Digi-Capital Augmented/Virtual Reality Report Q1 2017

(135 pages + bundled investment/M&A deals database)

 

Introduction - including VR/AR growth thesis/major company strategies

 

Augmented Reality (AR)/Virtual Reality (VR) definitions

 

AR/VR market segmentation

 

AR/VR competition

 

AR/VR critical success factors

 

AR/VR technical benchmarks/best-in-class

 

AR/VR installed base forecast 2016 to 2021

 

-      Console/PC VR

-      Mobile VR

-      Mobile AR

-      AR smartglasses

 

AR/VR revenue forecast 2016 to 2021

 

AR sector revenue forecast 2016 to 2021

 

-      Hardware

-      eCommerce

-      Data

-      Voice

-      Video

-      Enterprise

-      Advertising

-      Consumer apps

-      Games

-      Location based AR

 

AR geographic revenue forecast 2016 to 2021

 

-      Asia

-      Western Europe

-      North America

-      CEMA

-      Latin America

 

VR sector revenue forecast 2016 to 2021

 

-      Games

-      Hardware

-      Video

-      Non-entertainment apps

-      Location based VR

 

VR geographic revenue forecast 2016 to 2021

 

-      China

-      Japan

-      South Korea

-      Asia (other)

-      Europe

-      North America

-      Latin America

-      MENA

 

AR/VR business models revenue forecast 2016 to 2021

 

-      Hardware sales

-      eCommerce sales

-      Adspend

-      Mobile network data

-      In-app purchases

-      Mobile network voice

-      Subscriptions

-      Enterprise/B2B

-      Premium apps

 

AR/VR early stage revenue models

 

AR/VR investments (Q1 2011 to Q1 2017) – full deals database bundled with report

 

-      Advertising/marketing

-      Applications

-      AR Head Mounted Display (“HMD”)

-      Distribution

-      Games

-      Peripherals

-      Screen VR

-      Solutions/services

-      Video

-      VR HMD

 

AR/VR venture capital approaches

 

AR/VR M&A (Q1 2011 to Q1 2017) – full deals database bundled with report (includes new M&A consolidation thesis by sector)

 

-      AR HMD

-      Games

-      Solutions/services

-      Video

-      VR HMD

 

Selected company strengths, weaknesses and implications

 

-      AR hardware (Apple, Google, Microsoft, Samsung, Magic Leap, Intel, AMD, ARM, Qualcomm, Nvidia)

-      aCommerce (Amazon, Alibaba, eBay, Walmart, Mastercard, Visa, American Express)

-      AR data/voice (Verizon, China Mobile, AT&T, Vodafone, Softbank)

-      AR/VR media (Disney, Comcast, Time Warner, Fox, RTL, Directv, BSkyB, Netflix, Amazon, Hulu)

-      AR enterprise (Oracle, IBM, SAP, Infosys, Accenture, Salesforce)

-      AR advertising (Facebook, Google, Baidu, Twitter, Yahoo, WPP, Omnicom, Publicis, Dentsu)

-      AR consumer apps (Uber, LINE, Snapchat, Dropbox, GrubHub)

-      AR/VR games (Tencent, Netease, Activision Blizzard, Electronic Arts, Nintendo, Sony, King, Supercell, GungHo, GameStop)

-      VR hardware (Facebook, Sony, Valve, Samsung, HTC, Xiaomi, LG, Lenovo, Microsoft, Nintendo)

 

Selected AR/VR companies overviews (products, founders, investments, investors, M&A, acquirers, partnerships) – updated section detailing over 460 AR/VR companies

 

-      PC/Console VR HMD

-      Mobile VR HMD

-      Mobile/PC Hybrid VR HMD

-      Standalone VR HMD

-      Hybrid AR/VR HMD

-      Standalone AR HMD

-      Mobile AR HMD

-      Screen VR

-      AR/VR SDK

-      AR/VR Hardware Peripherals

-      AR/VR Video

-      AR/VR Distribution

-      AR/VR Services/Solutions, including Advertising

-      AR/VR Applications – non-games

-      AR/VR Games*

-      Location based VR

* Note: Only AR/VR games companies which have raised funds or been acquired included