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​Virtual Decisions

Full company profile

uuid00yg9ag

Namestring
​Virtual Decisions
Legal namestring
Round Midnight Ltd
Company typeenum
Private
Founded yearint
1992
Descriptiontext

Virtual Decisions is a Birmingham, UK-based developer of decision-led virtual reality experiences designed to drive behavioural change. It operates as a trading subsidiary of Round Midnight Ltd, a private limited company registered in England (company number 04126458), and is headquartered at Innovation Birmingham. The company produces a portfolio of seven immersive VR titles — Knives, Identity, Reconnect, Gangs, Reachout, Influence, and Antisocial Behaviour — that place users inside realistic high-stakes scenarios and let them experience the consequences of difficult decisions in a risk-free simulated environment. Target outcomes include reducing reoffending, knife crime, gang involvement, and antisocial behaviour.

The core technology stack is virtual reality simulation with human-centred scenario design. While no proprietary AI/ML, patents, SDKs, or APIs are disclosed, the product is differentiated by its content architecture — narrative-driven, choice-based immersive experiences aimed at engagement and behaviour change rather than passive viewing. The company cites a 21% reoffending rate among Birmingham Youth Offending Service Out of Court Disposal participants as primary outcome evidence, and has accumulated awards including the National Tech Awards 2024 Year Winner, Education Awards 2023, Digital Content Awards 2021, and Tech Security Awards 2021.

Virtual Decisions monetises via professional-services delivery of VR programmes, likely through direct contracts, licensing, or service agreements with public-sector customers. Pricing is not publicly disclosed and is handled on a contact-quoted basis. The go-to-market is sales-led and direct: the company markets through its website, downloadable info packs, events, and earned media from its awards, targeting UK youth justice services, police forces, and educational institutions. Geographic scope is currently single-country (UK), distribution is via direct on-site programme delivery with VR headsets and facilitator support, and no external funding or strategic investors are disclosed.

Short descriptiontext

Virtual Decisions is a Birmingham, UK-based VR developer creating decision-led immersive simulations for behavioural change. It serves UK youth justice services, police forces, and educational institutions with VR programmes addressing knife crime, gang involvement, antisocial behaviour, and reoffending, operating as a trading brand of Round Midnight Ltd.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
1–10
akta.pro rankint
HeadquartersBirmingham, United Kingdom
HQ citystring
Birmingham
HQ countrystring
United Kingdom
HQ regionstring
Europe
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
virtual reality training, behavior change VR, immersive education experiences, youth justice interventions, VR simulation software
Industry1 code
1VR/AR Gaming Platforms
CodeBPAMAKAGPrimaryYes
NAICS code1 code
  • All Other Amusement and Recreation Industries71399
SIC code1 code
  • Services-Amusement & Recreation Services7900
Product category
Immersive VR Behavior Change Solutions
Social media profiles2 records
GTM motion1 record

Each record includes

Type, Description, Source

Revenue model1 record
1VR Experience Programs
TypeProfessional Services
Description

Virtual Decisions creates and delivers VR programs for behavior change, likely through direct engagement with government agencies, educational institutions, and justice services. Revenue appears to come from program delivery, licensing, or service contracts with public sector organizations.

virtualdecisions.co.uk
Marketing channels3 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels1 record

Each record includes

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

Cost components4 values
Personnel, Technology or R&D, Operations, Marketing or Sales
GTM typeB2B
B2B
Offering typeSoftware
Software
Core offering1 text field

Virtual Decisions creates and delivers decision-led immersive virtual reality experiences that place users in realistic scenarios where they control outcomes and witness consequences without real-world risk. The portfolio includes seven distinct VR titles (Knives, Identity, Reconnect, Gangs, Reachout, Influence, Antisocial Behaviour) targeting behavior change outcomes such as knife crime prevention, gang involvement reduction, and antisocial behaviour intervention for youth justice, police, and education clients.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 value
  • Reoffending rate reduced to 21% for those who completed Virtual Decisions Out of Court Disposal sessions
Product overview1 text field

Virtual Decisions is a decision-led VR platform that provides immersive virtual reality experiences for education and behaviour change. The portfolio consists of multiple individual VR titles including Knives, Identity, Reconnect, Gangs, Reachout, Influence, and Antisocial Behaviour. These experiences work together as a unified solution, placing users in realistic scenarios where they control decisions and witness consequences without real-world risk. The platform targets youth services, educational institutions, and criminal justice agencies (such as Youth Offending Services) to reduce negative outcomes including knife crime, gang involvement, and antisocial behaviour.

Product and service1 record
1VD Knives
Scale indicator1 record

Each record includes

Type, Value, Description, Source

Recent move5 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight4 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

Immerse offers a VR platform for language learning and corporate training, with a marketplace of VR experiences. It is comparable because it shares the VR content-platform and B2B sales model with Virtual Decisions, although the application focus is different (language acquisition vs. behaviour change).

TypeRegional player
Description

Avatar Cognition develops VR-based behavioral and social-cognition training tools geared toward clinical and educational use cases. It is comparable as a regional VR-training peer addressing behaviour and decision-making outcomes, similar in product approach to Virtual Decisions.

TypeDirect peer
Description

Mursion delivers VR simulation-based training for interpersonal skills, healthcare communication, and education. It is comparable because both companies use immersive role-play scenarios to drive behavior change in high-stakes environments, with Mursion's K-12 and clinical markets overlapping Virtual Decisions' education and youth services customers.

4VRtuoso
TypeEmerging player
Description

VRtuoso provides a VR platform for enterprise training and authoring, enabling organizations to create their own immersive training. It is comparable as a peer in the VR-based enterprise training category, though it offers an authoring platform while Virtual Decisions delivers packaged experiences.

TypeDirect peer
Description

STRIVR provides immersive VR training and analytics for enterprise and sports performance. It is comparable because it shares the same enterprise VR training model as Virtual Decisions, though it focuses on operational/procedural training rather than decision-led behaviour change.

TypeDirect peer
Description

Talespin provides an immersive VR platform for enterprise soft-skills and behavioral training, including diversity & inclusion, leadership, and difficult-conversation scenarios. It is the closest direct competitor to Virtual Decisions because both sell VR-based behaviour-change experiences to organizations seeking measurable training outcomes, although Talespin focuses on corporate/enterprise while Virtual Decisions targets public sector.

TypeEmerging player
Description

FundamentalVR uses VR with haptics for surgical training and education. It is an emerging peer because both companies build immersive scenario-based training for behavior/skill outcomes, but it focuses on the healthcare vertical instead of youth justice.

TypeEmerging player
Description

Wonda VR is a collaborative VR learning and training platform for education and enterprise. It is comparable as an emerging VR-based education/training peer, with overlapping customer segments in educational institutions, though lacking the specific behaviour-change positioning of Virtual Decisions.

TypeBroad incumbent
Description

EON Reality is a long-established VR/AR knowledge-transfer platform used across education, industry, and government. It is comparable as a broad incumbent providing VR-based learning and training content to institutions, similar to Virtual Decisions' education and public sector customers, though at much larger scale and with a much broader scope.

TypeEmerging player
Description

Ovation provides VR-based soft-skills and presentation training for enterprise use. It is comparable as an emerging player in VR-based behaviour/skill training, with a similar sales-led motion into organizations, though aimed at corporate rather than public sector buyers.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat3 records

Each record includes

Type, Details

Key risks5 records

Each record includes

Headline, Details, Source

Key highlights5 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers1 record

Each record includes

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

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 maturity
App detail

Has app

Feature1 record

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
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 →

​Virtual Decisions

Immersive VR Behavior Change Solutionsroundmidnight.org.uk

Virtual Decisions is a Birmingham, UK-based VR developer creating decision-led immersive simulations for behavioural change. It serves UK youth justice services, police forces, and educational institutions with VR programmes addressing knife crime, gang involvement, antisocial behaviour, and reoffending, operating as a trading brand of Round Midnight Ltd.

What ​Virtual Decisions does

Virtual Decisions is a Birmingham, UK-based developer of decision-led virtual reality experiences designed to drive behavioural change. It operates as a trading subsidiary of Round Midnight Ltd, a private limited company registered in England (company number 04126458), and is headquartered at Innovation Birmingham. The company produces a portfolio of seven immersive VR titles — Knives, Identity, Reconnect, Gangs, Reachout, Influence, and Antisocial Behaviour — that place users inside realistic high-stakes scenarios and let them experience the consequences of difficult decisions in a risk-free simulated environment. Target outcomes include reducing reoffending, knife crime, gang involvement, and antisocial behaviour.

The core technology stack is virtual reality simulation with human-centred scenario design. While no proprietary AI/ML, patents, SDKs, or APIs are disclosed, the product is differentiated by its content architecture — narrative-driven, choice-based immersive experiences aimed at engagement and behaviour change rather than passive viewing. The company cites a 21% reoffending rate among Birmingham Youth Offending Service Out of Court Disposal participants as primary outcome evidence, and has accumulated awards including the National Tech Awards 2024 Year Winner, Education Awards 2023, Digital Content Awards 2021, and Tech Security Awards 2021.

Virtual Decisions monetises via professional-services delivery of VR programmes, likely through direct contracts, licensing, or service agreements with public-sector customers. Pricing is not publicly disclosed and is handled on a contact-quoted basis. The go-to-market is sales-led and direct: the company markets through its website, downloadable info packs, events, and earned media from its awards, targeting UK youth justice services, police forces, and educational institutions. Geographic scope is currently single-country (UK), distribution is via direct on-site programme delivery with VR headsets and facilitator support, and no external funding or strategic investors are disclosed.

​Virtual Decisions firmographics

Firmographics
Name
​Virtual Decisions
Legal name
Round Midnight Ltd
Website
https://roundmidnight.org.uk
Company type
Private
Founded year
1992
Operating status
Operating
Headcount range
1–10 employees
Short description
Virtual Decisions is a Birmingham, UK-based VR developer creating decision-led immersive simulations for behavioural change. It serves UK youth justice services, police forces, and educational institutions with VR programmes addressing knife crime, gang involvement, antisocial behaviour, and reoffending, operating as a trading brand of Round Midnight Ltd.
Ownership category
akta.pro rank

​Virtual Decisions industry classification

Industry
Product category
Immersive VR Behavior Change Solutions
NAICS
All Other Amusement and Recreation Industries (71399)
SIC
Services-Amusement & Recreation Services (7900)
akta.pro primary industry
VR/AR Gaming Platforms (BPAMAKAG)

Keywords

  • Virtual reality training
  • Behavior change VR
  • Immersive education experiences
  • Youth justice interventions
  • VR simulation software

Where ​Virtual Decisions is headquartered

Location

Headquarters

HQ city
Birmingham
HQ country
United Kingdom
HQ region
Europe

Offices1 record

Markets served

​Virtual Decisions business model

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

Revenue model

  1. VR Experience Programs: Virtual Decisions creates and delivers VR programs for behavior change, likely through direct engagement with government agencies, educational institutions, and justice services. Revenue appears to come from program delivery, licensing, or service contracts with public sector organizations.

Go-to-market motion1 record

Distribution channels1 record

Marketing channels3 records

​Virtual Decisions product offering

Product offering

Core offering

Virtual Decisions creates and delivers decision-led immersive virtual reality experiences that place users in realistic scenarios where they control outcomes and witness consequences without real-world risk. The portfolio includes seven distinct VR titles (Knives, Identity, Reconnect, Gangs, Reachout, Influence, Antisocial Behaviour) targeting behavior change outcomes such as knife crime prevention, gang involvement reduction, and antisocial behaviour intervention for youth justice, police, and education clients.

Product overview

Virtual Decisions is a decision-led VR platform that provides immersive virtual reality experiences for education and behaviour change. The portfolio consists of multiple individual VR titles including Knives, Identity, Reconnect, Gangs, Reachout, Influence, and Antisocial Behaviour. These experiences work together as a unified solution, placing users in realistic scenarios where they control decisions and witness consequences without real-world risk. The platform targets youth services, educational institutions, and criminal justice agencies (such as Youth Offending Services) to reduce negative outcomes including knife crime, gang involvement, and antisocial behaviour.

Differentiator

Problem solved

Functional benefit

Products and services

  • VD Knives

Quantifiable outcome

  • Reoffending rate reduced to 21% for those who completed Virtual Decisions Out of Court Disposal sessions

Companies that use ​Virtual Decisions

Customer profile

Named customers1 record

Segments2 records

Ideal customer profiles2 records

​Virtual Decisions technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Feature1 record

​Virtual Decisions partnerships and signals

Strategic signal

Scale indicators1 record

Recent moves5 records

Expansion highlights4 records

​Virtual Decisions competitors and assessment

Company assessment

Direct peers

  • Immerse: Immerse offers a VR platform for language learning and corporate training, with a marketplace of VR experiences. It is comparable because it shares the VR content-platform and B2B sales model with Virtual Decisions, although the application focus is different (language acquisition vs. behaviour change).
  • Mursion: Mursion delivers VR simulation-based training for interpersonal skills, healthcare communication, and education. It is comparable because both companies use immersive role-play scenarios to drive behavior change in high-stakes environments, with Mursion's K-12 and clinical markets overlapping Virtual Decisions' education and youth services customers.
  • STRIVR: STRIVR provides immersive VR training and analytics for enterprise and sports performance. It is comparable because it shares the same enterprise VR training model as Virtual Decisions, though it focuses on operational/procedural training rather than decision-led behaviour change.
  • Talespin: Talespin provides an immersive VR platform for enterprise soft-skills and behavioral training, including diversity & inclusion, leadership, and difficult-conversation scenarios. It is the closest direct competitor to Virtual Decisions because both sell VR-based behaviour-change experiences to organizations seeking measurable training outcomes, although Talespin focuses on corporate/enterprise while Virtual Decisions targets public sector.

Regional players

  • Avatar Cognition: Avatar Cognition develops VR-based behavioral and social-cognition training tools geared toward clinical and educational use cases. It is comparable as a regional VR-training peer addressing behaviour and decision-making outcomes, similar in product approach to Virtual Decisions.

Emerging players

  • VRtuoso: VRtuoso provides a VR platform for enterprise training and authoring, enabling organizations to create their own immersive training. It is comparable as a peer in the VR-based enterprise training category, though it offers an authoring platform while Virtual Decisions delivers packaged experiences.
  • FundamentalVR: FundamentalVR uses VR with haptics for surgical training and education. It is an emerging peer because both companies build immersive scenario-based training for behavior/skill outcomes, but it focuses on the healthcare vertical instead of youth justice.
  • Wonda VR: Wonda VR is a collaborative VR learning and training platform for education and enterprise. It is comparable as an emerging VR-based education/training peer, with overlapping customer segments in educational institutions, though lacking the specific behaviour-change positioning of Virtual Decisions.
  • Ovation VR (Ovation): Ovation provides VR-based soft-skills and presentation training for enterprise use. It is comparable as an emerging player in VR-based behaviour/skill training, with a similar sales-led motion into organizations, though aimed at corporate rather than public sector buyers.

Broad incumbents

  • EON Reality: EON Reality is a long-established VR/AR knowledge-transfer platform used across education, industry, and government. It is comparable as a broad incumbent providing VR-based learning and training content to institutions, similar to Virtual Decisions' education and public sector customers, though at much larger scale and with a much broader scope.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat3 records

Key risks5 records

Key highlights5 records

Customer concentration

​Virtual Decisions social profiles

Digital presence

​Virtual Decisions financial estimates

Financial estimate

Revenue estimate

Valuation estimate

​Virtual Decisions leadership team

Management profile

Number of profiles

​Virtual Decisions funding detail

Funding detail

Funding overview

Funding rounds

Investors

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

​Virtual Decisions 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 ​Virtual Decisions

What does ​Virtual Decisions do?

Virtual Decisions creates and delivers decision-led immersive virtual reality experiences that place users in realistic scenarios where they control outcomes and witness consequences without real-world risk. The portfolio includes seven distinct VR titles (Knives, Identity, Reconnect, Gangs, Reachout, Influence, Antisocial Behaviour) targeting behavior change outcomes such as knife crime prevention, gang involvement reduction, and antisocial behaviour intervention for youth justice, police, and education clients.

Is ​Virtual Decisions a public or private company?

​Virtual Decisions is a private company. It is classified as corporate owned and is currently operating.

When was ​Virtual Decisions founded?

​Virtual Decisions was founded in 1992. It employs 1 to 10 people.

Where is ​Virtual Decisions based?

​Virtual Decisions is headquartered in Birmingham, United Kingdom, in the Europe region.

How does ​Virtual Decisions make money?

One revenue line is on record: VR Experience Programs.

Who are ​Virtual Decisions's main competitors?

Direct peers on record are Immerse, Mursion, STRIVR and Talespin. Avatar Cognition is listed as a regional player. Emerging players are VRtuoso, FundamentalVR, Wonda VR and Ovation VR (Ovation). EON Reality is listed as a broad incumbent.

Does ​Virtual Decisions have an API?

No public API is recorded for ​Virtual Decisions.

What industry is ​Virtual Decisions in?

​Virtual Decisions's product category is Immersive VR Behavior Change Solutions. Its primary akta.pro industry code is BPAMAKAG, VR/AR Gaming Platforms. Its NAICS code is 71399 and its SIC code is 7900.

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