Digi-Capital Augmented/Virtual Reality Report Q3 2017

(Major update to 167 page report + bundled investment/M&A deals database with 700 transactions)

 

Introduction

 

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

 

AR/VR market segmentation major update post-Apple/Facebook mobile AR

 

AR/VR competition

 

AR/VR hardware installed base forecast 2016 to 2021

 

-      Mobile AR

-      Mobile VR

-      Console/PC VR

-      AR smartglasses

 

AR/VR revenue forecast 2016 to 2021

 

AR market segmentation new section post-Apple/Facebook mobile AR

 

AR smartglasses hardware technical benchmarks new revised section

 

-      Microsoft

-      Meta

-      ODG

-      Vuzix

-      Epson

-      DAQRI

-      Avegant

-      Magic Leap

-      Immy

 

AR sector revenue forecast 2016 to 2021

 

-      Mobile data

-      Hardware

-      eCommerce

-      Advertising

-      Consumer (non-games) apps

-      Enterprise

-      Games

-      Location based

-      Mobile voice

-      Video

 

AR regional revenue forecast 2016 to 2021

 

-      Asia

-      Western Europe

-      North America

-      CEMA

-      Latin America

 

Mobile AR competitive analysis new section post-Apple/Facebook mobile AR

 

Mobile AR installed base forecast 2016 to 2021 new section post-Apple/Facebook mobile AR

 

-      Mobile AR hardware

-      Mobile AR software

 

Mobile AR sector revenue forecast 2016 to 2021 new section post-Apple/Facebook mobile AR

 

-      Mobile data

-      eCommerce

-      Advertising

-      Consumer (non-games) apps

-      Enterprise/B2B

-      Games

-      Location based

-      Mobile voice

-      Video

 

Mobile AR regional revenue forecast 2016 to 2021 new section post-Apple/Facebook mobile AR

 

-      Asia

-      North America

-      Western Europe

-      CEMA

-      Latin America

 

VR headset technical benchmarks new revised section

 

-      Samsung

-      Google

-      Facebook/Oculus

-      HTC/Valve

-      Sony

-      Microsoft

-      Intel

-      Starbreeze

-      Razer

 

VR sector revenue forecast 2016 to 2021

 

-      Games

-      Hardware

-      Video

-      Non-entertainment apps

-      Location based VR

 

VR regional 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 Q2 2017) major revised analysis of over 630 investments by sector plus full deals database bundled with report

 

-      Advertising/marketing

-      Art/design

-      Business

-      Distribution

-      eCommerce

-      Education

-      Enterprise/B2B

-      Entertainment

-      Games

-      Kids

-      Lifestyle

-      Location based

-      Medical

-      Music

-      Peripherals

-      Photo

-      Smartglasses

-      Social

-      Solutions/services

-      Sports

-      Tech

-      Travel

-      Utilities

-      Video

-      VR headset

 

AR/VR M&A (Q1 2011 to Q2 2017) major revised analysis of over 60 M&As by sector with full deals database bundled with report

 

-      Advertising/marketing

-      eCommerce

-      Games

-      Location based

-      Photo

-      Smartglasses

-      Social

-      Tech

-      Video

-      VR headset

 

AR/VR venture capital approaches

 

Selected company strengths, weaknesses and implications

 

-      Accenture, Activision Blizzard, Alibaba, Amazon, American Express, Apple, AMD, ARM, AT&T, Baidu, BSkyB, China Mobile, Comcast, Directv, Dentsu, Disney, Dropbox, eBay, Electronic Arts, Facebook, Fox, GameStop, Google, GrubHub, GungHo, Hulu, HTC, IBM, Infosys, Intel, King, Lenovo, LG, LINE, Magic Leap, Mastercard, Microsoft, Netease, Netflix, Nintendo, Nvidia, Omnicom, Oracle, Publicis, RTL, Salesforce, Samsung, SAP, Snapchat, Softbank, Sony, Supercell, Tencent, Time Warner, Twitter, Qualcomm, Uber, Valve, Verizon, Visa, Vodafone, Walmart, WPP, Xiaomi, Yahoo

 

Selected AR/VR companies overviews (products, founders, investments, investors, M&A, acquirers, partnerships) major revised analysis of over 570 AR/VR companies by sector

 

-      Advertising/marketing

-      Art/design

-      Business

-      Distribution

-      eCommerce

-      Education

-      Enterprise/B2B

-      Entertainment

-      Games*

-      Kids

-      Lifestyle

-      Location based

-      Medical

-      Music

-      Navigation

-      News

-      Peripherals

-      Photo

-      Smartglasses

-      Social

-      Solutions/services

-      Sports

-      Tech

-      Travel

-      Utilities

-      Video

-      VR headset

* Note: Only games companies that have raised funds or had an exit included