VR Everest Summits

'Capturing Everest' Shows an Everest Climb in Virtual Reality

Summiting Mount Everest is something that few in the world are able to experience, both because of the mountain's remote locale and the sheer physical difficulty that comes with climbing it, but the 'Capturing Everest' project will let anyone summit the peak -- in virtual reality, at least. A collaboration between Sports Illustrated and Time, Inc., Capturing Everest will be a series that follows "a bottom to top climb of Mount Everest in virtual reality," according to Time, Inc.

The VR documentary, which was filmed over the course of two months, will be shown through the experience of four mountain climbers with Sports Illustrated thanks to the use of body harnesses and zip lines. It begins at Everest Base Camp in Kathmandu, Nepal, and takes viewers through the treacherous terrain that makes up the world's tallest mountain.

Virtual Reality
Opportunity for VR technology to provide immersive and realistic experiences of inaccessible locations, such as Mount Everest.
VR Filmmaking
Opportunity to create compelling documentaries and films using virtual reality technology to transport viewers to unique and challenging environments.
Extreme Sports Entertainment
Opportunity to cater to the growing interest in extreme sports by offering virtual experiences that provide a taste of the adrenaline-fueled adventures.

Sectors Adopting This

Film and Entertainment
Disruptive innovation opportunity for filmmakers to use virtual reality to create immersive and engaging content.
Travel and Tourism
Opportunity for the travel industry to offer virtual reality experiences that allow people to explore inaccessible and high-risk destinations like Mount Everest.
Sports and Adventure Gear
Opportunity to develop specialized equipment and gear for virtual reality experiences that simulate extreme sports and adventure activities.
SCORE
1.8 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America, Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Gen X
  • Millennial (primary audience)
POPULARITY
Popularity 17%
Activity 30%
Freshness 8%

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