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OCDE - An overview of national strategies and policies for immersive technologies

OCDE - Organización para la Cooperación y el Desarrollo Económico

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OCDE - An overview of national strategies and policies for immersive technologies
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OCDE - Organización para la Cooperación y el Desarrollo Económico
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Infralegal
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AN OVERVIEW OF

NATIONAL STRATEGIES

AND POLICIES

FOR IMMERSIVE

TECHNOLOGIES

OECD DIGITAL ECONOMY

PAPERS

February 2026 No. 380OECD Digital Economy Papers

An overview of national strategies and policies for immersive technologies

PUBE2  AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES

OECD DIGITAL ECONOMY PAPERS © OECD 2026

This paper was approved and declassified by written procedure by the Digital Policy Committee (DPC) on 5 January 2026 and prepared for publication by the OECD Secretariat.

Note to Delegations: This document is also available on O.N.E Members & Partners under the reference code:

DSTI/DPC(2025)5/FINAL

This document, as well as any data and map included herein, are without prejudice to the status of or sovereignty over any territory, to the delimitation of international frontiers and boundaries and to the name of any territory, city or area.

© OECD 2026

Cover photo credits: © aon168/Fotolia Attribution 4.0 International (CC BY 4.0) This work is made available under the Creative Commons Attribution 4.0 International licence. By using this work, you accept to be bound by the terms of this licence (https://creativecommons.org/licenses/by/4.0/).

Attribution – you must cite the work. Translations – you must cite the original work, identify changes to the original and add the following text: In the event of any

bound by the terms of this licence (https://creativecommons.org/licenses/by/4.0/). Attribution – you must cite the work. Translations – you must cite the original work, identify changes to the original and add the following text: In the event of any discrepancy between the original work and the translation, only the text of the original work should be considered valid. Adaptations – you must cite the original work and add the following text: This is an adaptation of an original work by the OECD. The opinions expressed and arguments employed in this adaptation should not be reported as representing the official views of the OECD or of its Member countries. Third‑party material – the licence does not apply to third‑party material in the work. If using such material, you are responsible for obtaining permission from the third party and for any claims of infringement. You must not use the OECD logo, visual identity or cover image without express permission or suggest the OECD endorses your use of the work. Any dispute arising under this licence shall be settled by arbitration in accordance with the Permanent Court of Arbitration (PCA) Arbitration Rules 2012. The seat of arbitration shall be Paris (France). The number of arbitrators shall be one.

DisclaimersAN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES  3

OECD DIGITAL ECONOMY PAPERS © OECD 2026

Despite their growing societal and economic relevance, policymaking specific to immersive technologies remains relatively nascent and fragmented. This paper analyses national and sub-national strategies and policies explicitly targeting immersive technologies, drawing on a dataset of 53 policies from 23 countries and the European Union. It identifies five main policy approaches: targeted funding for immersive technology development and deployment; non-targeted funding embedded in broader digital transformation programmes; digital ecosystem support through infrastructure, skills, and standards; strategic frameworks articulating longterm national or regional visions; and guidance or principles promoting responsible innovation and security.

Keywords: immersive technologies, national strategies and plans, policy mix, government support for

transformation programmes; digital ecosystem support through infrastructure, skills, and standards; strategic frameworks articulating longterm national or regional visions; and guidance or principles promoting responsible innovation and security.

Keywords: immersive technologies, national strategies and plans, policy mix, government support for research and development, technology co-operation, international collaboration.

Abstract4  AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES

OECD DIGITAL ECONOMY PAPERS © OECD 2026

This paper was prepared by Edward Logan under the guidance of Elizabeth Thomas -Raynaud, with Pauline Arbel contributing to final revisions . It benefitted from the review and input of Karine Perset and Audrey Plonk. The authors also wish to thank the experts that participated in the Global Forum on Technology focus group on immersive technologies as well as delegates to the Digital Policy Committee (DPC) for providing information on national strategies and policies.

AcknowledgementsAN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES  5

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Immersive technologies—such as augmented reality (AR), virtual reality (VR), mixed reality (MR), digital twins, and virtual worlds—are rapidly transforming how societies interact with digital content, offering new opportunities across sectors including healthcare, education, manufacturing, and culture. Despite their growing relevance, policymaking specific to immersive technologies remains nascent and fragmented. This paper provides an overview of national and sub -national strategies and policies explicitly targeting immersive technologies, drawing on a dataset of 53 policies from 23 countries and the European Union. The analysis identifies five major policy approaches: • Targeted funding : Direct financial support for immersive technology development and deployment. • Non-targeted funding : Broader digital transformation programmes that include immersive technologies. • Digital technology ecosystem support: Infrastructure, skills, and standards initiatives to enable immersive technology adoption.

The analysis identifies five major policy approaches: • Targeted funding : Direct financial support for immersive technology development and deployment. • Non-targeted funding : Broader digital transformation programmes that include immersive technologies. • Digital technology ecosystem support: Infrastructure, skills, and standards initiatives to enable immersive technology adoption. • Strategic frameworks: National or regional strategies outlining long -term visions for immersive technologies. • Guidance and principles: Voluntary frameworks promoting responsible innovation and security. Policymaking related to immersive technologies emerged slowly after 2010 and accelerated a decade later with 70% of relevant policies introduced since 2020. This suggests a rapid acceleration in policy attention, likely driven by growing adoption and the societal impact of immersive technologies , namely virtual and augmented reality. Most policies aim to accelerate development and adoption, especially in SMEs and public services, with targeted funding and strategic initiatives being the most common. Few policies directly address the potential risks associated with immersive technologies, and it remains uncertain whether existing frameworks adequately cover concerns such as privacy and digital security —particularly where experiences are personalised based on emotional responses or inferences dra wn from behavioural and biometric data. These and other concerns such as psychological and child safety may be covered uniquely through guiding principles or strategies that signal longer -term intentions rather than imposing immediate requirements or safeguards. The report also highlights the importance of international co -operation, given the cross -border nature of immersive technologies and the need for interoperability and shared standards.

Executive summary6  AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES

OECD DIGITAL ECONOMY PAPERS © OECD 2026

Table of contents Disclaimers 2 Abstract 3 Acknowledgements 4 Executive Summary 5 1 Trends in policymaking on immersive technologies 7 1.1 Policymaking in the context of immersive technologies 7 1.2. Major policy groupings 8 1.3. A horizontal view of policymaking 8 2 A review of national and sub-national policymaking 11

1 Trends in policymaking on immersive technologies 7 1.1 Policymaking in the context of immersive technologies 7 1.2. Major policy groupings 8 1.3. A horizontal view of policymaking 8 2 A review of national and sub-national policymaking 11 2.1. Targeted funding 11 2.2. Non-targeted funding 12 2.3. Digital technology ecosystem support 14 2.4. National and sub-national strategies 15 2.5. Guidance and policy principles 16 3 Future considerations 18 3.1. Accounting for the distinctive characteristics of immersive technologies 18 3.2. Conclusions and considerations for further work 18 Annex A. Policy sample and sources 20 References 22 Notes 25

FIGURES Figure 1. Policy groupings of policies enacted in all jurisdictions in sample 9AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES  7

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1.1 Policymaking in the context of immersive technologies Immersive technologies, which add a digital layer to the real world or replace it fully with virtual content, continue to develop and diffuse , introducing opportunities and challenges for societies and economies. Among the emerging technologies within this set are augmented reality (AR), mixed reality (MR), virtual reality (VR), digital twins, virtual worlds, and more broadly, spatial computing and extended reality (XR). This report aims to provide a broad perspective on relevant national strategies and policies adopted thus far to help policymakers take stock of and assess policy options for advancing the responsible development and application of these technologies. Only policies that have either exclusively targeted immersive technologies or featured them explicitly within their scope are considered in this analysis. To date, policymaking globally for immersive technologies has received limited attention. As detailed in the OECD’s Immersive Technologies Policy Primer (OECD, 2025[1]), adoption of these technologies may merit

technologies or featured them explicitly within their scope are considered in this analysis. To date, policymaking globally for immersive technologies has received limited attention. As detailed in the OECD’s Immersive Technologies Policy Primer (OECD, 2025[1]), adoption of these technologies may merit a policy response . Among the potential benefits are enhanced service delivery and access relating to healthcare, education and skills development, manufacturing and maintenance, civic engagement and empowerment, culture and tourism. Economic benefits are likely to flow from the development of immersive technology ecosystems, while the deployment of these technologies may expand workforce opportunities and introduce new dynamism into marketing and retail . The paper also details a wide range of policy considerations relating to the use of immersive technologies, including around issues such as privacy, data governance and compliance, online safety and digital security, manipulated and misleading content, access, skills gaps, digital literacy, interoperability and international co-operation. 1.1.1. Methodology To provide an overview of global policymaking on these technologies , this report uses a baseline set of policies from the OECD’s 2021 survey of 46 national governments on all digital policymaking as contained within Assessing national digital strategies and their governance, together with the updated dataset from a second survey round administered in 2023 for the OECD Digital Economy Outlook 2024 (OECD, 2025[2]). Responses to the survey include government officials’ direct descriptions of policies. The joint OECD and European Commission STIP Compass tool is also cross-referenced for additional policy details (OECD and European Commission, 2025 [3]). To supplement these survey -based datasets and introduce newer policies, desk research was conducted in early 2025, resulting in a mer ged dataset of 53 policies across 23 countries and the European Union (EU) that forms the sample for this report’s analysis. Countries were also invited to review and supplement this analysis. 1 Trends in policymaking on immersive technologies8  AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES

OECD DIGITAL ECONOMY PAPERS © OECD 2026

also invited to review and supplement this analysis. 1 Trends in policymaking on immersive technologies8  AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES

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1.2. Major policy groupings Through the beginning of 2025, global policymaking involving immersive technologies has focused virtually entirely on support for their development and deployment. Within the sample of 53 policies, none constitute regulations that introduce mandatory measures aimed at mitigating potential risks associated with the adoption of these technologies. A small number of countries have introduced policy principles intended to guide the range of actors and stakeholders. To evaluate in more detail the concrete trends in policymaking on immersive technologies , this report assigns a policy grouping to each individual policy ; a small number of policies fit into multiple groupings. The five groupings and their working definitions are as follows: • Targeted funding : Support is either granted exclusively to projects developing or applying immersive technologies , or there exists a standalone category within the program me that only applies to immersive technologies. Funding streams available for immersive technologies are not fungible with those available for other technologies (13 policies). • Non-targeted funding: Support is available to a range of technologies which explicitly features at least one type of immersive technology within its scope. Funding is generally implied to be fungible between immersive technologies and other technologies within the policy’s scope , making such policy approaches relatively indirect for supporting immersive technologies (12 policies). • Digital technology ecosystem support: Support explicitly target s the further development or application of immersive technologies through such avenues as skills development, the provision or upgrading of relevant connectivity infrastructure, support for interoperability or standard-setting activities, or improved digital security or user access as relates to immersive technologies. These policies differ from non-targeted funding in that they are often targeted at immersive technologies, but rather than directly financing individual companies or products, they build up the support structures around immersive technology companies to ac celerate R&D, connect them to customers, reduce barriers to scaling, and expose demand-side actors to these technologies

policies differ from non-targeted funding in that they are often targeted at immersive technologies, but rather than directly financing individual companies or products, they build up the support structures around immersive technology companies to ac celerate R&D, connect them to customers, reduce barriers to scaling, and expose demand-side actors to these technologies through methods such as demonstration projects and thought leadership development (9 policies). • National or sub-national strategy: Presents a government’s intentions for further developing and deploying one or more technologies , including immersive technologies, to specific ends such a s advancing the digital transformation of the economy. While some strategies include commitments to funding of specific projects, others do not feature mandatory expenditures and rather provide directional suggestions for achieving policy aims (19 policies). • Guidance or policy principles: Specify one or more immersive technologies and emphasise the importance of the technology’s ecosystem supporting values such as trustworthiness, safety, and security in relation to platform developers, providers and users . While voluntary in nature , these principles can influence the development and application of a given technology, are often reflected in companies’ codes of conduct and can serve as a reference for future regulations in areas of demonstrated risk (4 policies). 1.3. A horizontal view of policymaking Based on the sample of 5 3 policies, policymaking featuring immersive technologies has almost entirely taken place since 2010. Moreover, 70% of policies were introduced in 2020 or later. The countries identified as having adopted policies involving these technologies have greatly varied in their approaches, with many having multiple different types of policies in effect in parallel. Although guiding principles and sub-national strategies have been pursued by a relatively small set of jurisdictions, the other policy groupings are all well represented in the sample (See Figure 1).AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES  9

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Figure 1. Policy groupings of policies enacted in all jurisdictions in sample

Belgium ☑ Brazil ☑

OECD DIGITAL ECONOMY PAPERS © OECD 2026

Figure 1. Policy groupings of policies enacted in all jurisdictions in sample

Belgium ☑ Brazil ☑ Canada ☑☑ People’s Republic of China ☑ ☑ ☑ Colombia ☑ Czechia ☑ European Union ☑ ☑ Finland ☑ France ☑ ☑ Germany ☑☑ ☑☑☑ ☑ Hungary ☑ Ireland ☑ Japan ☑ Jordan ☑ Korea ☑ ☑☑☑ ☑☑☑☑☑☑ ☑☑☑ Luxembourg ☑ Malaysia ☑ Portugal ☑ ☑ Saudi Arabia ☑ Singapore ☑ ☑ Spain ☑☑ ☑☑ ☑☑☑ Türkiye ☑ ☑ ☑☑ United Arab Emirates ☑ United Kingdom ☑ ☑ United States ☑☑ Note: Some policies are categorised under multiple groupings and are designated in grey. China henceforth refers to the People’s Republic of China. One lens for assessing the types of approaches taken by governments is the OECD’s Going Digital Integrated Policy Framework, which considers 38 policy domains across seven policy dimensions (OECD, 2020[4]). Past research has applied this framework to such areas as artificial intelligence and national digital strategies (Galindo, Perset and Sheeka, 2021 [5]; Gierten and Lesher, 2022 [6]; OECD, 2024[7]). It can also offer a useful lens for considering the broad contours of policymaking specific to immersive technologies. By mapping the 53 policies in the sample to the seven framework dimensions, policymakers can identify where immersive-related efforts fit relative to a generalised digital policymaking agenda.

offer a useful lens for considering the broad contours of policymaking specific to immersive technologies. By mapping the 53 policies in the sample to the seven framework dimensions, policymakers can identify where immersive-related efforts fit relative to a generalised digital policymaking agenda. Given the emerging nature of immersive technologies, the dimensions addressed by policymakers to date have been substantially shaped by the technologies’ stage of development. The 53 policies examined here collectively present a strong focus on immersive technologies in areas such as infrastructure, R&D and10  AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES

OECD DIGITAL ECONOMY PAPERS © OECD 2026

SME and start-up support. These policies reflect a prioritisation of developing immersive solutions and amplifying their potential benefits in sectors ranging from cultural industries to manufacturing. More specifically, many policies emphasise policy issues associated with realising the potential of immersive technologies for innovation (entrepreneurship, sector-specific development and competition) and their effective use across economies and societies (digital government, investment and skills). In contrast, relatively few policies explicitly address challenges related to trust dimensions (privacy, consumer protection, digital security risk management) or society dimensions (social policies, tax and benefits). In addition to reflecting the relatively limited adoption of these technologies, the lack of immersive technology-specific policymaking in these areas may suggest that technology-neutral policies in areas like privacy are perceived by policymakers as sufficient to cover most eventualities arising from tools such as VR (OECD, 2024[8]). Many of these 53 policies dovetail well with policy opportunities raised in An Immersive Technologies Policy Primer, reflecting many governments’ visions for spurring growth and harnessing the transformative potential of immersive technologies (OECD, 2025[1]). However, policies introduced to date do not generally feature measures to mitigate risks that may be unique to or exacerbated by the deployment of immersive technologies. Where such issues do appear, they tend to be covered through guiding principles or

potential of immersive technologies (OECD, 2025[1]). However, policies introduced to date do not generally feature measures to mitigate risks that may be unique to or exacerbated by the deployment of immersive technologies. Where such issues do appear, they tend to be covered through guiding principles or strategies that signal longer-term intentions rather than imposing immediate requirements or safeguards.AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES  11

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2 A review of national and sub-national policymaking 2.1. Targeted funding 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 target ed funding instruments represent a desire on the part of government s 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, target ed 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:

education. Another set of policies appears to target immersive technologies as a promising opportunity for driving economic development. In practice, target ed 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 the12  AN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES

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call were to fund projects that could support European research infrastructure to access advanced

OECD DIGITAL ECONOMY PAPERS © OECD 2026

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 Europe an 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 pu blic 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

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. 2.2. Non-targeted funding Many governments enact policies that offer support for multiple digital technologies at once, often with broad aims of enabling digital transformation. When these policies explicitly name immersive technologies as within their scope, they tend to also include other emerging technologies, established technologies that start-ups could drive further innovation in or technologies that could promote the digitalisation of a specific sector of the economy such as manufacturing. This approach can be interpreted as a government’s recognition that immersive technologies are one of multiple potential solutions for achieving certain goals. In these cases, governments may not be seekingAN OVERVIEW OF NATIONAL STRATEGIES AND POLICIES FOR IMMERSIVE TECHNOLOGIES  13

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