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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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 VC Funding by Vintage Year - Q3 2016

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The above graph summarizes the total amount of funding raised by Virtual Reality companies founded in a certain year. VR companies founded in 2011 have raised the most funding at around $1.6B, followed by those founded in 2012 which have raised about $300M.

We are currently tracking 549 Virtual Reality companies in 13 categories across 42 countries, with a total of $3.3 Billion in funding. Click here to learn more about the full VR landscape report and database.

 

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Venture Investing In Virtual Reality Q3 2016

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The above graph compares the total venture funding in each Virtual Reality (VR) category to the number of companies in the category. The Virtual Augmented Reality category is leading the sector in funding, coming in at $500M. Virtual Environment Content leads in company count, with around 200 startups in that category alone. 

We are currently tracking 543 Virtual Reality companies in 13 categories across 42 countries, with a total of $3.25 Billion in funding. Click here to learn more about the full VR 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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