VR Enabling Software and Augmented Reality Lead Virtual Reality Funding

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We’ve previously inspected virtual reality (VR) funding trends and observed that its funding in the first half of 2018 was down versus the last two years. Now we are performing a deeper examination on our VR research platform to compare funding by category. Our analysis reveals two key takeaways:

The VR Enabling Software category leads the sector in Q2 funding
The Augmented Reality category leads the sector in all-time funding

We’ll highlight these takeaways with some graphics and discussions below.

The VR Enabling Software Category Leads Virtual Reality In Q2 Funding

To start off, let’s review the amount of funding raised this quarter by each category within VR.

The above graphic shows that the VR Enabling Software category leads the sector in Q2 funding with $59M. Its funding is 1.4 times the funding of the next two categories, Augmented Reality and VR Consumption Hardware at $41M each.

VR Enabling Software companies produce software to facilitate the...

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Virtual Reality Startup Highlights  – Q2 2018

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Here is our Q2 2018 summary report on the virtual reality startup sector. The following report includes a sector overview and recent activity.

To learn more about our complete virtual reality report and research platform, visit us at www.venturescanner.com or contact [email protected].

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Virtual Reality Sector Overview - Q1 2018

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The virtual reality (VR) sector has seen a lot of buzz in the news lately. Its applications can be observed in all industries from health to entertainment to real estate. In addition, we’ve analyzed that its funding and exit momentum has experienced significant growth in recent years.

We will now take a closer look at the different components of the VR sector and how they make up this startup ecosystem. We have classified the companies into 13 categories. This blog post will illustrate what these categories are and which categories have the most companies. We will also compare the categories with one another in terms of their funding and maturity.

Virtual Environment Content Is the Largest VR Category

Let’s start off by looking at the Sector Map for the VR sector. We have classified 750 virtual reality startups into 13 categories that have raised $10 billion. The Sector Map highlights the number of companies in each category. It also shows a random sampling of companies...

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Virtual Reality Startup Highlights  – Q1 2018

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Here is our Q1 2018 summary report on the virtual reality startup sector. The following report includes an overview, recent activity, and a category deep dive.

Virtual Reality Slideshare Title

Virtual Reality Slideshare Intro

Virtual Reality Sector Summary

Virtual Reality Splash Slide

Virtual Reality Sector Map

Virtual Reality Innovation Quadrant

Virtual Reality Funding Over Time

Virtual Reality Quarterly Funding Over Time

Virtual Reality Exit Events Over Time

Virtual Reality Latest Activity

Virtual Reality Funding Round Counts

Virtual Reality Quarterly Category Funding

Virtual Reality Recent Funding Events

Virtual Reality Recent Acquisition Events

Virtual Reality Augmented Reality

Virtual Reality Venture Investing

Virtual Reality Category Funding Quartiles

Augmented Reality Funding Amounts

Augmented Reality Companies with Largest Funding Amounts

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Virtual Reality End Slide

To learn more about our complete virtual reality report and research platform, visit us at www.venturescanner.com or contact [email protected].

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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 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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