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India’s Immersive Technology and AVGC-XR Revolution

1

Extended Reality (XR) is a collective term for immersive technologies that combine physical and digital environments through computer systems and wearable devices. Its three principal forms are Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR). These technologies support interactive applications in education, healthcare, tourism, cultural heritage, gaming, entertainment, retail and infrastructure planning.

2

Virtual Reality (VR) creates a completely digital environment in which users interact with simulated surroundings, primarily through sight and sound. Augmented Reality (AR) overlays digital information and objects onto the existing physical environment while keeping it visible. Mixed Reality (MR) combines physical and digital environments, allowing virtual objects to interact with real-world surroundings. Related technologies include 360-degree video, which allows viewing in every direction, and Haptic Technology, which uses vibrations, pressure and physical sensations to simulate touch.

3

India’s immersive technology market generated USD 1,259.5 million in revenue in 2023 and is projected to reach USD 7,818.7 million by 2030, with a Compound Annual Growth Rate (CAGR) of 29.8%. India is projected to become the fastest-growing regional immersive technology market in Asia Pacific. The Indian gaming industry is separately projected to expand from USD 3.8 billion in 2024 to USD 9.2 billion by FY 2028–29.

4

The second Emerging Science, Technology and Innovation Conclave (ESTIC-2026) is scheduled for 27–29 October 2026 at Bharat Mandapam, New Delhi. Organised by the Council of Scientific & Industrial Research (CSIR), its theme is “Creative Minds, Catalyzing Science, Empowering Technologies.” The conclave covers 12 thematic areas, including Immersive Technology, Generative XR and Spatial Computing, through plenary sessions, technical discussions and exhibitions.

5

Researchers at the Indian Institute of Technology (IIT) Madras are developing AR- and VR-enabled learning solutions for rural secondary schools. These systems aim to provide interactive learning experiences in history, social science, science and languages. Applications include virtual laboratories, three-dimensional models of the human body and solar system, and interactive historical presentations using animated photographs, archival documents and digital maps.

6

The Ministry of Culture uses JATAN software to digitise museum artefacts and their records. Eight national-level museums and two Archaeological Survey of India (ASI) museums have been digitised using JATAN, with their collections accessible through the Museums of India digital repository. The Indian Museum in Kolkata has introduced interactive digital and AR-based features and collaborated with Google Arts & Culture on a virtual exhibition. ASI museums at Hampi in Karnataka and Nalanda in Bihar also provide mobile-based virtual tours.

7

The Department of Telecommunications (DoT) launched the “Sangam: Digital Twin” initiative to integrate digital twin technology with 5G, the Internet of Things (IoT) and Artificial Intelligence for infrastructure planning. A digital twin is a virtual representation of a physical object, system or place that uses real-world data to monitor conditions and simulate possible changes. The Varanasi Urban 3D Spatial Planning project demonstrates its application in urban planning. India aims to develop a National Digital Twin for major urban centres by 2035.

8

At India Mobile Congress 2025, the Department of Telecommunications demonstrated a Mobility Digital Twin using telecom-derived mobility data to analyse travel patterns. Demonstrations in Vasant Kunj and Central Vista in Delhi examined commuting patterns and metro station catchment areas. In Ayodhya, mobility data was used to analyse tourist movements, transportation modes and stay patterns. Such digital models support transport planning, tourism infrastructure development and assessment of urban mobility requirements.

9

The Animation, Visual Effects, Gaming, Comics and Extended Reality (AVGC-XR) ecosystem is promoted by the Ministry of Information and Broadcasting (MIB). The AVGC Promotion Task Force was constituted in April 2022 with representatives from industry, academia and government. Its three guiding principles are public-private collaboration, inter-ministerial convergence and integrated sectoral development. The AVGC-XR framework provides a coordinated approach to developing India’s creative technology and immersive media industries.

10

The Indian Institute of Creative Technologies (IICT) was established in Mumbai in 2025 as a National Centre of Excellence (NCoE) following the AVGC Promotion Task Force’s recommendation. It collaborates with global technology companies including Google, Meta, Adobe and Netflix to strengthen creative education, skills and innovation. As of March 2026, IICT had introduced 18 courses across AVGC-XR domains and enrolled more than 135 students.

11

The Union Budget 2026–27 allocated ₹250 crore for establishing AVGC Content Creator Labs in 15,000 secondary schools and 500 colleges across India. The Indian Institute of Creative Technologies, Mumbai, serves as the nodal agency for planning, coordinating and implementing the initiative. These laboratories focus on practical training in animation, visual effects, gaming, digital content creation and industry-relevant creative technologies.

12

The Gen-Next Support for Innovative Startups (GENESIS) Scheme, launched in 2022 under the Ministry of Electronics and Information Technology (MeitY), aims to support approximately 1,600 technology startups over five years, particularly in Tier-II and Tier-III cities. Through the MeitY Startup Hub, it supports 84 AR/VR startups and 106 incubators. WaveX, launched by the Ministry of Information and Broadcasting, is a media-technology startup accelerator and incubator supporting AVGC-XR startups, emerging media technologies, product development and global market opportunities.

13

Karnataka’s AVGC-XR Policy 3.0 supports skill development, infrastructure, production grants and financial incentives, while the KITVEN AVGC Fund has a corpus of ₹20 crore for investment in AVGC-related companies. Maharashtra’s AVGC-XR Policy 2025 has a financial plan of ₹3,268 crore and a long-term vision extending to 2050. Telangana’s IMAGE Policy, introduced in 2016 and anchored by Hyderabad’s IMAGE Tower, supports an ecosystem comprising more than 150 AVGC/VFX companies, over 140 gaming and animation companies, approximately 30,000 direct jobs and 100 startups onboarded through STPI-IMAGE.

14

Tamil Nadu’s AVGC-XR Policy 2026 targets more than 200 startups, approximately 2 lakh jobs and up to 20% of India’s AVGC-XR market by 2030. It supports the ELCOT Viyan AVGC-XR Centre of Excellence in Chennai with regional spokes at Coimbatore, Madurai, Tiruchirappalli, Salem and Tirunelveli. Kerala’s AVGC-XR Policy 2024 focuses on industry-aligned education, faculty development and specialised training, targeting 50,000 new jobs by 2029. Madhya Pradesh’s AVGC-XR Policy 2025 provides for Centres of Excellence, AVGC-XR laboratories, targeted skilling and incentives for capital investment, employment generation, production costs, quality certification and intellectual property creation.

15

Uttar Pradesh is developing an AVGC-XR Park at Jewar, near Noida International Airport and the proposed International Film City, integrating animation, visual effects, gaming, motion capture, virtual production and XR facilities. Rajasthan’s AVGC-XR Policy 2024, announced in the State Budget 2024–25, provides production incentives of up to ₹50 lakh for eligible animation, VFX, AR and VR projects and up to ₹1 crore for eligible game-development projects. Gujarat is preparing a comprehensive AVGC-XR policy covering infrastructure, skilling and startups, while 16 institutions in the state already offer animation, visual effects and gaming courses.

Must Know Terms

1. Extended Reality (XR)

Extended Reality is a collective term for technologies that combine physical and digital environments. It includes Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR). These technologies enable interactive experiences in education, healthcare, tourism, gaming and other sectors.

2. Haptic Technology

Haptic Technology uses vibrations, pressure and other physical sensations to provide touch-based feedback during digital interactions. It enhances immersive experiences by allowing users to experience simulated physical sensations in virtual or interactive environments.

3. Digital Twin Technology

A Digital Twin is a virtual representation of a real-world object, system or location that uses real-world data to monitor conditions and simulate changes. India’s Sangam: Digital Twin initiative integrates this technology with 5G, the Internet of Things (IoT) and Artificial Intelligence for infrastructure and urban planning.

4. AVGC-XR Ecosystem

AVGC-XR stands for Animation, Visual Effects, Gaming, Comics and Extended Reality. It represents an integrated creative technology sector supported by the Ministry of Information and Broadcasting through skill development, specialised institutions, startup support and digital content creation infrastructure.

5. JATAN Software

JATAN is a digital tool used by the Ministry of Culture to digitise museum artefacts and their records. It has been used to digitise eight national-level museums and two Archaeological Survey of India museums, with their collections accessible through the Museums of India digital repository.

6. GENESIS Scheme

Gen-Next Support for Innovative Startups (GENESIS) was launched in 2022 under the Ministry of Electronics and Information Technology to strengthen technology startups in Tier-II and Tier-III cities. It aims to support approximately 1,600 startups over five years. Through the MeitY Startup Hub, it supports 84 AR/VR startups and 106 incubators.

Multiple-Choice Questions

1. With reference to Extended Reality (XR), consider the following statements:

1. XR includes Virtual Reality, Augmented Reality and Mixed Reality.
2. Virtual Reality superimposes digital objects on the physical world while continuously keeping the real environment visible.
3. Mixed Reality allows digital objects to interact with physical surroundings.
4. Augmented Reality creates a completely simulated environment that replaces the physical world.

Which of the statements given above are correct?

(a) 1 and 2 only
(b) 2 and 4 only
(c) 1 and 3 only
(d) 1, 3 and 4 only

2. With reference to immersive technologies, consider the following statements:

1. Haptic Technology uses vibrations, pressure and other physical sensations to provide touch-based feedback.
2. A 360-degree video necessarily allows users to manipulate physical objects through digital interfaces.
3. Virtual Reality primarily engages sight and sound to create a sense of presence in simulated environments.
4. Haptic Technology is restricted exclusively to visual and auditory stimulation.

Which of the statements given above are correct?

(a) 1 and 3 only
(b) 1 and 2 only
(c) 2 and 4 only
(d) 1, 3 and 4 only

3. Consider the following statements regarding India’s immersive technology and gaming markets:

1. India’s immersive technology market generated approximately USD 1,259.5 million in revenue in 2023.
2. The immersive technology market is projected to reach approximately USD 7,818.7 million by 2030.
3. The projected Compound Annual Growth Rate of India’s immersive technology market is 19.8%.
4. India’s gaming industry is projected to reach USD 9.2 billion by FY 2025–26.

Which of the statements given above are correct?

(a) 1, 2 and 3 only
(b) 2 and 4 only
(c) 1 and 3 only
(d) 1 and 2 only

4. With reference to the Emerging Science, Technology and Innovation Conclave (ESTIC-2026), consider the following statements:

1. Its second edition is scheduled to be held from 27 to 29 October 2026 at Bharat Mandapam, New Delhi.
2. It is organised by the Ministry of Culture.
3. It covers 12 thematic areas, including Immersive Technology, Generative XR and Spatial Computing.
4. Its theme is “Digital India, Transforming Governance and Public Services.”

Which of the statements given above are correct?

(a) 1 and 2 only
(b) 1 and 3 only
(c) 2 and 3 only
(d) 1, 3 and 4 only

5. Consider the following statements regarding immersive technology applications in education and cultural heritage:

1. JATAN software was developed as part of the Department of Telecommunications’ Sangam initiative.
2. IIT Madras researchers are developing AR- and VR-enabled learning solutions for rural secondary schools.
3. The Museums of India digital repository primarily stores telecom-derived urban mobility data.
4. JATAN has been used to digitise eight national-level museums and two Archaeological Survey of India museums.

Which of the statements given above are correct?

(a) 2 and 4 only
(b) 1 and 3 only
(c) 2 and 3 only
(d) 1, 2 and 4 only

6. With reference to the use of immersive technologies in Indian museums, consider the following statements:

1. The Indian Museum in Kolkata has introduced interactive digital and AR-based features and collaborated with Google Arts & Culture.
2. ASI museums at Hampi and Nalanda provide mobile-based virtual tours.
3. JATAN has digitised eight ASI museums and two national-level museums.
4. The Museums of India digital repository provides online access to digitised museum collections.

Which of the statements given above are correct?

(a) 1 and 3 only
(b) 1, 2 and 4 only
(c) 2, 3 and 4 only
(d) 1, 2, 3 and 4

7. With reference to Digital Twin Technology in India, consider the following statements:

1. The National Digital Twin for major urban centres was scheduled to be completed by 2026.
2. A digital twin uses real-world data to represent physical conditions and simulate possible changes.
3. The Varanasi Urban 3D Spatial Planning project is primarily associated with digitising museum collections.
4. The Sangam: Digital Twin initiative integrates digital twin technology with 5G, the Internet of Things and Artificial Intelligence.

Which of the statements given above are correct?

(a) 1 and 3 only
(b) 1, 2 and 4 only
(c) 2 and 4 only
(d) 2, 3 and 4 only

8. With reference to the Mobility Digital Twin demonstrated at India Mobile Congress 2025, consider the following statements:

1. It uses telecom-derived mobility data to analyse the movement and travel patterns of people.
2. Demonstrations at Vasant Kunj and Central Vista primarily focused on agricultural productivity and crop forecasting.
3. Mobility data from Ayodhya was used to analyse tourist movements, transportation modes and stay patterns.
4. Its application is limited to monitoring telecom infrastructure and excludes urban transport planning.

Which of the statements given above are correct?

(a) 1, 2 and 3 only
(b) 2 and 4 only
(c) 1 and 4 only
(d) 1 and 3 only

9. With reference to the AVGC Promotion Task Force, consider the following statements:

1. It was constituted by the Ministry of Information and Broadcasting in April 2022.
2. It includes representatives from industry, academia and government.
3. It was constituted exclusively to implement a standalone Virtual Reality scheme independent of the broader AVGC framework.
4. Its guiding principles include public-private collaboration, inter-ministerial convergence and integrated sectoral development.

Which of the statements given above are correct?

(a) 1, 2 and 4 only
(b) 1, 2 and 3 only
(c) 2, 3 and 4 only
(d) 1 and 4 only

10. With reference to the Indian Institute of Creative Technologies (IICT), consider the following statements:

1. It was established in Mumbai in 2025 as a National Centre of Excellence for the AVGC-XR sector.
2. As of March 2026, it had introduced 18 courses with more than 135 students enrolled.
3. It was established primarily as a regulatory authority for cinema exhibition and ticket distribution.
4. It collaborates with companies such as Google, Meta, Adobe and Netflix.

Which of the statements given above are correct?

(a) 1, 3 and 4 only
(b) 1, 2 and 4 only
(c) 2 and 3 only
(d) 1, 2, 3 and 4

11. With reference to AVGC Content Creator Labs, consider the following statements:

1. The Union Budget 2026–27 allocated ₹2,500 crore for their establishment.
2. The initiative proposes establishing labs in 15,000 secondary schools and 500 colleges.
3. The Indian Institute of Creative Technologies, Mumbai, is the nodal agency for planning, coordinating and implementing the initiative.
4. The initiative was announced under the Union Budget 2025–26.

Which of the statements given above are correct?

(a) 1 and 2 only
(b) 1, 3 and 4 only
(c) 2 and 3 only
(d) 2, 3 and 4 only

12. With reference to GENESIS and WaveX, consider the following statements:

1. GENESIS was launched in 2022 with the objective of supporting approximately 1,600 technology startups over five years.
2. Through the MeitY Startup Hub, GENESIS supports 106 AR/VR startups and 84 incubators.
3. WaveX is a media-technology startup accelerator and incubator launched by the Ministry of Information and Broadcasting.
4. GENESIS particularly focuses on strengthening startup ecosystems in Tier-II and Tier-III cities.

Which of the statements given above are correct?

(a) 1 and 2 only
(b) 2, 3 and 4 only
(c) 1, 2 and 3 only
(d) 1, 3 and 4 only

13. Consider the following pairs regarding state-level AVGC-XR initiatives:

1. Karnataka — KITVEN AVGC Fund with a corpus of ₹3,268 crore
2. Maharashtra — AVGC-XR Policy 2025 with a financial plan of ₹3,268 crore and a vision extending to 2050
3. Telangana — IMAGE Policy introduced in 2025 and anchored by IMAGE Tower
4. Karnataka — KITVEN AVGC Fund with a corpus of ₹20 crore

Which of the pairs given above are correctly matched?

(a) 2 and 4 only
(b) 1 and 3 only
(c) 1, 2 and 4 only
(d) 2, 3 and 4 only

14. With reference to AVGC-XR policies of Indian states, consider the following statements:

1. Tamil Nadu’s AVGC-XR Policy 2026 targets more than 200 startups, approximately 2 lakh jobs and up to 20% of India’s AVGC-XR market by 2030.
2. Kerala’s AVGC-XR Policy 2024 targets approximately 2 lakh new jobs by 2030.
3. Madhya Pradesh’s AVGC-XR Policy 2025 includes support for capital investment, employment generation, quality certification and intellectual property creation.
4. Kerala’s AVGC-XR Policy 2024 aims to create 50,000 new jobs by 2029.

Which of the statements given above are correct?

(a) 1, 2 and 3 only
(b) 2, 3 and 4 only
(c) 1, 3 and 4 only
(d) 1, 2, 3 and 4

15. With reference to AVGC-XR initiatives in Uttar Pradesh, Rajasthan and Gujarat, consider the following statements:

1. Rajasthan provides incentives of up to ₹50 lakh for eligible game-development projects and ₹1 crore for eligible animation and VFX projects.
2. Gujarat has 16 institutions offering courses in animation, visual effects and gaming.
3. Uttar Pradesh is developing an AVGC-XR Park at Jewar near Noida International Airport and the proposed International Film City.
4. Rajasthan announced its AVGC-XR Policy in the State Budget 2026–27.

Which of the statements given above are correct?

(a) 1 and 4 only
(b) 1, 2 and 3 only
(c) 2, 3 and 4 only
(d) 2 and 3 only

Pankaj Sir

EX-IRS (UPSC AIR 196)

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