About Us

BOM is an immersive arts organisation, engaging and empowering communities throughinnovation with immersive technology and inclusive learning programmes.

We innovate with virtual and augmented reality (VR/AR), games and other interactive content to create award-winning immersive experiences with strong social purpose. Our track record of inclusive innovation includes:

  • Beholder, a VR experience exploring autistic perceptions of beauty (Digital Catapult Creative XR Prize; ST+ARTS Eurpoean Media Prize)
  • Mood Pinball, a playable pinball machine gamifying urban data for the Open Data Institute
  • A ‘smart’ Queen’s Baton for the Birmingham 2022 Commonwealth Games, launched by the Queen, capturing the heartbeats of thousands of changemakers across the Commonwealth
  • Hidden Kingdoms, an assisted travel app to help people with travel anxiety make everyday journeys from A to B (Innovate UK Inclusive Innovation Award; Creative Industries Fund award)
  • Mother Nature, a mobile game engaging global youth in climate justice through spectacular gameplay (in development)
  • Creating a multi-narrative platform for Round Midnight to craft their own decision-based VR experiences
  • Calderdale College VR experience used in clinical training for social care
  • Just Like Me, AR storybook for autistic children
Our Mission

Established in 2014, BOM exists to empower communities through inclusive immersive experiences. We're passionate about the potential for immersive technologies to build social connections, for learning and creativity. We innovate to break down barriers between technology, society and people.

BOM conceives and creates immersive experiences that delight public audiences, and devises ground-breaking interventions that tackle digital exclusion.

We’re all about access. As a diverse team with lived experience, our expertise includes neurodiversity, inclusive design, and engaging marginalised communities to realise their potential through immersive.

We work in partnership with companies and creatives across the arts, education and healthcare sectors to help people turn their ideas into impactful experiences with strong social value.

And we’re on a mission to diversify the immersive sector. Our Bootcamps are upskilling the next generation of diverse talent, predominantly neurodivergent, Black, Asian, mixed ethnic and LGBT+ people from low income backgrounds.

Meanwhile our immersive learning programmes engage 1,200 under-served children and young people each year through outreach with target schools. These programmes support children who face economic barriers, those with special educational needs and disabilities (SEND) and young people excluded from mainstream education, at the start of their career pathways.

Our Values

"Our vision is a world where digital enables everyone to access society, and thrive creatively".

Our values are at the heart of everything we do:

- Creativity- Innovation- Impact

- Inclusion- Collaboration

1.5k

Children & Young People Engaging through Formal & Informal Education each year

1.5k

Adults engaged through skills & community programmes each year

300k

Global Audiences per year

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    Meet the team

    Karen Newman

    CEO

    Lorna-Mary Webb

    Operations Manager

    Taran Singh

    CTO

    Gurvinder Bisran

    3D Specialist

    Shobhit Sahota

    Finance & Administration Assistant

    Louise Latter

    Head of Commissioning

    Claire Douglass

    Programme Assistant

    Paul Barnes

    Head of Finance

    Marcus McCreadie

    Immersive Trainer

    Chloe Lawson

    Head of Learning & Inclusion

    Catherine Jones

    Creative Engineer

    Daniel Hogan

    Unity Developer

    Adanna Davis-Waite

    Learning Producer

    Lorna-Mary Webb

    Operations Manager

    Lorna-Mary Webb

    Operations Manager

    Andy Wyer

    Senior Developer

    Mikayla Sinead

    Community Manager