Targeted funding for the development or deployment of immersive technologies is among the most widely pursued modes of support by governments. While funding is not publicly disclosed for all policies, available information reveals that funding programmes range from providing less than one million euros per year for relatively narrow support for immersive technologies to potentially tens of millions of euros per year for relatively ambitious policies offering more comprehensive support.
The scope of the policy instruments is highly varied. While some focus on specialised grants or subsidies to foster commercial use in key sectors, such as education, healthcare, culture, tourism or manufacturing, others target research or talent development and upskilling. Many policies specifically aim to attract private sector development or establish specialised local hubs, innovation clusters or testbeds. Some also fund the development of standards for specific immersive technologies.
These targeted funding instruments represent a desire on the part of governments to achieve one of several aims. Some may be seeking to position their country to seize a strategic and early market position in an area such as immersive gaming. Others may be aiming to spur the accelerated implementation of a promising new technology that could help them resolve key challenges in a sector such as healthcare or education. Another set of policies appears to target immersive technologies as a promising opportunity for driving economic development. In practice, targeted funding instruments are often paired with other policies that support the development and deployment of these technologies through non-financial means, such as deregulation or improving relevant infrastructure. For example:
In 2018, two former departments of the UK government introduced the Creative Industries Sector Deal, including among its aims the doubling of the UK’s share of the global creative immersive content market by 2025 (DCMS, 2018[9]). The Deal was intended to unlock more than GBP 150 million in joint investment by the public and private sectors to support the UK’s cultural and creative industries. The government specifically directed GBP 33 million in funding to immersive technologies as part of the programme. The policy announcement specifically references VR video games and AR tourism experiences as areas to be further supported, while also directing GBP 1.5 million over two years to the UK Games Fund, GBP 2 million for skills development, and GBP 2 million for a campaign tackling online piracy and consumer education about copyright protection, which could also benefit the immersive technologies industry.
The Horizon Europe initiative consists of periodic calls for funding on specific topic areas, with five central missions that each involve the creation and spread of technologies and knowledge (European Commission, 2022[10]; European Commission, 2024[11]). Overall funding for 2021-2027 consists of more than EUR 90 billion. Multiple calls have required the development of a digital twin as either a component or the entirety of the project to be funded. For example, in 2023, a call was made for project proposals to use XR-empowered digital twins to model complex phenomena, with EUR 137.5 million in grants made available to be split amongst selected projects. The goals of the call were to fund projects that could support European research infrastructure to access advanced modelling and prediction capabilities applicable to real-life phenomena, replace physical experiments with digital twins, integrate research infrastructure into global, regional and local innovation support systems, and heighten the competitiveness of European research infrastructure.
With the 2021 Korean New Deal 2.0, Korea’s Ministry of Economy and Finance updated the 2020 Korean New Deal with a digital component that featured a more prominent role for immersive technologies (MOEF, 2021[12]). In the new Deal, the effects of the COVID-19 pandemic were noted as having raised the government’s focus on “no-contact technologies” and society’s educational needs. The updated policy allocated KRW 2.6 trillion (Korean won) of central government funding to promoting virtual worlds and other ICT convergence services, while also increasing funding for strengthening relevant infrastructure. KRW 0.5 trillion specifically targeted digital twins while the policy also noted an intention to invest in digital public services and remote medical care. The Digital New Deal 2.0 pairs these concrete investments with myriad other support policies for immersive technologies and other tools. One pledge calls for deregulation to remove obstacles that could be slowing the deployment of immersive technologies, such as XR applied to telemedicine, authorisations for XR content or AR for manufacturing inspections.
In Belgium, the Flemish Ministry of Education and Training XR Action Plan (2022-2025) includes four concrete actions to raise the level of professionalisation in the use of XR in teaching at secondary technical and vocational school programmes and further integrate them into the curriculum (OECD and European Commission, 2025[3]; Vlaanderen, n.d.[13]). First, the Plan encourages more practice-oriented research on effective educational applications of XR. Second, it facilitates XR hardware lending through five regional technical centres while offering maintenance support and teacher training. Third, it organises co-financing of education-focused XR software projects, improving the financial sustainability of existing work while also supporting new projects. Fourth, it establishes a professional XR Academy and XR Learning Network for teachers to help them use these technologies.
In France, the General Secretariat for Investment (SGPI), under the Prime Minister, launched in 2024 two complementary initiatives to support the development of immersive technologies as part of the France 2030 strategy. The first initiative, a call for projects on Immersive Culture and the Metaverse targets innovative projects that advance the production and distribution of high-quality cultural experiences in virtual, augmented or mixed reality, persistent virtual worlds, video mapping and 3D sound. It provides grant funding for both engineering studies up to EUR 200,000 to identify the technical, legal, or economic barriers, as well as full project implementation. A second call for projects targets ambitious technology companies across the immersive virtual-worlds value chain. With minimum eligible expenditures of EUR 1 million, it supports highly innovative R&D activities carried out in France to help firms reach key technological milestones, scale up their solutions and strengthen their competitiveness in the European market.