How is the funding environment shaping up for virtual reality in 2019? As we pass the mid-year mark, let’s see how the year-to-date metrics compare to the historical trends. The graph below shows VR total funding by year, stacked by quarters.
As the graphic demonstrates, virtual reality has amassed $1.4B through Q1 and Q2 of this year. This amount represents 78% of the total funding in 2018, and 146% of the funding through Q2 in 2018. The top three funding events in Q2 2019 include a $280M round into Magic Leap, a $230M round into Meero, and a $125M round into Unity Technologies.
A straight-line projection of the completed funding this year would result in $2.8B, which is a whopping 155% of the total 2018 funding. By the same token, a weighted quarterly average projection of 2019 funding would result in $2.6B, which exceeds the total 2018 funding by 46%. Therefore, based on the mid-year data, virtual reality funding in 2019 is projected to dramatically increase from the funding in 2018.
How has the exit activity for virtual reality (VR) developed in the first half of 2019? This blog post explores VR exit metrics through Q2 2019 and compares them to previous years. The graph below shows the number of VR exits by year, stacked by quarters.
As the graphic demonstrates, VR has seen a total of 4 exit events through Q2 of this year. This represents 36% of the total exits in 2018, and is equal to the exits through Q2 in 2018. Some of the exit events in 2019 include Leap Motion’s acquisition by Ultrahaptics, Blippar’s acquisition by Candy Capital, and Walkthrough’s acquisition by PlanOmatic.
A straight-line projection of the completed exit activity this year would come out to 8 exit events, which comprises 73% of the total exits in 2018. On the other hand, a weighted quarterly average projection of 2019 exit activity would come out to 11 exit events, which is on par with the total exits in 2018. Therefore, based on the mid-year data, VR exit activity in 2019 is projected to be approximately similar to the exit activity in 2018.
How has investor appetite in virtual reality (VR) evolved throughout the years? In this blog post we examine the total investments by year into this sector to help answer that question. The graph below shows the total number of investors in all deals stacked by quarters.
As the graphic demonstrates, investor activity in VR has decreased drastically in recent years. The 5-Year CAGR of VR investor activity from 2013 to 2018 is 18%. In addition, the sector has seen a total of 139 investors in all deals through Q2 of this year. This represents 55% of the total investor activity in 2018, and 126% of the investor activity through Q2 in 2018. Taking all these data points together, we can see that investor appetite for VR deals has dwindled significantly in recent years.
For this quarter’s funding analysis, let’s examine how average funding in the virtual reality (VR) sector is evolving. The graphic below shows the VR average funding across all deals over time by quarter.
As the graphic demonstrates, virtual reality average funding deal size in Q1 2019 was at $25M, which decreased by 22% from the $32M in the same quarter last year. The average funding deal size has experienced healthy growth, with the average funding last quarter around 4 times larger than it was 5 years ago. The top three funding events in Q1 2019 include a $245M round into Niantic, a $68M round into Sandbox VR, and a $58M round into Mojo Vision.
This blog post examines the different components of the virtual reality (VR) ecosystem. We will illustrate what the categories of innovation are and which categories have the most companies. We will also compare the categories in terms of their funding and maturity.
Virtual Environment Content Is The Largest Virtual Reality Category
Let’s start off by looking at the Sector Map. We have classified 760 VR startups into 13 categories. They have raised $12B from 1097 investors. The Sector Map highlights the number of companies in each category. It also shows a random sampling of companies in each category.
We see that Virtual Environment Content is the largest category with 283 companies. These companies create or present computer-generated spatial simulations for the user to experience. Such environments include virtual reality video games, learning platforms, and socializing platforms. Some example companies are VRstudios, Survios, VREAL, and Reality Reflection.
Let’s now look at our Innovation Quadrant to find out the funding and maturity of these categories in relation to one another.
The Pioneers Quadrant Has the Most Virtual Reality Categories
Our Innovation Quadrant divides the VR categories into four different quadrants.
We see that the Pioneers quadrant has the most number of virtual reality categories at 6, accounting for 46% of all virtual reality categories. The 3D Modeling category has the highest average age, and the Augmented Reality category has the highest average funding. On the other hand, the Health Virtual Reality and Virtual Reality Analytics categories are low on both average funding and age.
The virtual reality (VR) industry has seen 1082 investors and $11.4B total all time funding. Let’s analyze which VR categories have the most number of investors actively financing the startups. The graphic below highlights VR categories based on the number of investors in each category.
As the graphic demonstrates, Augmented Reality has the highest number of investors at 346, with Environment Content right behind at 320. Augmented Reality companies superimpose a computer-generated environment on the real world. Environment Content companies create or present computer-generated spatial simulations for the user to experience. In addition, the average number of investors across all virtual reality categories is 163.