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For platforms to be platforms, they need active users. Many VR headsets get used less than once a day, with a significant proportion every few days, weekly or even monthly. → Read More
Digi-Capital’s AR and VR forecast is for global revenue to grow from over $13 billion this year to more than $67 billion by 2024 -- is it an ecosystem yet? → Read More
Digi-Capital’s AR and VR forecast is for global revenue to grow from over $13 billion this year to more than $67 billion by 2024 -- is it an ecosystem yet? → Read More
Virtual and augmented reality investment dropped in Q4 2019 and Q1 2020 in both deal volume (i.e. number of deals) and deal value (i.e. dollars invested).The first quarter of this year saw AR/VR investment volume (again, number of deals) at a quarterly level last seen back in 2013.This looks like it might be the start of at least a medium-term trend. → Read More
The first quarter of this year saw AR/VR investment volume at a quarterly level last seen back in 2013, and even with COVID-19, it could be a trend. → Read More
The impact on major AR/VR business models across hardware sales, adspend, eCommerce sales, enterprise (ex-hardware), appstore, location based entertainment and → Read More
COVID-19 is ravaging brick-and-motor retail, but what impact will it have on ecommerce, supply chains, and other aspects of the AR/VR industry? → Read More
Digi-Capital’s AR/VR Analytics Platform tracked $4.1 billion in AR/VR investment in 2019, the third-highest virtual reality investment and augmented reality investment year on record after 2017 and 2018. → Read More
All of this could see the augmented reality market growing from an active installed base approaching 900 million and over $8 billion revenue in 2019, to an augm → Read More
While startup insurgents make a huge difference, big platforms may exert disproportionate influence over the future of AR. → Read More
Despite early-stage virtual reality market and augmented reality market valuations softening in a transitional period, total global AR/VR startup valuations are now at $45 billion globally — include non-pure play AR/VR startups discussed below, and that amount exceeds $67 billion. More than $8 billion has been returned to investors through M&A already, with the remaining […] → Read More
If the market begins to take off in late 2020 -- potentially driven by Apple, Facebook and others -- early stage deal makers could reap the rewards. → Read More
HoloLens and Magic Leap should be happy about their support today, but Apple could get a whole lot of love from the industry if it chooses to take them on. → Read More
Divergence is a good thing in early-stage markets like AR/VR, as it leaves time for the next generation of tech-giants to emerge → Read More
How is enterprise AR/VR driving return on investment today, and what else does it need to scale across platforms? → Read More
While being contrarian to market sentiment is always risky, it’s also possible that folks might be taking a long-term solution to a short-term problem. → Read More
The future of AR/VR could be bright, but only if it moves beyond where it is today. Let’s look at where we are today, where we’re heading tomorrow and some of the changes needed to get us there. → Read More
While 2018 is one for the record books for game deals, nobody wants to be without a chair when the music stops. → Read More
The bulk of AR/VR startups aren’t selling outside their own backyards, at a time when growing revenue and extending financial runways have become critical to survival. → Read More
Last year, 30 leading venture investors told us about a fundamental shift from early-stage North American VR investment to later-stage Chinese computer vision/AR investment -- but they didn’t anticipate its ferocity. → Read More