Virtual Reality Funding by Type – Q1 2017

The following two graphs summarize the types of funding going into the Virtual Reality space. Please note these graphics are made using data through October 2016.

Virtual Reality Funding by Type by Year - Amount
Virtual Reality Funding by Type by Year – Amount

The graph above shows the total amount of VC funding broken out by type. From 2010 to 2016, we saw a general increase in the overall sector funding, with the total amount peaking in 2014 and peaking by twice that amount in 2016. In 2014 Series B funding events made up the majority of the funding amount; in 2015 Series A comprised the majority; and in 2016 Series C events dwarfed both Series A and Series B events in the amount raised.

virtual-reality-funding-count-by-type
Virtual Reality Funding by Type by Year – Count
The graph above shows the total count of funding events broken out by type. From 2010 to 2016 we’ve seen a steep upward trend that peaked in 2015 and then dipped slightly in 2016. Seed and Series A events make up the majority of funding event counts.

We are currently tracking 590 VR companies in 13 categories across 44 countries, with a total of $4.4 Billion in funding. Click here to learn more about the full VR landscape report and database.

Virtual Reality Activity by Selected Investors – Q1 2017

The following graph summarizes the investor activity in the Virtual Reality (VR) space. Please note these graphics are made using data through October 2016.

Virtual Reality Investor Activity

The above analysis summarizes the total number of investment rounds VR investors participated in, and the number of unique companies funded by selected investors. Frontier Tech Ventures takes the lead in both categories, making the highest number of investments (around 13) and backing the most companies (around 11). Andreessen Horowitz, Sky, GV, and Dana Capital round out the top of the list.

We are currently tracking 585 VR companies in 13 categories across 44 countries, with a total of $3.8 Billion in funding. Click here to learn more about the full VR landscape report and database.

Average Funding by Virtual Reality Category – Q1 2017

Virtual Reality Average Startup Funding
Virtual Reality Average Startup Funding

The above analysis summarizes the average company funding in each Virtual Reality category. The Virtual AR category dominates the sector with around $70M in average funding per company. The VR Enabling Software and VR Consumption Hardware categories round out the top three.

We are currently tracking 573 Virtual Reality companies in 13 categories across 44 countries, with a total of $3.7 Billion in funding. Click here to learn more about the full Virtual Reality landscape report and database.

Virtual Reality Companies Founded by Year – Q4 2016

Virtual Reality (VR) Companies Founded by Year
Virtual Reality (VR) Companies Founded by Year

The above graph summarizes the number of Virtual Reality companies founded in a certain year. 2015 ranks at the top with just under 100 companies founded. 2014 and 2013 come in at second and third, respectively.

We are currently tracking 572 Virtual Reality companies in 13 categories across 44 countries, with a total of $3.7 Billion in funding. Click here to learn more about the full Virtual Reality landscape report and database.

 

Average and Median Age by Virtual Reality Category – Q4 2016

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Average and Median Age by Virtual Reality Category
The above graph summarizes the average age and median age of companies in each Virtual Reality category. The Virtual Augmented Reality category has the highest average age at 6 years, followed by the 3D Modeling category with an average age of just under 6 years. The Enterprise VR category has the highest median age at 15 years, followed by the VR Enabling Software category with a median age of 14 years.

We are currently tracking 565 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 landscape report and database.

Virtual Reality Market Overview – Q4 2016

Virtual Reality Market Overview Map

The above sector map organizes the Virtual Reality sector into 3 categories and shows a sampling of companies in each category.

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/Discover: 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 559 Virtual Reality companies in 13 categories across 42 countries, with a total of $3.4 Billion in funding. Click here to learn more about the full Security Virtual Reality report and database.