SciTransfer
REVEAL · Project

VR Educational Experiences on PlayStation for Cultural Heritage and Science

digitalPilotedTRL 7

Imagine strapping on a VR headset and walking through ancient Roman forums or reliving key moments in scientific history — all from your living room. That's exactly what this project built, using the same PlayStation VR hardware millions of gamers already own. The team worked directly with Sony to create educational VR apps and submit them to the PlayStation Store, turning a gaming console into a virtual classroom. Along the way, they mapped out exactly how small companies can publish their own educational VR content on PlayStation's platform.

By the numbers
EUR 997,751
EU contribution for developing VR educational platform and 2 applications
6
consortium partners across 4 countries
2
PlayStation VR applications submitted to PlayStation Store
11
total project deliverables produced
2 years
project duration (Jan 2017 – Dec 2018)
The business problem

What needed solving

Museums, heritage sites, and educational institutions struggle to reach global audiences and make their content accessible to people who cannot physically visit. Traditional digital solutions like websites and videos lack the immersive engagement that drives real learning and emotional connection. Meanwhile, the VR market is dominated by gaming — educational content creators lack a clear path to reach millions of console owners through platforms like PlayStation.

The solution

What was built

Two complete VR educational applications — one recreating the Imperial Forum in Rome and one focused on the Jenner story — both formally submitted for publication on the PlayStation Store in the EU. The project also produced infrastructure tools and a documented process for SMEs to develop and publish educational VR content on PlayStation's platform, totaling 11 deliverables.

Audience

Who needs this

Museum and heritage site operators wanting to digitize collections for global audiencesEdTech companies looking for a proven pipeline to publish VR content on PlayStationTourism boards wanting immersive destination previews for international marketsUniversities developing VR-based curricula for history and science educationCultural preservation organizations needing digital archives of at-risk historical sites
Business applications

Who can put this to work

Museums & Cultural Heritage
any
Target: Museum operators and heritage site managers

If you are a museum or heritage site struggling with declining visitor numbers and limited physical accessibility — this project developed PlayStation VR applications that bring historical sites like the Imperial Forum to life digitally. The tools and processes created by 6 partners across 4 countries can help you reach worldwide audiences through Sony's PlayStation Store, turning your collection into an immersive experience people access from home.

EdTech & E-Learning
SME
Target: Educational content developers and publishers

If you are an educational publisher looking to break into immersive learning — this project mapped the complete process for SMEs to bring VR applications to Sony's PlayStation Store. With EUR 997,751 in EU funding, the team built the infrastructure and documented the pipeline from concept to commercial publication, giving you a proven roadmap to launch educational VR content on a platform with a massive installed user base.

Tourism & Destination Marketing
any
Target: Tourism boards and destination marketing organizations

If you are a tourism organization wanting to showcase historical destinations to international audiences before they visit — this project created narrative-driven VR experiences for cultural heritage sites. The applications were submitted for publication on PlayStation Network across the EU, demonstrating how virtual previews of real locations can drive interest and physical visits while also serving audiences who cannot travel.

Frequently asked

Quick answers

What would it cost to develop a similar VR educational experience?

The entire REVEAL project received EUR 997,751 in EU funding to develop two PlayStation VR applications, the underlying tools, and the publishing pipeline across a 6-partner consortium over 2 years. Individual application development costs would be a fraction of this, though exact per-app costs are not broken out in the available data.

Can this scale to other historical sites or subjects beyond what was built?

Yes. The project explicitly aimed to create infrastructure and tools for producing educational VR experiences, not just one-off apps. The documented process for bringing content to the PlayStation Store was designed to be reusable by SMEs for new gamified VR applications outside traditional gaming.

What is the IP and licensing situation?

The project involved Sony Interactive Entertainment Europe (SIEE) and used PlayStation VR hardware and the PlayStation Store distribution platform. Any licensing would need to account for Sony's platform requirements and QA process. Based on available project data, specific IP licensing terms are not publicly detailed.

Is the technology actually available to consumers?

Two applications — Imperial Forum and Jenner — were formally submitted for publication on the PlayStation Store in the EU. Sony's QA process typically takes around a month, and the team expected commercial availability within a few months of the project's December 2018 end date.

How does this integrate with existing museum or education systems?

The VR experiences are standalone PlayStation VR applications distributed through Sony's official store. They do not require integration with existing museum IT infrastructure. The project also focused on improving social and physical accessibility of cultural heritage for people who cannot visit sites in person.

What evidence is there that VR actually works for education?

The project was funded as an Innovation Action (IA), meaning it was expected to demonstrate near-market solutions rather than basic research. The consortium included 2 universities providing pedagogical expertise alongside industry partners. Based on available project data, specific learning outcome measurements are not detailed in the objective.

Consortium

Who built it

The 6-partner consortium spans 4 countries (IT, MT, NL, UK) with a balanced mix: 2 universities providing research and educational expertise, 1 research organization, 1 industry partner, and 2 other organizations, including 1 SME. The coordinator is Sheffield Hallam University in the UK. The critical factor here is Sony Interactive Entertainment Europe's direct R&D involvement — having the platform owner at the table meant the team had insider access to PlayStation's publishing pipeline and QA requirements. The 17% industry ratio is modest, but Sony's backing as a named partner carries outsized commercial weight. With EUR 997,751 in funding, this was a focused, lean project rather than a sprawling research program.

How to reach the team

Sheffield Hallam University, UK — reach out to their VR/immersive technology or digital heritage research group

Next steps

Talk to the team behind this work.

Want to build educational VR content for PlayStation or explore licensing REVEAL's tools and pipeline? SciTransfer can connect you with the project team and help you evaluate the commercial opportunity.