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XR Association

Full company profile

uuid000hc38

Namestring
XR Association
Legal namestring
The XR Association
Websiteurl
xra.org
Company typeenum
Private
Founded yearint
2016
Descriptiontext

The XR Association (XRA) is a 501(c)(6) non-profit trade association founded in 2016 and headquartered in Washington, D.C., that represents the full extended reality (XR) industry ecosystem, including virtual reality, augmented reality, and mixed reality. Its members span headset manufacturers, platform operators, component and peripheral companies, internet infrastructure providers, enterprise solution providers, and corporate end users, with founding members Google, HTC Vive, Microsoft, Meta, Samsung, and Sony Interactive Entertainment anchoring the organization.

XRA's core offerings center on policy advocacy, industry research, best-practices publications, and event programming rather than hardware or software products. Key outputs include a six-chapter Developers Guide series covering fundamental design, safety and inclusion, accessibility, education, healthcare, and youth engagement; recurring research reports surveying healthcare professionals, manufacturing executives, high school teachers, HR/L&D professionals, and teenagers; flagship annual events (XRA TechSummit/Demo on the Hill, AR/VR Policy Conference co-hosted with ITIF, and the Limitless Future Conference); the Immersive Insights podcast; the XRAction Center advocacy platform; and the XR for All Foundation focused on workforce equity.

XRA generates revenue primarily through tiered annual membership dues (Core companies, Allied organizations, and XR Leadership Board/Executive Members) and event sponsorships/registration. Pricing is not publicly disclosed. The association is led by CEO Elizabeth Hyman and a small senior staff including a CFO, SVP of Research and Best Practices, VP of Public Policy, and Director of Marketing and Events. Its strategic positioning emphasizes federal policy influence in Washington, D.C., exemplified by its successful advocacy for immersive technology's inclusion as a key technology focus area under the CHIPS and Science Act of 2022.

Short descriptiontext

The XR Association is a Washington, D.C.-based 501(c)(6) trade association founded in 2016 that represents the full extended reality (XR) ecosystem — headset manufacturers, platform operators, component companies, enterprise solution providers, and end users — through policy advocacy, industry research, best-practices publications, and event programming.

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

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
trade association services, industry advocacy, XR standards development, industry research publications, membership organization
Industry3 codes
1XR/AR/VR/MR Development Frameworks & Toolchains
CodeMPAFAFAFPrimaryYes
2VR/XR Hardware & Accessories (Headsets, Controllers, Trackers, Haptics)
CodeMPAFAGAGPrimaryNo
3VR/AR/XR Game Studios
CodeMPAFAAAEPrimaryNo
NAICS code3 codes
  • Business Associations813910
  • Convention and Trade Show Organizers561920
  • Professional Organizations81392
SIC code2 codes
  • Services-Membership Organizations8600
  • Services-Computer Programming, Data Processing, Etc.7370
Product category
Industry Trade Association Services
GTM motion3 records

Each record includes

Type, Description, Source

Revenue model2 records
1Membership Dues
TypeSubscription Recurring
Description

XRA generates revenue primarily through annual membership dues from a broad ecosystem of XR companies including headset manufacturers, technology platforms, component companies, enterprise solution providers, internet infrastructure companies, and corporate end-users. Membership tiers include Core companies, Allied organizations, and XR Leadership Board and Executive Members.

xra.org
2Event Sponsorships
TypeProfessional Services
Description

XRA organizes and hosts major industry events including the XRA TechSummit/All-Member Meeting, AR/VR Policy Conference, Limitless Future Conference, and Demo on the Hill. Revenue is generated through event sponsorships, exhibitor fees, and participant registration fees.

xra.org
Marketing channels8 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels4 records

Each record includes

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

Cost components5 values
Personnel, Operations, Marketing or Sales, Technology or R&D, Others
Pricing details3 tiers
1Core Membership for XR technology developers and implementers
ModelSubscriptionBilling cadenceAnnual
Notes

Membership category for companies that develop or implement XR technologies (manufacturers, hardware developers, platform operators, component companies, enterprise solution providers, infrastructure companies, end users). Pricing not publicly disclosed.

xra.org
2Allied Partner Membership for industry supporters
ModelSubscriptionBilling cadenceAnnual
Notes

Open to companies, firms, or universities that support the growth of the XR industry. Allied organizations receive access to XRA resources and networking but with a distinct tier of membership benefits. Pricing not publicly disclosed.

xra.org
3XR Leadership Board and Executive Membership
ModelSubscriptionBilling cadenceAnnual
Notes

Executive-level membership tier for leaders who guide XRA's strategic direction. Includes the highest tier of member benefits, access, and influence. Pricing not publicly disclosed.

xra.org
GTM typeB2B
B2B
Offering typeServices
Services
Brand1 record
1XR for All Foundation
Description

A foundation supporting the development of a diverse and equitable workforce for the immersive technology industry while promoting next generation employment opportunities through research and partnerships.

xra.org
Core offering1 text field

The XR Association (XRA) is a 501(c)(6) non-profit trade association that serves as the unified industry voice for the extended reality (XR) ecosystem. Its core offering consists of tiered membership programs, federal and state policy advocacy, industry-wide research and best-practices publications (including the six-chapter Developers Guide), standards development committees, and signature events such as the XRA TechSummit, AR/VR Policy Conference, and Limitless Future Conference. XRA does not sell hardware or commercial software; it monetizes its convening authority, intellectual property, and event platforms through membership dues and event sponsorships.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 5 values shown
  • 77% of healthcare professionals surveyed use XR with patients; 64% report positive patient experiences
+4 more records
Product overview1 text field

The XR Association is a trade association (not a product company) that advances XR as a foundational technology through advocacy, research, and industry resources. The association's offerings include the Developers Guide (a six-chapter best practices publication), the Immersive Insights Podcast, the XR for Learning and Development Video Library, the Limitless Future Conference, the AR/VR Policy Conference, and the XRA TechSummit events. Additional resources include 'Into the Digital World' educational guide, XRAction Center advocacy platform, Digital Twins initiative, XR for All Foundation, and XR's Limitless Voices initiative. Research products include surveys and reports on XR in manufacturing, healthcare, education, and HR/learning development. The association also publishes annual policy priorities and maintains member committees focused on health & inclusion, policy, communications, accessibility, education, standards, and healthcare.

Product and service17 records
1XR Association Membership Program
CategoryMembership Program
Description

Tiered annual membership program offering Core, Allied, and XR Leadership Board/Executive tiers for XR ecosystem companies, providing policy advocacy, research access, standards participation, networking, and event benefits.

2Developers Guide
CategoryResearch Publication
Description

A comprehensive six-chapter industry best-practices publication providing guidelines for XR developers on fundamental design principles, safety and inclusion, accessibility, education, healthcare, and youth engagement.

3Immersive Insights Podcast
CategoryMedia Content
Description

A podcast featuring in-depth discussions on insights and trends across the XR industry, covering topics such as XR in education, workforce training, government policy, accessibility, and global XR developments.

4XR for Learning and Development Video Library
CategoryEducational Resource
Description

A free video library featuring sessions from the Limitless Future Conference, covering topics such as understanding XR technology, analyzing ROI, designing XR programs, and scaling training for remote learners.

5Into the Digital World: XRA's Guide to Immersive Technology
CategoryEducational Publication
Description

A primer comic-book style guide for general audiences following a day in the life of a medical student using XR technology, available in two editions covering educational experiences, daily routines, and safety/privacy settings.

62026 Policy Priorities
CategoryPolicy Document
Description

Annual policy priorities document outlining key federal actions needed to ensure immersive technologies scale safely, strategically, and for the benefit of all Americans.

7XRAction Center
CategoryAdvocacy Platform
Description

An online advocacy tool enabling direct communication with Members of Congress about XR industry issues, supporting initiatives like the United States Leadership in Immersive Technology Act of 2025.

8Limitless Future Conference
CategoryConference Event
Description

An annual conference bringing together learning and development professionals with XR equipment and software providers to explore how immersive technology transforms training, learning, and talent management.

9AR/VR Policy Conference
CategoryConference Event
Description

An annual policy conference co-hosted with ITIF discussing critical policy questions covering privacy, safety, global competitiveness, education, children safety, AI, workforce development, healthcare, and defense.

10XRA TechSummit and Demo on the Hill
CategoryConference Event
Description

Annual All-Member Meeting in Washington D.C. combining industry engagement with advocacy opportunities, including the signature Demo on the Hill event for showcasing XR technologies to federal policymakers.

11XR for All Foundation
CategoryFoundation Program
Description

A foundation supporting diverse and equitable workforce development for the immersive technology industry through research, partnerships, and community engagement with underserved communities.

12Insights on the Future of XR in Manufacturing
CategoryResearch Report
Description

Research report presenting survey findings from 600 manufacturing CEOs and decision-makers on XR adoption for scaling efficiencies, employee training, and quality control.

13Insights on the Future of XR in Healthcare
CategoryResearch Report
Description

Research report presenting survey findings on XR technology use in healthcare settings, with 77% of respondents using XR with patients and 64% reporting positive patient experiences.

14Insights from Teachers on the Future of XR for Education
CategoryResearch Report
Description

Research report presenting survey findings from over 1,400 high school teachers across all 50 U.S. states on educator needs within the XR industry.

15The Next Generation's Insights on Immersive Technology
CategoryResearch Report
Description

Research report presenting survey findings from 600 teens ages 13-19 on immersive technology adoption patterns and enthusiasm, with 76% expressing excitement about XR.

16Insights and Industry Trends for HR and Learning & Development
CategoryResearch Report
Description

Annual market research survey of 250 HR professionals across industries, with 92% viewing XR as a pandemic recovery tool.

17XR for Learning and Development Video Library
CategoryEducational Resource
Description

Free video library curating Limitless Future Conference sessions for learning and development professionals on XR technology adoption.

Scale indicator4 records

Each record includes

Type, Value, Description, Source

Partnership15 partners
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2025-09-09
Description

XRA co-hosts the annual AR/VR Policy Conference with ITIF. The fifth annual conference took place on September 9, 2025 in Washington, D.C. The conference brings together industry leaders and policymakers to discuss critical policy questions covering privacy, global competitiveness, education, children and teenager safety, AI, workforce development, and healthcare.

Strategic tierFlagshipTypeStrategic or Co-development Partner
Description

Google is one of the five founding members of the XR Association, alongside HTC Vive, Microsoft, Meta, and Sony Interactive Entertainment. As a founding member, Google participates in XRA's leadership, governance, and strategic direction-setting, and develops XR hardware (e.g., ARCore) and platforms within the XRA ecosystem.

Strategic tierFlagshipTypeStrategic or Co-development Partner
Description

HTC Vive is one of five founding members of XRA. HTC contributes to XRA's standards and policy work through its headset manufacturing and enterprise VR software business (Vive X accelerator). Jeff Pohlman, EVP Head of Global Communications at HTC Vive, chairs XRA's Communications Committee.

Strategic tierFlagshipTypeStrategic or Co-development Partner
Description

Microsoft is one of the five founding members of XRA, contributing through its HoloLens mixed reality platform and Azure-based XR cloud services. Microsoft participates in XRA's governance, standards development, and industry advocacy efforts.

Strategic tierFlagshipTypeStrategic or Co-development Partner
Description

Meta is one of the five founding members of XRA. As a major XR hardware platform (Meta Quest), Meta participates in XRA's policy committee (Cody Ankeny, Reality Labs Policy Manager at Meta, serves as XRA Policy Committee Chair), standards work, and advocacy initiatives.

Strategic tierFlagshipTypeStrategic or Co-development Partner
Description

Sony Interactive Entertainment is one of five founding members of XRA. Sony contributes to XRA through its PlayStation VR platform and broader immersive entertainment ecosystem, participating in industry standards and policy discussions.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

XRA partnered with 3W Insights to conduct the 'Impact of XR in Healthcare' survey for healthcare professionals, aiming to gather insights on the use of XR technology in healthcare settings. The survey found that 77% of respondents used XR with patients.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

XRA partnered with the RXN Group to conduct surveys on XR adoption patterns, including a survey of 600 teens ages 13-19 on immersive technology and a survey of 600 manufacturing CEOs and decision-makers on XR's role in manufacturing.

9International Society for Technology in Education (ISTE)
Strategic tierCoreTypeStrategic or Co-development Partner
Description

XRA partnered with ISTE to survey over 1,400 high school teachers from all 50 states to better understand educator needs within the XR industry. ISTE provides expertise in educational technology and supports XRA's education-focused research initiatives.

xra.org
10Digital Trade and Data Governance Hub at The George Washington University
Strategic tierCoreTypeStrategic or Co-development Partner
Description

XRA co-authored the white paper 'Reality Check: Why the U.S. Government Should Nurture XR Development' with the Digital Trade and Data Governance Hub at The George Washington University. The paper compares U.S. XR policy efforts with those of China, South Korea, the EU, and the UK.

xra.org
Strategic tierCoreTypeStrategic or Co-development Partner
Description

XRA partnered with Jobs for the Future for its first annual Limitless Future Conference on XR for Learning & Development. JFF contributed executive leadership (Kristina Francis, Executive Director of JFFLabs) and panel content focused on equity, workforce advancement, and XR's role in education and training.

12Association for Talent Development (ATD) Greater Atlanta Chapter
Strategic tierMinorTypeStrategic or Co-development Partner
Description

XRA partnered with ATD's Greater Atlanta Chapter for the Limitless Future Conference 2021 and 2022, providing content collaboration, CEU credit approval (through ATD Certification Institute), and professional networking across the L&D community.

xra.org
Strategic tierMinorTypeStrategic or Co-development Partner
Description

XRA partnered with SHRM-Atlanta for the Limitless Future Conference 2021, contributing HR and talent management expertise to the event program and expanding reach into SHRM's professional network of HR practitioners.

14XR for All Foundation
Strategic tierCoreTypeStrategic or Co-development Partner
Description

XRA sponsors the XR for All Foundation, which supports the development of a diverse and equitable workforce for the immersive technology industry and promotes next-generation employment opportunities. XRA member companies contribute to and support the foundation's mission.

xra.org
Strategic tierFlagshipTypeStrategic or Co-development Partner
Description

Samsung is referenced as a founding member of XRA (alongside Google, HTC Vive, Microsoft, Meta, and Sony Interactive Entertainment in the founders section). Samsung contributes through its XR hardware ecosystem including Galaxy-based AR capabilities.

Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

Global member-based organization for VR and AR professionals and solution providers. VRARA is XRA's most direct competitor, serving enterprise XR adoption with chapters, events, and advocacy — but with a more enterprise/implementation orientation versus XRA's hardware-and-policy focus.

TypeDirect peer
Description

Industry association focused on accelerating the adoption of enterprise AR. AREA competes for enterprise XR members with XRA but with a narrower AR-only scope, making it a strong direct peer for the enterprise solution provider segment of XRA's membership.

TypeBroad incumbent
Description

Trade association producing CES and representing the broader consumer technology industry including XR. CTA overlaps with XRA on consumer XR hardware advocacy but operates across many other categories (TV, audio, smart home), giving it scale XRA does not have.

TypeBroad incumbent
Description

Trade association for the video game and interactive entertainment industry. ESA represents gaming-related XR content (e.g., Meta Quest, PlayStation VR titles) and shares XRA's policy advocacy footprint around interactive technology, content ratings, and child safety.

TypeBroad incumbent
Description

Trade association for global ICT infrastructure including connectivity standards. TIA overlaps with XRA on internet infrastructure members and shared staff lineage (XRA's SVP of Research and CFO both came from TIA), making it a structural and operational peer.

TypeBroad incumbent
Description

Global tech industry advocacy association representing major technology companies. ITI competes for the same Big Tech member engagement XRA cultivates (Google, Microsoft, Meta are members of both), with a broader enterprise technology remit.

7Software & Information Industry Association (SIIA)
TypeBroad incumbent
Description

Trade association for the software and digital information industry. SIIA shares XRA's policy advocacy and best-practices production model and overlaps with enterprise XR solution providers in its membership base.

TypeBroad incumbent
Description

Non-profit trade association issuing certifications and advocating for the global IT ecosystem. XRA's CEO Elizabeth Hyman previously served as CompTIA's EVP of Public Advocacy, and CompTIA is the closest operational analogue among generalist tech associations.

TypeEmerging player
Description

Open standards consortium developing XR-relevant APIs such as OpenXR and glTF. Khronos is complementary rather than directly competitive with XRA — operating at the technical-standards layer where XRA's Developers Guide and policy work has industry reach.

TypeRegional player
Description

Workforce development-focused XR non-profit (note: distinct from the XR for All Foundation sub-brand of XRA itself). Comparable in mission scope — promoting equitable access to immersive technology careers — but operates as a smaller, grant-funded organization rather than an industry-wide trade body.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat5 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 customers4 records

Each record includes

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

Segment6 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
No
API detail
Has APIbool
No

Docs URL, Description

AI maturity
App detail

Has app

Feature6 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles6 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 →

XR Association

Industry Trade Association Servicesxra.org

The XR Association is a Washington, D.C.-based 501(c)(6) trade association founded in 2016 that represents the full extended reality (XR) ecosystem — headset manufacturers, platform operators, component companies, enterprise solution providers, and end users — through policy advocacy, industry research, best-practices publications, and event programming.

What XR Association does

The XR Association (XRA) is a 501(c)(6) non-profit trade association founded in 2016 and headquartered in Washington, D.C., that represents the full extended reality (XR) industry ecosystem, including virtual reality, augmented reality, and mixed reality. Its members span headset manufacturers, platform operators, component and peripheral companies, internet infrastructure providers, enterprise solution providers, and corporate end users, with founding members Google, HTC Vive, Microsoft, Meta, Samsung, and Sony Interactive Entertainment anchoring the organization.

XRA's core offerings center on policy advocacy, industry research, best-practices publications, and event programming rather than hardware or software products. Key outputs include a six-chapter Developers Guide series covering fundamental design, safety and inclusion, accessibility, education, healthcare, and youth engagement; recurring research reports surveying healthcare professionals, manufacturing executives, high school teachers, HR/L&D professionals, and teenagers; flagship annual events (XRA TechSummit/Demo on the Hill, AR/VR Policy Conference co-hosted with ITIF, and the Limitless Future Conference); the Immersive Insights podcast; the XRAction Center advocacy platform; and the XR for All Foundation focused on workforce equity.

XRA generates revenue primarily through tiered annual membership dues (Core companies, Allied organizations, and XR Leadership Board/Executive Members) and event sponsorships/registration. Pricing is not publicly disclosed. The association is led by CEO Elizabeth Hyman and a small senior staff including a CFO, SVP of Research and Best Practices, VP of Public Policy, and Director of Marketing and Events. Its strategic positioning emphasizes federal policy influence in Washington, D.C., exemplified by its successful advocacy for immersive technology's inclusion as a key technology focus area under the CHIPS and Science Act of 2022.

XR Association firmographics

Firmographics
Name
XR Association
Legal name
The XR Association
Website
https://xra.org
Company type
Private
Founded year
2016
Operating status
Operating
Headcount range
1–10 employees
Short description
The XR Association is a Washington, D.C.-based 501(c)(6) trade association founded in 2016 that represents the full extended reality (XR) ecosystem — headset manufacturers, platform operators, component companies, enterprise solution providers, and end users — through policy advocacy, industry research, best-practices publications, and event programming.
Ownership category
akta.pro rank

XR Association industry classification

Industry
Product category
Industry Trade Association Services
NAICS
Business Associations (813910), Convention and Trade Show Organizers (561920), Professional Organizations (81392)
SIC
Services-Membership Organizations (8600), Services-Computer Programming, Data Processing, Etc. (7370)
akta.pro primary industry
XR/AR/VR/MR Development Frameworks & Toolchains (MPAFAFAF)
akta.pro secondary industries
VR/XR Hardware & Accessories (Headsets, Controllers, Trackers, Haptics) (MPAFAGAG), VR/AR/XR Game Studios (MPAFAAAE)

Keywords

  • Trade association services
  • Industry advocacy
  • XR standards development
  • Industry research publications
  • Membership organization

Where XR Association is headquartered

Location

Headquarters

HQ city
Washington
HQ country
United States
HQ region
North America

Offices1 record

Markets served

XR Association business model

Business model
GTM type
B2B
Offering type
Services
Cost components
Personnel, Operations, Marketing or Sales, Technology or R&D, Others

Revenue model

  1. Membership Dues: XRA generates revenue primarily through annual membership dues from a broad ecosystem of XR companies including headset manufacturers, technology platforms, component companies, enterprise solution providers, internet infrastructure companies, and corporate end-users. Membership tiers include Core companies, Allied organizations, and XR Leadership Board and Executive Members.
  2. Event Sponsorships: XRA organizes and hosts major industry events including the XRA TechSummit/All-Member Meeting, AR/VR Policy Conference, Limitless Future Conference, and Demo on the Hill. Revenue is generated through event sponsorships, exhibitor fees, and participant registration fees.

Pricing tiers

ModelBillingPrice
SubscriptionAnnualCore Membership for XR technology developers and implementers
SubscriptionAnnualAllied Partner Membership for industry supporters
SubscriptionAnnualXR Leadership Board and Executive Membership

Go-to-market motion3 records

Distribution channels4 records

Marketing channels8 records

XR Association product offering

Product offering

Core offering

The XR Association (XRA) is a 501(c)(6) non-profit trade association that serves as the unified industry voice for the extended reality (XR) ecosystem. Its core offering consists of tiered membership programs, federal and state policy advocacy, industry-wide research and best-practices publications (including the six-chapter Developers Guide), standards development committees, and signature events such as the XRA TechSummit, AR/VR Policy Conference, and Limitless Future Conference. XRA does not sell hardware or commercial software; it monetizes its convening authority, intellectual property, and event platforms through membership dues and event sponsorships.

Product overview

The XR Association is a trade association (not a product company) that advances XR as a foundational technology through advocacy, research, and industry resources. The association's offerings include the Developers Guide (a six-chapter best practices publication), the Immersive Insights Podcast, the XR for Learning and Development Video Library, the Limitless Future Conference, the AR/VR Policy Conference, and the XRA TechSummit events. Additional resources include 'Into the Digital World' educational guide, XRAction Center advocacy platform, Digital Twins initiative, XR for All Foundation, and XR's Limitless Voices initiative. Research products include surveys and reports on XR in manufacturing, healthcare, education, and HR/learning development. The association also publishes annual policy priorities and maintains member committees focused on health & inclusion, policy, communications, accessibility, education, standards, and healthcare.

Differentiator

Problem solved

Functional benefit

Brands

  • XR for All Foundation: A foundation supporting the development of a diverse and equitable workforce for the immersive technology industry while promoting next generation employment opportunities through research and partnerships.

Products and services

  • XR Association Membership Program Tiered annual membership program offering Core, Allied, and XR Leadership Board/Executive tiers for XR ecosystem companies, providing policy advocacy, research access, standards participation, networking, and event benefits.
  • Developers Guide A comprehensive six-chapter industry best-practices publication providing guidelines for XR developers on fundamental design principles, safety and inclusion, accessibility, education, healthcare, and youth engagement.
  • Immersive Insights Podcast A podcast featuring in-depth discussions on insights and trends across the XR industry, covering topics such as XR in education, workforce training, government policy, accessibility, and global XR developments.
  • XR for Learning and Development Video Library A free video library featuring sessions from the Limitless Future Conference, covering topics such as understanding XR technology, analyzing ROI, designing XR programs, and scaling training for remote learners.
  • Into the Digital World: XRA's Guide to Immersive Technology A primer comic-book style guide for general audiences following a day in the life of a medical student using XR technology, available in two editions covering educational experiences, daily routines, and safety/privacy settings.
  • 2026 Policy Priorities Annual policy priorities document outlining key federal actions needed to ensure immersive technologies scale safely, strategically, and for the benefit of all Americans.
  • XRAction Center An online advocacy tool enabling direct communication with Members of Congress about XR industry issues, supporting initiatives like the United States Leadership in Immersive Technology Act of 2025.
  • Limitless Future Conference An annual conference bringing together learning and development professionals with XR equipment and software providers to explore how immersive technology transforms training, learning, and talent management.
  • AR/VR Policy Conference An annual policy conference co-hosted with ITIF discussing critical policy questions covering privacy, safety, global competitiveness, education, children safety, AI, workforce development, healthcare, and defense.
  • XRA TechSummit and Demo on the Hill Annual All-Member Meeting in Washington D.C. combining industry engagement with advocacy opportunities, including the signature Demo on the Hill event for showcasing XR technologies to federal policymakers.
  • XR for All Foundation A foundation supporting diverse and equitable workforce development for the immersive technology industry through research, partnerships, and community engagement with underserved communities.
  • Insights on the Future of XR in Manufacturing Research report presenting survey findings from 600 manufacturing CEOs and decision-makers on XR adoption for scaling efficiencies, employee training, and quality control.
  • Insights on the Future of XR in Healthcare Research report presenting survey findings on XR technology use in healthcare settings, with 77% of respondents using XR with patients and 64% reporting positive patient experiences.
  • Insights from Teachers on the Future of XR for Education Research report presenting survey findings from over 1,400 high school teachers across all 50 U.S. states on educator needs within the XR industry.
  • The Next Generation's Insights on Immersive Technology Research report presenting survey findings from 600 teens ages 13-19 on immersive technology adoption patterns and enthusiasm, with 76% expressing excitement about XR.
  • Insights and Industry Trends for HR and Learning & Development Annual market research survey of 250 HR professionals across industries, with 92% viewing XR as a pandemic recovery tool.
  • XR for Learning and Development Video Library Free video library curating Limitless Future Conference sessions for learning and development professionals on XR technology adoption.

Quantifiable outcome

  • 77% of healthcare professionals surveyed use XR with patients; 64% report positive patient experiences
  • +4 more outcomes

Companies that use XR Association

Customer profile

Named customers4 records

Segments6 records

Ideal customer profiles3 records

XR Association technology and API

Technology

Technology focussed No

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Feature6 records

XR Association partnerships and signals

Strategic signal

Partnerships

15 partnerships are on record, tiered core, flagship and minor.

  • Information Technology and Innovation Foundation (ITIF)coreStrategic or Co-development Partner · 9 September 2025XRA co-hosts the annual AR/VR Policy Conference with ITIF. The fifth annual conference took place on September 9, 2025 in Washington, D.C. The conference brings together industry leaders and policymakers to discuss critical policy questions covering privacy, global competitiveness, education, children and teenager safety, AI, workforce development, and healthcare.
  • GoogleflagshipStrategic or Co-development PartnerGoogle is one of the five founding members of the XR Association, alongside HTC Vive, Microsoft, Meta, and Sony Interactive Entertainment. As a founding member, Google participates in XRA's leadership, governance, and strategic direction-setting, and develops XR hardware (e.g., ARCore) and platforms within the XRA ecosystem.
  • HTC ViveflagshipStrategic or Co-development PartnerHTC Vive is one of five founding members of XRA. HTC contributes to XRA's standards and policy work through its headset manufacturing and enterprise VR software business (Vive X accelerator). Jeff Pohlman, EVP Head of Global Communications at HTC Vive, chairs XRA's Communications Committee.
  • MicrosoftflagshipStrategic or Co-development PartnerMicrosoft is one of the five founding members of XRA, contributing through its HoloLens mixed reality platform and Azure-based XR cloud services. Microsoft participates in XRA's governance, standards development, and industry advocacy efforts.
  • MetaflagshipStrategic or Co-development PartnerMeta is one of the five founding members of XRA. As a major XR hardware platform (Meta Quest), Meta participates in XRA's policy committee (Cody Ankeny, Reality Labs Policy Manager at Meta, serves as XRA Policy Committee Chair), standards work, and advocacy initiatives.
  • Sony Interactive EntertainmentflagshipStrategic or Co-development PartnerSony Interactive Entertainment is one of five founding members of XRA. Sony contributes to XRA through its PlayStation VR platform and broader immersive entertainment ecosystem, participating in industry standards and policy discussions.
  • 3W InsightscoreStrategic or Co-development PartnerXRA partnered with 3W Insights to conduct the 'Impact of XR in Healthcare' survey for healthcare professionals, aiming to gather insights on the use of XR technology in healthcare settings. The survey found that 77% of respondents used XR with patients.
  • RXN GroupcoreStrategic or Co-development PartnerXRA partnered with the RXN Group to conduct surveys on XR adoption patterns, including a survey of 600 teens ages 13-19 on immersive technology and a survey of 600 manufacturing CEOs and decision-makers on XR's role in manufacturing.
  • International Society for Technology in Education (ISTE)coreStrategic or Co-development PartnerXRA partnered with ISTE to survey over 1,400 high school teachers from all 50 states to better understand educator needs within the XR industry. ISTE provides expertise in educational technology and supports XRA's education-focused research initiatives.
  • Digital Trade and Data Governance Hub at The George Washington UniversitycoreStrategic or Co-development PartnerXRA co-authored the white paper 'Reality Check: Why the U.S. Government Should Nurture XR Development' with the Digital Trade and Data Governance Hub at The George Washington University. The paper compares U.S. XR policy efforts with those of China, South Korea, the EU, and the UK.
  • Jobs for the Future (JFF)coreStrategic or Co-development PartnerXRA partnered with Jobs for the Future for its first annual Limitless Future Conference on XR for Learning & Development. JFF contributed executive leadership (Kristina Francis, Executive Director of JFFLabs) and panel content focused on equity, workforce advancement, and XR's role in education and training.
  • Association for Talent Development (ATD) Greater Atlanta ChapterminorStrategic or Co-development PartnerXRA partnered with ATD's Greater Atlanta Chapter for the Limitless Future Conference 2021 and 2022, providing content collaboration, CEU credit approval (through ATD Certification Institute), and professional networking across the L&D community.
  • SHRM-AtlantaminorStrategic or Co-development PartnerXRA partnered with SHRM-Atlanta for the Limitless Future Conference 2021, contributing HR and talent management expertise to the event program and expanding reach into SHRM's professional network of HR practitioners.
  • XR for All FoundationcoreStrategic or Co-development PartnerXRA sponsors the XR for All Foundation, which supports the development of a diverse and equitable workforce for the immersive technology industry and promotes next-generation employment opportunities. XRA member companies contribute to and support the foundation's mission.
  • SamsungflagshipStrategic or Co-development PartnerSamsung is referenced as a founding member of XRA (alongside Google, HTC Vive, Microsoft, Meta, and Sony Interactive Entertainment in the founders section). Samsung contributes through its XR hardware ecosystem including Galaxy-based AR capabilities.

Scale indicators4 records

Recent moves6 records

Expansion highlights5 records

XR Association competitors and assessment

Company assessment

Direct peers

  • VR/AR Association (VRARA): Global member-based organization for VR and AR professionals and solution providers. VRARA is XRA's most direct competitor, serving enterprise XR adoption with chapters, events, and advocacy — but with a more enterprise/implementation orientation versus XRA's hardware-and-policy focus.
  • Augmented Reality for Enterprise Alliance (AREA): Industry association focused on accelerating the adoption of enterprise AR. AREA competes for enterprise XR members with XRA but with a narrower AR-only scope, making it a strong direct peer for the enterprise solution provider segment of XRA's membership.

Broad incumbents

  • Consumer Technology Association (CTA): Trade association producing CES and representing the broader consumer technology industry including XR. CTA overlaps with XRA on consumer XR hardware advocacy but operates across many other categories (TV, audio, smart home), giving it scale XRA does not have.
  • Entertainment Software Association (ESA): Trade association for the video game and interactive entertainment industry. ESA represents gaming-related XR content (e.g., Meta Quest, PlayStation VR titles) and shares XRA's policy advocacy footprint around interactive technology, content ratings, and child safety.
  • Telecommunications Industry Association (TIA): Trade association for global ICT infrastructure including connectivity standards. TIA overlaps with XRA on internet infrastructure members and shared staff lineage (XRA's SVP of Research and CFO both came from TIA), making it a structural and operational peer.
  • Information Technology Industry Council (ITI): Global tech industry advocacy association representing major technology companies. ITI competes for the same Big Tech member engagement XRA cultivates (Google, Microsoft, Meta are members of both), with a broader enterprise technology remit.
  • Software & Information Industry Association (SIIA): Trade association for the software and digital information industry. SIIA shares XRA's policy advocacy and best-practices production model and overlaps with enterprise XR solution providers in its membership base.
  • CompTIA: Non-profit trade association issuing certifications and advocating for the global IT ecosystem. XRA's CEO Elizabeth Hyman previously served as CompTIA's EVP of Public Advocacy, and CompTIA is the closest operational analogue among generalist tech associations.

Emerging players

  • Khronos Group: Open standards consortium developing XR-relevant APIs such as OpenXR and glTF. Khronos is complementary rather than directly competitive with XRA — operating at the technical-standards layer where XRA's Developers Guide and policy work has industry reach.

Regional players

  • Immersive VR for All Foundation: Workforce development-focused XR non-profit (note: distinct from the XR for All Foundation sub-brand of XRA itself). Comparable in mission scope — promoting equitable access to immersive technology careers — but operates as a smaller, grant-funded organization rather than an industry-wide trade body.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat5 records

Key risks6 records

Key highlights6 records

Customer concentration

XR Association social profiles

Digital presence

XR Association financial estimates

Financial estimate

Revenue estimate

Valuation estimate

XR Association leadership team

Management profile

Number of profiles

Profiles6 records

XR Association funding detail

Funding detail

Funding overview

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XR Association M&A and investment

M&A and investment

M&A

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Frequently asked questions about XR Association

What does XR Association do?

The XR Association (XRA) is a 501(c)(6) non-profit trade association that serves as the unified industry voice for the extended reality (XR) ecosystem. Its core offering consists of tiered membership programs, federal and state policy advocacy, industry-wide research and best-practices publications (including the six-chapter Developers Guide), standards development committees, and signature events such as the XRA TechSummit, AR/VR Policy Conference, and Limitless Future Conference. XRA does not sell hardware or commercial software; it monetizes its convening authority, intellectual property, and event platforms through membership dues and event sponsorships.

Is XR Association a public or private company?

XR Association is a private company. It is classified as nonprofit foundation owned and is currently operating.

When was XR Association founded?

XR Association was founded in 2016. It employs 1 to 10 people.

Where is XR Association based?

XR Association is headquartered in Washington, United States, in the North America region.

How does XR Association make money?

Two revenue lines are on record. Membership Dues are the primary driver. The others are event Sponsorships.

Who are XR Association's main competitors?

Direct peers on record are VR/AR Association (VRARA) and Augmented Reality for Enterprise Alliance (AREA). Broad incumbents are Consumer Technology Association (CTA), Entertainment Software Association (ESA), Telecommunications Industry Association (TIA), Information Technology Industry Council (ITI), Software & Information Industry Association (SIIA) and CompTIA. Khronos Group is listed as an emerging player. Immersive VR for All Foundation is listed as a regional player.

Does XR Association have an API?

No public API is recorded for XR Association.

What industry is XR Association in?

XR Association's product category is Industry Trade Association Services. Its primary akta.pro industry code is MPAFAFAF, XR/AR/VR/MR Development Frameworks & Toolchains, with a secondary code of MPAFAGAG, VR/XR Hardware & Accessories (Headsets, Controllers, Trackers, Haptics). Its NAICS code is 813910 and its SIC code is 8600.

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Live signals
Information Technology and Innovation FoundationAR/VR Policy Conference 2025The fifth annual AR/VR Policy Conference took place on September 9, 2025, in Washington, DC, focusing on policy implications of immersive technologies. The event was presented by the Information Technology and Innovation Foundation (ITIF) and the XR Association, featuring expert discussions on topics ranging from privacy and safety to global competitiveness and healthcare applications.XraImmersive Technology for the American Workforce Act of 2023The XR Association is advocating for the Immersive Technology for the American Workforce Act of 2023 (H.R. 3211), a bill introduced by Representatives Lisa Blunt Rochester and Tim Walberg to establish grant programs for immersive technology workforce training. The legislation aims to support community colleges and technical education centers in developing VR, AR, and MR-based training solutions to address future industrial skill gaps.XraXRA URGES CONTINUED AND ELEVATED NSF INVESTMENT IN IMMERSIVE TECHNOLOGYThe XR Association submitted comments to the National Science Foundation urging it to retain and elevate immersive technology as a distinct priority area within its Directorate for Technology, Innovation and Partnerships. The association highlighted the strategic importance of this technology for U.S. competitiveness in AI, defense readiness, and workforce development amid growing global competition.VirtualspeechThe Benefits of AR-Based Training (with Examples)A blog post explains how augmented reality overlays digital content onto the real world through smartphones, tablets and AR headsets such as the Meta Quest 3, contrasting it with virtual reality. It cites benefits including immersive experiences, risk-free practice, scalability, active participation and immediate feedback, and cites a Perkins Coie and XR Association prediction that mixed reality tools will be as ubiquitous as mobile phones.PR NewswireLa XR Association et Ecorys publient une étude approfondie sur l'état et l'avenir de la technologie XR en EuropeThe XR Association and Ecorys published a study titled 'XR and its Potential for Europe' evaluating the state and future of the extended reality industry in Europe. The report projects that XR technology could add 20 to 40 billion euros to the European economy and create between 440,000 and 860,000 direct jobs by 2025. Additionally, the study highlights strong growth expectations among surveyed companies, with over 93% anticipating increased sales.PR NewswireXR Association en Ecorys publiceren diepgaande studie over de stand van zaken en de toekomst van XR-technologie in EuropaThe XR Association and Ecorys published a study projecting that Extended Reality (XR) technology will contribute 20 to 40 billion euros to the European economy by 2025. The report estimates the sector will create between 440,000 and 860,000 direct jobs, with over 93% of surveyed companies anticipating revenue growth in the coming years.PR NewswireXR Association And Ecorys Publish In-Depth Study On State And Future Of XR Technology In EuropeThe XR Association and Ecorys released a study titled "XR and its Potential for Europe," projecting that the immersive technology sector could add €20 to 40 billion to the European economy and create up to 860,000 jobs by 2025. The report highlights strong growth expectations among surveyed companies, with over 93% predicting increased sales in the next three years. This analysis underscores the potential of XR to drive economic recovery and digital transformation within the region.PR NewswireXR Association Launches Initiative With Bipartisan Policy CenterThe XR Association (XRA) launched a year-long partnership with the Bipartisan Policy Center (BPC) to examine the applications and societal impacts of extended reality (XR) technology, beginning with a virtual event featuring thought leaders from academia, civil society, industry, and government. The initiative aims to explore how immersive technology can improve people's lives, assess challenges the technology will face, and generate dialogue through panels, working groups, reports, and issue briefs. The partnership reflects XRA's mission to foster responsible development of XR technology while bringing together cross-sector stakeholders for open discussions about the technology's potential.PR NewswireXR Association Releases Update To Developers' Guide Focused On AccessibilityThe XR Association released an update to its Developers' Guide titled "Inclusive and Accessible Software Designs for XR," providing industry-backed best practices for developing accessible virtual, augmented, and mixed reality platforms. The chapter was developed with input from XRA member companies and accessibility advocates including the XR Access Initiative, aiming to ensure accessibility is integrated as a foundational consideration from the start of development. The release aligns with National Disability Employment Awareness Month and represents progress toward the XR industry's goal of responsible development of immersive technologies.PR NewswireXR Association Releases Results of Study, A New Reality in Immersive Technology (XR): Insights and Industry TrendsThe XR Association released the results of its first annual study on immersive technology adoption across six enterprise sectors, finding that awareness of XR technology is high and spending is expected to increase over the next five years across most industries including manufacturing (80%), healthcare (75%), education (74%), and public safety (70%). The study, conducted during the COVID-19 pandemic, indicated that healthcare, education, and public safety industries view immersive training as key to their post-pandemic recovery. Top barriers to adoption include lack of implementation knowledge and product cost, while over 90% of respondents believe the federal government should play a role in XR development.