Virtual Reality Category Innovation Quadrant – Q4

vr-quadrant-graph
Virtual Reality Category Innovation Quadrant

Our Innovation Quadrant provides a snapshot of the average funding and average age for the different Virtual Reality categories and how they compare with one another.

  • Heavyweights: Categories with high average funding and high average age. These categories are comprised of companies that have reached maturity with significant financing.
  • Established: Categories with low average funding and high average age. These categories are comprised of companies that have reached maturity with less financing.
  • Disruptors: Categories with high average funding and low average age. These categories are comprised of companies that are less mature with significant financing.
  • Pioneers: Categories with low average funding and low average age. These categories are comprised of companies that are less mature with earlier stages of financing.

The definitions of the Virtual Reality categories represented in the above Innovation Quadrant are as follows:

3D Modeling: Companies that enable the user to capture and render everyday objects in 3D. Examples include 3D full-body scanners, 3D head modeling, and 3D merchandise modeling.

Enterprise Virtual Reality: Companies that utilize virtual reality for enterprise/business purposes. Examples include virtual work rooms, virtual real estate visualizations, and virtual data visualizations.

Medical/Health Virtual Reality: Companies that utilize virtual reality for medical and health/wellness purposes. Examples include virtual meditation environments, virtual fitness simulations, and virtual environments to treat eye illnesses.

Virtual Augmented Reality: Companies that create virtual reality solutions but also incorporate relevant augmented reality capabilities and functionalities. Examples include augmented reality headsets, augmented reality social games, and augmented reality surgery simulations.

Virtual Cinema Content: Companies that create or present professional-quality 3D or virtual reality films and videos. Examples include virtual reality film studios, 360° video collections, and virtual reality tour collections.

Virtual Cinema Creation Platforms: Companies that enable the user to create 3D or virtual reality films and videos. Examples include virtual film capture applications, 2D video to 3D video conversion tools, and virtual reality film post-production solutions.

Virtual Environment Content: Companies that create or present computer-generated virtual environments for the user to experience. Examples include virtual reality video games, virtual reality learning platforms, and virtual reality socializing platforms.

Virtual Environment Creation Platforms: Companies that enable the user to create or enhance computer-generated virtual environments. Examples include virtual showroom creation tools, game modification tools, and virtual interior design tools.

Virtual Reality Analytics: Companies that provide data and analytics for virtual reality. Examples include virtual reality content management, gaze tracking heatmaps, and virtual reality analytics platforms.

Virtual Reality Consumption Hardware: Companies that produce hardware equipment that enables the user to consume and experience virtual reality. Examples include virtual reality head-mounted displays, 3D audio headphones, and virtual reality wearable jackets.

Virtual Reality Creation Hardware: Companies that produce hardware equipment that enables the user to create and direct their virtual reality experiences. Examples include 3D video cameras, virtual reality styli, and virtual reality joysticks.

Virtual Reality Enabling Software: Companies that produce software that enables the development and functioning of virtual reality. Examples include virtual reality media player software, cloud video processing platforms, and virtual reality development toolkits.

Virtual Reality Publishing/Discovery: Companies that enable users to publish their virtual reality content and discover other user-generated virtual reality content. Examples include 360° video publishing platforms, virtual reality application marketplaces, and 3D tutorial sharing websites.

We are currently tracking 567 Virtual Reality companies in 13 categories across 43 countries, with a total of $3.4 Billion in funding. Click here to learn more about the full Virtual Reality report and database.

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