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The Immersive Economy Is Here.

Online shopping, downward economic pressure, values-based consumerism, and new technologies have converged to put the nail in the coffin of meaningless consumerism.

 

Global spending on experiences

will hit $8 trillion in 2021.

12,000 creatives launch new ventures in entertainment, health, retail and education every year.

 

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Entertainment

Americans spend an average of $35 billion annually on live events.

 

Concerts, festivals, sporting events, theatrical performances, and more connect audiences in person and online, transporting us across space and cultures.

Creative companies are at the bleeding edge of creating mind-blowing live events and location-based entertainment experiences.

Health Care

VR/AR therapeutics, data visualization,

experiential training and learning, and

telemedicine environments, rely on content and technologies developed by creative companies.

Patients and providers utilize immersive products and services to improve care outcomes.

Education

Young and older learners alike benefit from immersive learning environments. High tech, low tech, no tech, educators agree: humans learn best when mind, body, and spirit are engaged. 

Creative companies invent tools and technologies, and

craft experiences and content, that enable experiential learning that sticks.

Retail

78% of millennial consumers prefer buying experiences over material possessions.

Online shopping, downward economic pressure, values-based consumerism, and new technologies have converged to put the nail in the coffin of meaningless consumerism.

Creative companies employ stories and design to generate compelling retail experiences and products.

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