Venture Investing in Virtual Reality - Q3 2017

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

Virtual Reality Venture Investing by Category

The above graph compares the total venture funding in each VR category to the number of companies in the category. The Augmented Reality category leads in funding at around $2B. The VR Environment Content category leads in the number of startups with about 272.

Virtual Reality Average Funding by Category

The above analysis summarizes the average company funding in each VR category. The VR Environment Creation category leads the sector with around $51M in average funding per company, followed by the Augmented Reality category with around $41M in average funding per company.

We are currently tracking 718 VR companies in 13 categories across 49 countries, with a total of $8.1B in funding. Click here to learn more about the full Virtual Reality market report. 

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Virtual Reality Exits by Category and by Year - Q3 2017

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

Virtual Reality Exit Activity by Category

The above graph summarizes the number of exits (acquisitions and IPOs) in each Virtual Reality category. The Virtual Reality Enabling Software category leads the sector with 8 acquisitions, followed by the Augmented Reality, VR Environment Content, and 3D Modeling categories with 4 exits each.

Virtual Reality Exit Activity by Year

The above graph summarizes the number of exits (acquisitions and IPOs) in Virtual Reality by year. 2017 currently leads the sector with 10 acquisitions, followed by 2016 with 5 acquisitions.

We are currently tracking 716 Virtual Reality companies in 13 categories across 49 countries, with a total of $7.3B in funding. Click here to learn more about the full Virtual Reality market report.

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Age by Category in Virtual Reality - Q3 2017

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

Age by Category in Virtual Reality

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. On the other hand, Virtual Reality Analytics is the youngest Virtual Reality category with an average age and a median age of approximately 3 years each.

We are currently tracking 713 Virtual Reality companies in 13 categories across 49 countries, with a total of $6.8 Billion in funding. Click here to learn more about the full Virtual Reality market report.

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Virtual Reality Companies Founded by Year - Q3 2017

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The following graph shows the founding year distribution in the Virtual Reality sector. The graphic includes data through July 2017.

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 around 140 companies founded. 2014 comes in at second with around 108 companies founded in that year.

We are currently tracking 708 Virtual Reality companies in 13 categories across 49 countries, with a total of $6.7 Billion in funding. Click here to learn more about the full Virtual Reality market report.

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Virtual Reality Funding by Round - Q3 2017

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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

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

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.

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Virtual Reality Exits by Category and by Year - Q2 2017

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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

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

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.

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Average and Median Age by Virtual Reality Category - Q2 2017

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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

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.

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Virtual Reality Companies Founded by Year - Q2 2017

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The following graph shows the founding year distribution in the Virtual Reality sector. The graphic includes data through March 2017.

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 around 125 companies founded. 2014 comes in at second with around 100 companies founded in that year.

We are currently tracking 689 Virtual Reality companies in 13 categories across 49 countries, with a total of $5.8 Billion in funding. Click here to learn more about the full Virtual Reality market report.

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Virtual Reality Funding by Round - Q2 2017

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

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 once in 2014 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

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 remained constant thereafter. Earlier stage deals (Seed and Series A) have seen the largest growth in the number of funding events.

We are currently tracking 684 Virtual Reality companies in 13 categories across 49 countries, with a total of $4.9 Billion in funding. Click here to learn more about the full Virtual Reality market report.

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Virtual Reality Exits by Category and by Year - Q1 2017

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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

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

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.

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Average and Median Age by Virtual Reality Category - Q1 2017

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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

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.

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Virtual Reality Companies Founded by Year - Q1 2017

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

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.

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Virtual Reality Funding by Type - Q1 2017

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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 Amount by Type

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

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. ...

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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...
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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.

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Virtual Reality Headcount Distribution - Q3 2016

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The above graph summarizes the percentage of Virtual Reality companies with a certain employee headcount range. Companies with 1–10 employees make up almost 55% of the market, with the ranges of 11-50 employees making up over 36% of the market. 

We are currently tracking 541 Virtual Reality companies in 13 categories across 41 countries, with a total of $3 Billion in funding. Click here to see the full Virtual Reality landscape report and dataset.

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Average Funding by Virtual Reality Category - Q3 2016

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The above analysis summarizes the average company funding in each Virtual Reality category. The Virtual Augmented Reality category leads the sector with over $110M in average funding per company, followed by the VR Creation Hardware category with over $29M in average funding per company.

We are currently tracking 533 Virtual Reality companies in 13 categories across 41 countries, with a total of $3 Billion in funding. Click here to see the full Virtual Reality landscape report and dataset.

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Virtual Reality Activity by Selected Investors - Q3 2016

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The above analysis summarizes the total number of investment rounds Virtual Reality (VR) investors participated in, and the number of unique VR companies funded by selected investors. GV and Andreessen Horowitz currently lead the pack, with 8 investments each into VR companies, each backing 6 unique VR startups. 

We are currently tracking 528 Virtual Reality companies in 13 categories across 41 countries, with a total of $2.9 Billion in funding. Click here to see the full VR landscape report and dataset.

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Average and Median Age by Virtual Reality Category Q2

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The above graph summarizes the average age and median age of companies in each Virtual Reality category. The Enterprise VR category ranks as the most mature VR category with an average age of around 5.8 years and a median age of 3 years. The Virtual Augmented Reality category is essentially tied as the most mature category with an average age of 5.74 years and a median age of 3.5 years.

We are currently tracking 525 Virtual Reality companies in 13 categories across 41 countries, with a total of $2.9 Billion in funding. Click here to see the full VR landscape report and data.

 

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Total Virtual Reality Funding by Year

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The above graph summarizes the total funding raised by Virtual Reality companies each year. 2016 is the best year in Virtual Reality funding with a total of $1.1B raised, followed by 2014 with $760M of funding raised.

We are currently tracking 521 Virtual Reality companies in 13 categories across 35 countries, with a total of $2.8 Billion in funding. Click here to see the full Virtual Reality landscape report and data.

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Introducing the Virtual Reality Startup Landscape

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We are excited to introduce our coverage of the Virtual Reality startup landscape which stands at 530 companies across 13 categories and $2.9 Billion in funding. To see the full Virtual Reality landscape report and data, visit us at http://www.venturescanner.com/virtual-reality or contact us at [email protected].

We organize the Virtual Reality sector into the 13 categories listed below:

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...

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