Virtual Reality Funding by Round – Q3 2017

The following two graphs summarize the rounds of funding going into the Virtual Reality space. Please note these graphics are made using data through July 2017.

Virtual Reality Funding Amount by Round
Virtual Reality Funding Amount by Round

The graph above shows the total amount of VC funding broken out by round. From 2006 to 2016, the overall sector funding peaked in 2014, plateaued in 2015, and peaked again with a much bigger magnitude in 2016. Earlier stage funding rounds (Series A, B, and C) made up most of the funding amount.

Virtual Reality Funding Count by Round
Virtual Reality Funding Count by Round

The graph above shows the total count of funding events broken out by round. We’ve seen a general upward trend which peaked in 2015 and plateaued thereafter. Earlier stage deals (Seed and Series A) have seen the largest growth in the number of funding events.

We are currently tracking 703 Virtual Reality companies in 13 categories across 49 countries, with a total of $6.6 Billion in funding. Click here to learn more about the full Virtual Reality market report.

Virtual Reality Activity by Selected Investors – Q3 2017

The following graph summarizes investor activity in the Virtual Reality (VR) space. Please note these graphics are made using data through July 2017.

VR Investor Actiity Q3 2017.jpg

The above analysis summarizes the total number of investment rounds VR investors participated in, and the number of unique companies funded by selected investors. Major investors into the space include Andreessen Horowitz, Sky, GV, DHVC, and The VR Fund.

We are currently tracking 700 VR companies in 13 categories across 49 countries, with a total of $6.5 Billion in funding. Click here to learn more about the full Virtual Reality market report.

Virtual Reality Market Overview and Innovation Quadrant – Q3 2017

The following post highlights how Venture Scanner categorizes the Virtual Reality (VR) startup landscape, and presents our Innovation Quadrant showing how those categories compare to one another. The data for this post is through July 2017.

VR Logo Map Q3 2017.jpg

The above sector map organizes the sector into 13 categories and shows a sampling of companies in each category.

VR Innovation Quadrant Q3 2017

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

  • Heavyweights: These categories are comprised of companies that have reached maturity with significant financing.
  • Established: These categories are comprised of companies that have reached maturity with less financing.
  • Disruptors: These categories are comprised of companies that are less mature with significant financing.
  • Pioneers: These categories are comprised of companies that are less mature with earlier stages of financing.

The definitions of the VR categories 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 700 VR companies in 13 categories across 49 countries, with a total of $6.5 Billion in funding. Click here to learn more about the full Virtual Reality market report.

Virtual Reality Startup Market Trends and Insights  – Q3 2017

Here is our Q3 2017 summary report on the Virtual Reality (VR) startup sector. The following report includes a startup landscape overview, graphical trends with insights, and recent funding and exit events.

We are currently tracking 699 VR companies in 13 categories across 49 countries, with a total of $6.5 Billion in funding. Click here to learn more about the full Virtual Reality market report.

Virtual Reality Exits by Category and by Year – Q2 2017

The following graphs highlight the exit activity in the Virtual Reality sector. The graphics include data through March 2017.

Exit Activity by Category in Virtual Reality
Exit Activity by Category in Virtual Reality

The above graph summarizes the number of exits (acquisitions and IPOs) in each Virtual Reality category. Virtual Augmented Reality, VR Enabling Software, and 3D Modeling categories lead the sector with 4 exits each.

Exit Activity by Year in Virtual Reality
Exit Activity by Year in Virtual Reality

The above graph summarizes the number of exits (acquisitions and IPOs) in Virtual Reality by year. 2016 currently leads the sector with 5 acquisitions, followed by 2014 with 3 acquisitions.

We are currently tracking 699 Virtual Reality companies in 13 categories across 49 countries, with a total of $6.5B in funding. Click here to learn more about the full Virtual Reality market report.

Venture Investing in Virtual Reality through Q2 2017

The following graphs highlight venture investing trends into the Virtual Reality (VR) sector. The graphics include data through March 2017.

VR Venture Investing Q2 2017

The above graph compares the total venture funding in each VR category to the number of companies in the category. The Virtual Augmented Reality category leads in funding at around $1.9B. The VR Environment Content category leads in the number of startups with about 275.

VR Average Funding by Category Q2 2017

The above analysis summarizes the average company funding in each VR category. The Virtual Augmented Reality category leads the sector with just under $50M in average funding per company, followed by the VR Enabling Software and VR Consumption Hardware categories.

We are currently tracking 698 VR companies in 13 categories across 49 countries, with a total of $6.5B in funding. Click here to learn more about the full Virtual Reality market report.

Average and Median Age by Virtual Reality Category – Q2 2017

The following graph shows average and median age in the Virtual Reality sector. The graphic includes data through March 2017.

Average/Median Age by Virtual Reality Category
Average/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 around 6 years, followed by the VR Enabling Software and 3D Modeling categories with an average age of around 5.7 years each. The VR Enabling Software category has the highest median age at 7 years, followed by the VR Cinema Content category with a median age of 5.5 years.

We are currently tracking 695 Virtual Reality companies in 13 categories across 49 countries, with a total of $6.5 Billion in funding. Click here to learn more about the full Virtual Reality market report.