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VR Education reports record monthly revenues

David Whelan, CEO of VR Education, and the company's COO Sandra Whelan
David Whelan, CEO of VR Education, and the company's COO Sandra Whelan

Virtual reality technology software developer VR Education has said its revenue for 2018 is expected to be in the region of €0.7m.

The Waterford-based company, which is focused on the education sector, raised £6m when it listed in both Dublin and London last March. 

It released its showcase experience - which places users as survivors on the Titanic on the night of the sinking - on PlayStation on November 22. 

In its trading update for the 12 months to December, it said its Titanic VR experience generated revenue of €0.1m in December.

Together with revenues from its other products and its ENGAGE platform - the company's online virtual learning and corporate training platform - it delivered record revenues for the month. 

VR Education said its pipeline for the next 12-18 months is "strong and exciting" and 2019 will see the release of two new titles. 

The first to be released is based on the famous "Dambusters" mission, and the other allows users to take control of a space shuttle for some of its most important missions. 

David Whelan, CEO of VR Education, said that 2018 was a "stellar" year for the company. 

"With the release of our ENGAGE platform in December, we are extremely excited for 2019 and beyond," Mr Whelan said. 

"ENGAGE represents the long-term vision of the company, providing a platform for people globally to build content and share ideas with others,"  he said. 

"Top quality education is fast becoming the pursuit of the wealthy, and we intend to address this with affordable quality education which is open to all," he added.

Mr Whelan also said the company is ramping up everything from production to marketing and will attend key EdTech events around the globe, to demo and talk about its platform.

The results come on the back of forecasts released last week by Juniper Research which predicted revenues from virtual reality (VR) specific games will reach $8.2 billion by 2023, up from $1.2 billion in 2019.