Virtual Reality Exits by Category and by Year – Q1 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 677 Virtual Reality companies in 13 categories across 49 countries, with a total of $4.8B in funding. Click here to learn more about the full Virtual Reality market report.

Venture Investing in Virtual Reality – Q1 2017

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

VR Q1 2017 Venture Investing

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 takes the lead in total funding at around $1.9B. The Virtual Environment Content category leads in company count, with around 260 startups.

VR Q1 2017 Category Average Funding

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 660 VR companies in 13 categories across 48 countries, with a total of $4.7B in funding. Click here to learn more about the full Virtual Reality market report.

Virtual Reality Landscape Trends and Insights  – Q1 2017

Here is our Q1 2017 summary report on the Virtual Reality startup sector. The following report includes a startup landscape overview, graphical trends and insights, and recent funding and exit events.

We are currently tracking 660 Virtual Reality companies in 13 categories across 48 countries, with a total of $4.7 Billion in funding. Click here to learn more about the full Virtual Reality landscape report and database.

Virtual Reality Market Overview and Innovation Quadrant – Q1 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 March 2017.

VR Q1 2017 Logo Map

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

Virtual Reality Innovation Quadrant Q1 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 heat maps, 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 660 Virtual Reality companies in 13 categories across 48 countries, with a total of $4.7 Billion in funding. Click here to learn more about the full VR report and database.

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.

Where in the world are Virtual Reality startups? Q1 2017

The analyses below summarize where Virtual Reality (VR) innovations are occurring. The graphic includes data through October 2016.

Virtual Reality Company Count by Country Q1 2017

The above map shows the number of VR companies located in different countries. The United States ranks as the top country with around 280 companies.

VR VC Funding by Country Q1 2017

The above map shows the amount of total VR startup venture capital funding in different countries. The United States has the most VC funding at around $3B.

We are currently tracking 637 Virtual Reality companies in 13 categories across 46 countries, with a total of $4.6B 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.

vitual-reality-founded-distribution
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.