Average and Median Age by Virtual Reality Category – Q1 2017

The following graph shows average and median age in the Virtual Reality sector. The graphic includes data through October 2016.

Average and Median Age by Virtual Reality Category
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 653 Virtual Reality companies in 13 categories across 48 countries, with a total of $4.6 Billion in funding. Click here to learn more about the full Virtual Reality landscape report and database.

Virtual Reality Companies Founded by Year – Q1 2017

The following graph shows the founding year distribution in the Virtual Reality sector. The graphic includes data through October 2016.

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Virtual Reality 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 97 companies founded in that year alone. 2014 is the runner-up with 71 companies founded in that year.

We are currently tracking 634 VR companies in 13 categories across 45 countries, with a total of $5 Billion in funding. Click here to learn more about the full Virtual Reality report and database.

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.

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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 Category Innovation Quadrant – Q4

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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.

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.