Immersive Learning Research Network
Immersive Learning Research Network (iLRN) is a 501(c)(3) nonprofit that runs a global community of over 1,100 researchers and educators across 30+ countries, anchored by an annual international conference on VR, AR, and XR in education.
- Company typePrivate
- Founded2015
- HeadquartersWalnut, United States
- Headcount11–50
- GTM typeB2B
- OfferingServices
What Immersive Learning Research Network does
iLRN (Immersive Learning Research Network) is a 501(c)(3) nonprofit organization headquartered in Walnut, California, dedicated to advancing research, practice, and community around immersive learning technologies including virtual reality, augmented reality, and extended reality in educational contexts. The organization functions primarily as a professional and academic community, with over 1,100 members distributed across more than 30 countries.
Its core products are community-driven rather than commercial. The flagship is the annual international immersive learning conference, which in 2026 is in its twelfth edition and draws an estimated 800 to 1,000 attendees, with tickets priced at approximately $100. A secondary digital product is the Virtual Campus operated on the Frame VR platform, providing a persistent online gathering space for members between conferences. iLRN also runs a multi-tier membership program (including a free entry tier and paid memberships) and sells branded merchandise as ancillary revenue.
The business model is a nonprofit operating model with no outside funding rounds disclosed in the input. Revenue is generated from conference registration fees, paid membership dues, merchandise sales, and presumably grants or sponsorships not detailed in the source material. Operations are supported by 11 to 50 personnel, predominantly volunteers, under the leadership of CEO Jonathon Richter. Distribution is anchored by the annual conference as the principal commercial event, the Virtual Campus as a year-round engagement surface, and strategic academic partnerships, most recently a formal collaboration with the Education University of Hong Kong signed January 22, 2026.
Immersive Learning Research Network firmographics
Firmographics- Name
- Immersive Learning Research Network
- Legal name
- Immersive Learning Research Network
- Website
- https://immersivelrn.org
- Company type
- Private
- Founded year
- 2015
- Operating status
- Operating
- Headcount range
- 11–50 employees
- Short description
- Immersive Learning Research Network (iLRN) is a 501(c)(3) nonprofit that runs a global community of over 1,100 researchers and educators across 30+ countries, anchored by an annual international conference on VR, AR, and XR in education.
- Ownership category
- akta.pro rank
Immersive Learning Research Network industry classification
Industry- Product category
- Professional Association and Research Network Services
- NAICS
- Educational Services (611)
- SIC
- Services-Membership Organizations (8600)
- akta.pro primary industry
- Immersive Collaboration Classrooms (Multiuser VR, Social Learning Spaces) (EDAFAJAK)
- akta.pro secondary industries
- AR/VR & Immersive Learning Content Development (EDAGAKAI), Metaverse & Social Virtual Worlds (BPAMAKAF)
Keywords
Where Immersive Learning Research Network is headquartered
LocationHeadquarters
- HQ city
- Walnut
- HQ country
- United States
- HQ region
- North America
Offices1 record
Markets served
Immersive Learning Research Network business model
Business model- GTM type
- B2B
- Offering type
- Services
- Cost components
- Personnel, Operations, Technology or R&D, Marketing or Sales, Infrastructure
Revenue model
- Conference Registration: iLRN generates revenue through conference registration fees. For iLRN2026, non-presenting attendee registration is $100 for the full conference experience in Athens, Greece.
- Membership Fees: iLRN offers membership tiers including a Basic/Free option and presumably paid tiers for enhanced access and benefits. Membership provides access to the virtual campus, forums, blogs, events, and other network resources.
- iLRN Store: The organization operates a store (spreadshop) selling merchandise related to the network.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| One time/ perpetual license | Multi-year contract | Non-presenting attendee conference registration for iLRN2026 |
| Freemium | Monthly | Basic membership with free access |
Go-to-market motion1 record
Distribution channels4 records
Marketing channels7 records
Immersive Learning Research Network product offering
Product offeringCore offering
iLRN operates a persistent virtual community and scholarly infrastructure for the immersive learning field, centered on a Virtual Campus built on Frame VR and organized around the Knowledge Tree framework. It convenes researchers, educators, designers, and practitioners through annual international conferences with peer-reviewed Springer CCIS proceedings, Geographic Chapters, and programs including the Immersive Futures Lighthouse and Innovation Garden. The organization sells conference registrations, memberships, and merchandise to fund its 501(c)(3) mission.
Product overview
The Immersive Learning Research Network (iLRN) operates a multi-component ecosystem for advancing immersive learning research, design, and practice. The organization centers on a Virtual Campus built on Frame VR as its primary community and knowledge-sharing platform, organized around the Knowledge Tree framework with ten thematic Branch-Houses. The ecosystem comprises three interconnected zones: the Knowledge Tree (scholarly research and evidence), the Immersive Futures Lighthouse (emerging technology scanning), and the Innovation Garden/iLEAD (practical application and design). Supporting infrastructure includes the iLRN Codex documentation system, Geographic Chapters for regional coordination, and annual international conferences with peer-reviewed proceedings published through Springer. The network connects researchers, educators, designers, artists, and practitioners through persistent virtual environments, publications, and community events.
Differentiator
Problem solved
Functional benefit
Products and services
- Knowledge Tree A conceptual framework and organizing structure comprising ten branches (Foundations of Immersive Learning, Assessment & Evaluation, GLAM, IDEAS, STEAM Education, Language/Culture/Heritage, Medical Education & Healthcare, Nature & Environmental Sciences, Workforce & Industry, and Self/Co-Regulated Learning) that maps the intellectual terrain of immersive learning research and practice for researchers, educators, and practitioners.
- Virtual Campus A persistent virtual environment built on Frame VR serving as the primary gathering space for the immersive learning community, hosting conference materials, interactive exhibits, and disciplinary scholarship across interconnected Branch-Houses accessible via browser and headset.
- Immersive Futures Lighthouse A zone for illuminating emerging immersive technologies and innovations on the horizon, serving as headquarters for persistent scanning efforts and the Global State of XR & Immersive Learning publications.
- Innovation Garden A 300-person capacity space hosting the iLEAD stream (Immersive Learning Education, Arts & Design) and International Orange Hall, serving as a hub for innovation, showcasing, and collaboration on design and education practice.
- iLRN Annual Conference An annual international conference convening immersive learning research, design, and practice, featuring peer-reviewed academic and iLEAD streams, doctoral colloquium, special tracks, and a registration fee of $100 for non-presenting attendees at iLRN2026.
- iLRN Codex A single-source documentation system serving as the community's knowledge management platform, interconnecting with Virtual Campus exhibits and serving as a central repository for conference materials, design specifications, and community documentation.
- Geographic Chapters Regional knowledge infrastructures that enable participants to map immersive learning activity within defined service areas, document regionally grounded evidence, surface local innovations, and contribute to iLRN's shared knowledge systems.
- iLRN Conference Proceedings Peer-reviewed academic publications including Scopus-indexed Springer CCIS Conference Proceedings for Full and Short Papers, and Open Access iLRN Conference Proceedings with individual DOIs for Extended Abstracts and Doctoral Colloquium papers.
- Houses of Application Domain-specific spatial environments within the Virtual Campus corresponding to the ten branches of the Knowledge Tree, each Branch-House serving as both a gathering point and exhibition space for scholarship, practice examples, and community dialogue.
Quantifiable outcome
- 12th annual conference in 2026
- +2 more outcomes
Companies that use Immersive Learning Research Network
Customer profileNamed customers1 record
Segments5 records
Ideal customer profiles3 records
Immersive Learning Research Network technology and API
TechnologyTechnology focussed No
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Integration1 record
Feature3 records
Immersive Learning Research Network partnerships and signals
Strategic signalPartnerships
26 partnerships are on record, tiered core and minor.
- Education University of Hong KongcoreGroundbreaking collaboration agreement signed January 22, 2026 between EdUHK's Global Institute of Emerging Technologies' Future Team and iLRN. Establishes framework for collaborative research in immersive and extended reality-enabled education, knowledge exchange, shared capacity building, co-designed learning experiences, and cross-disciplinary partnerships.
- IEEE Transactions on Learning Technologies (TLT)coreIEEE TLT is a leading peer-reviewed journal from the IEEE Education Society that publishes rigorous research on technologies supporting human learning including AI, immersive systems, and learning analytics. As a partner, TLT aligns with iLRN's mission by advancing high-quality scholarship and providing a publication pathway for the immersive learning community.
- The Barbara Bush Foundation for Family LiteracyminorThe nation's leading advocate for family literacy for over three decades, providing high-quality programs, resources, education initiatives, and research to help families and communities build brighter futures through literacy.
- Global Institute for Emerging Technologies (GIET)coreGIET is a collaborative initiative building capacity of the education workforce for learning innovations and emerging technologies. The GIET Equity Team, in partnership with UNESCO IITE and UNESCO Chairs Programme, facilitates dialogues and creates collaborative networks among education stakeholders worldwide.
- Silkroad 4.0minorAn independent civil society initiative exploring old and new Silk Road trade routes from a European perspective, continuously pioneering since 2016.
- EDUCAUSEcoreA non-profit association helping higher education optimize IT impact. EDUCAUSE provides thought leadership, community collaboration, expert research, data and analysis to help leaders understand and grow the strategic role of IT in higher education.
- XR BootcampminorProvides Virtual Reality and Metaverse courses designed and taught by award-winning XR professionals, from beginner to master level Mixed Reality and VR bootcamps.
- Consortium for School Networking (CoSN)minorThe premier professional association for school system technology leaders, providing thought leadership resources, community, best practices and advocacy tools for digital transformation. Represents over 13 million students nationwide.
- International Game Developers Association (IGDA)coreThe largest non-profit membership organization serving all individuals who create games. Supports and empowers game developers worldwide in achieving fulfilling careers through industry conferences and 150+ chapters and SIGs.
- Creative Science Foundation (CSf)minorA charitable organization dedicated to exploration and promotion of creative methods for supporting science, engineering, business and sociopolitical innovation through courses, workshops, seminars, conferences, journals, and publications.
- Moore Family Center for Whole Grain Foods, Nutrition and Preventive HealthminorBased at Oregon State University, dedicated to helping individuals and communities live healthier through healthy foods. Takes a multidisciplinary approach to health promotion and disease prevention through research, education and outreach.
- Immersive Tech WeekminorA unique festival where creativity, innovation, business, research and art meet to connect and explore possibilities of immersive technologies and their impact on culture and society.
- Learning GuildminorA community of practice for those supporting design, development, strategy, and management of organizational learning. Produces resources devoted to sharing knowledge and building a better industry for learning professionals.
- Educators in VRminorAn open global cross-platform community of educators, researchers, and trainers exploring VR and AR in education. Provides educational events, trainings, and workshops to prepare educators for the future of spatial technologies.
- Hitcher EncountersminorAward-winning, female-led immersive theatre company based in Leeds UK creating digitally innovative theatre shows. Uses multiple technologies and devices to blur lines of fiction and reality for truly immersive storytelling.
- Association for Educational Communications and Technology (AECT)coreA professional association of thousands of educators and others whose activities are directed toward improving instruction through technology. Members are found in colleges, universities, armed forces, industry, museums, libraries, and hospitals.
- Academy of International Extended Reality (AIXR)minorThe independent not-for-profit body for immersive industries that proactively supports and inspires innovators, removes barriers to entry, and connects trades. Runs the VR Awards program recognizing excellence in immersive industry.
- Open Box Science (OBS)minorA 501(c)(3) non-profit that empowers scientists by providing open science talks, facilitating career development, and enhancing science communication.
- Serious Play ConferenceminorA leadership conference for professionals exploring use of game-based learning, sharing experience and working together to shape future of training and education. Features speakers from around the globe.
- FramecoreFrame makes it easy to communicate and collaborate in 3D environments right from the web browser. They are a lead sponsor for iLRN's international conference and provide the platform for the iLRN Virtual Campus.
- National Center for Science & Civic Engagement (NCSCE)minorA national organization supporting a community of teachers and learners. Through grant funding, helps educators make connections between content and real world issues of civic importance.
- XR Association (XRA)coreA nonprofit trade organization representing hardware manufacturers across the broad XR industry, with members including Facebook, Google, HTC VIVE, Microsoft, Samsung, and Sony. Promotes responsible growth of XR technology.
- Institute for Learning InnovationminorA nonprofit working collaboratively with organizations globally to expand thinking about learning. Research and application are designed to broaden access to learning, expand where and when people learn, and extend understanding of how people learn.
- Meeting Destination ViennaminorHost of more than 5,400 events a year, Vienna is one of the most popular meeting destinations with location in heart of Europe and excellent infrastructure.
- VRDaysminorAn annual 3-day conference and exhibition on VR/AR/MR content, creativity, and innovation. Mission to unite XR community, inspire creative minds, and drive business forward.
- IEEE Digital Reality InitiativecoreA collaborative effort supporting Digital Transformation fueled by advances in sensors, AI/ML, AR/VR/MR, and other disruptive innovations. Takes a comprehensive view of emerging areas with participation by broad cross-section of IEEE members.
Scale indicators3 records
Recent moves5 records
Expansion highlights5 records
Immersive Learning Research Network competitors and assessment
Company assessmentBroad incumbents
- EDUCAUSE: A large nonprofit association for higher education IT leaders with strategic partnerships touching iLRN. Directly comparable as a nonprofit membership organization advancing technology in education, though much broader in scope than iLRN's immersive-learning focus.
- Consortium for School Networking (CoSN): An iLRN strategic partner and the premier professional association for school system technology leaders, representing over 13 million students. Comparable as a nonprofit association advancing technology adoption in education, though focused on K-12 IT leadership rather than immersive learning specifically.
Direct peers
- Serious Play Conference: An iLRN strategic partner and a leadership conference for professionals exploring game-based learning and shaping the future of training and education. Comparable as a niche conference organizer in immersive and game-based learning.
- International Game Developers Association (IGDA): An iLRN core strategic partner and the largest nonprofit membership organization serving individuals who create games, with 150+ chapters and SIGs. Comparable as a global nonprofit membership organization supporting a creative technology community across geographies.
- Educators in VR: An iLRN strategic partner and an open global cross-platform community of educators, researchers, and trainers exploring VR and AR in education. Directly comparable as a volunteer-driven community network focused on immersive learning in education.
- Academy of International Extended Reality (AIXR): An independent not-for-profit body for the immersive industries that runs the VR Awards and supports XR innovators. Directly comparable as a nonprofit membership organization serving the immersive technology community, including an education-adjacent audience.
- XR Association (XRA): Core iLRN strategic partner and a nonprofit trade organization representing XR hardware manufacturers including Meta, Google, HTC, Microsoft, Samsung, and Sony. Comparable as a membership-driven industry body convening stakeholders across the XR ecosystem.
- Association for Educational Communications and Technology (AECT): A professional association of educators improving instruction through technology, with members across colleges, universities, industry, and museums. Directly comparable as a nonprofit scholarly association serving the educational technology community.
- Immersive Tech Week: An iLRN strategic partner and a festival where creativity, innovation, business, research, and art meet around immersive technologies. Directly comparable as an event-driven convening platform for the immersive technology ecosystem.
- VRDays: An iLRN strategic partner and an annual 3-day conference and exhibition on VR/AR/MR content, creativity, and innovation. Directly comparable as an XR-focused conference organizer targeting similar practitioner and researcher audiences.
Market position
Strengths4 records
Weaknesses4 records
Competitive moat3 records
Key risks6 records
Key highlights6 records
Customer concentration
Immersive Learning Research Network social profiles
Digital presenceImmersive Learning Research Network financial estimates
Financial estimateRevenue estimate
Valuation estimate
Immersive Learning Research Network leadership team
Management profileNumber of profiles
Profiles14 records
Immersive Learning Research Network funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Immersive Learning Research Network M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about Immersive Learning Research Network
What does Immersive Learning Research Network do?
iLRN operates a persistent virtual community and scholarly infrastructure for the immersive learning field, centered on a Virtual Campus built on Frame VR and organized around the Knowledge Tree framework. It convenes researchers, educators, designers, and practitioners through annual international conferences with peer-reviewed Springer CCIS proceedings, Geographic Chapters, and programs including the Immersive Futures Lighthouse and Innovation Garden. The organization sells conference registrations, memberships, and merchandise to fund its 501(c)(3) mission.
Is Immersive Learning Research Network a public or private company?
Immersive Learning Research Network is a private company. It is classified as nonprofit foundation owned and is currently operating.
When was Immersive Learning Research Network founded?
Immersive Learning Research Network was founded in 2015. It employs 11 to 50 people.
Where is Immersive Learning Research Network based?
Immersive Learning Research Network is headquartered in Walnut, United States, in the North America region.
How does Immersive Learning Research Network make money?
Three revenue lines are on record. Conference Registration is the primary driver. The others are membership Fees and iLRN Store.
Who are Immersive Learning Research Network's main competitors?
Broad incumbents on record are EDUCAUSE and Consortium for School Networking (CoSN). Direct peers are Serious Play Conference, International Game Developers Association (IGDA), Educators in VR, Academy of International Extended Reality (AIXR), XR Association (XRA), Association for Educational Communications and Technology (AECT), Immersive Tech Week and VRDays.
Does Immersive Learning Research Network have an API?
No public API is recorded for Immersive Learning Research Network.
What industry is Immersive Learning Research Network in?
Immersive Learning Research Network's product category is Professional Association and Research Network Services. Its primary akta.pro industry code is EDAFAJAK, Immersive Collaboration Classrooms (Multiuser VR, Social Learning Spaces), with a secondary code of EDAGAKAI, AR/VR & Immersive Learning Content Development. Its NAICS code is 611 and its SIC code is 8600.