespin builds immersive VR/AR training for workforce reskilling and enterprise learning, using Unreal Engine. Comparable to ScienceVR in immersive 3D learning content delivered on major VR platforms, though targeting corporate L&D rather than consumer STEM.
  • Engage: Engage is a VR education and collaboration platform used by universities and enterprises for immersive lessons and events. Comparable to ScienceVR's VR hubs for educational content delivery and community engagement.
  • Immerse: Immerse offers VR language and professional skills training for enterprises and language schools. Comparable to ScienceVR in VR-driven adult learning experiences delivered on Meta Quest and other headsets, though focused on language acquisition.
  • Wonda VR: Wonda VR is a collaborative VR platform for creating and sharing immersive educational experiences, used in higher education and corporate training. Comparable to ScienceVR's VR content creation and educational experience delivery model.

Market position

Weaknesses4 records

Competitive moat4 records

Key risks6 records

Key highlights6 records

Customer concentration

ScienceVR, Inc. social profiles

Digital presence

ScienceVR, Inc. financial estimates

Financial estimate

Revenue estimate

Valuation estimate

ScienceVR, Inc. leadership team

Management profile

Number of profiles

Profiles2 records

ScienceVR, Inc. funding detail

Funding detail

Funding overview

Funding rounds

Investors

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

ScienceVR, Inc. 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 ScienceVR, Inc.

What does ScienceVR, Inc. do?

ScienceVR designs and sells immersive virtual reality educational experiences that visualize human knowledge through interactive 3D simulations. The portfolio includes physics, computer science, logic, literature, and nuclear chemistry VR labs (Faraday's Magnets, Shelley's Creation, Ada's Engines, Carroll's Riddles, Curie's Radiance), an alpha-stage Quantum Computing Lab for algorithm and elliptic curve cryptography simulation, and an overarching Knowledge Multiverse platform distributed via the Oculus Store, App Lab, and itch.io.

Is ScienceVR, Inc. a public or private company?

ScienceVR, Inc. is a private company. It is classified as founder individual operated bootstrapped and is currently operating.

When was ScienceVR, Inc. founded?

ScienceVR, Inc. was founded in 2019. It employs 1 to 10 people.

Where is ScienceVR, Inc. based?

ScienceVR, Inc. is headquartered in San Francisco, United States, in the North America region.

How does ScienceVR, Inc. make money?

Two revenue lines are on record. VR Content Sales are the primary driver. The others are grant Funding.

Who are ScienceVR, Inc.'s main competitors?

Direct peers on record are Labster, Prisms VR and VictoryXR. Broad incumbents are zSpace and Discovery Education. Emerging players are Mursion, Talespin, Engage, Immerse and Wonda VR.

Does ScienceVR, Inc. have an API?

No public API is recorded for ScienceVR, Inc..

What industry is ScienceVR, Inc. in?

ScienceVR, Inc.'s product category is Immersive Educational VR Software. Its primary akta.pro industry code is EDAFAJAE, Lab & Science Virtual Labs (Chemistry, Biology, Physics), with a secondary code of EDAGAEAG, Simulation-Based Learning & Virtual Labs. Its NAICS code is 5132 and its SIC code is 7371.

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