Yearly Archives: 2015

Augmented and Virtual Reality 1.0 – 2016 Preview

Digi-Capital ARVR Leaders Q4 2015

[Note: The AR/VR market thesis, analysis and forecasts in the post have been completely replaced in Digi-Capital’s new Augmented/Virtual Reality Report Q1 2018, with an overview of the new work here]

Samsung/Oculus’ Gear VR launch was the starting gun for AR/VR 1.0, so what can we expect next year? Strap on your magic goggles, it’s immersion time.

Consumer VR 1.0

You couldn’t miss the electrons (digital and TV) and trees sacrificed to VR this year. While 90s VR was a poor beta, this time around it really is different. The new wave includes Facebook/Oculus, Samsung, HTC/Valve, Sony and Google amongst others (maybe even Nintendo?). Apple bought Metaio. These guys are serious, and it isn’t their first rodeo.

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Mobile internet stocks down >15%, unicorn valuations drop average $1 billion

Digi-Capital Mobile Internet Unicorns Q3 2015

The current bubble debate has polar opposites with Bill Gurley saying we’re in the middle of a tech bubble, and Marc Andreessen saying there’s no such thing. Tech adviser Digi-Capital’s new Mobile Internet Report Q3 2015 shows that the mobile market sided with Bill in the last quarter. Mobile internet stocks were down 15.7% in the 12 months to Q3, and the average valuation dropped in Q3 from $9 billion to $8 billion for the 105 mobile internet unicorns.

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AR/VR technical benchmarks show how far we’ve come

Usain Bolt celebrates

Digi-Capital has completed the first technical benchmarking across AR/VR head mounted displays (“HMD”) globally, and would like to thank the AR/VR CEOs and CTOs who made this possible. No single company achieved best-in-class across all benchmarks, and some lesser known companies achieved some of the best scores. There are almost as many approaches as there are systems, with engineering tradeoffs depending on target market and application. In terms of market readiness, VR is ahead of AR today.

There 26 benchmarks across 7 critical success factors of mobility, vision, immersion, usability, flexibility, wearability, and affordability. The full benchmarking gets into the technical weeds, so highlights are below. Remember, these are individual best-in-class benchmarks from different companies’ products, so don’t expect them in a single magical device just yet.

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Games deals ice age


The first 9 months of the year were brutal for games deal makers, with total deal value (i.e. dollars) across investments, mergers and acquisitions (M&As), and IPOs down 82% on last year. Of that decline, games investments fell the least at 35% below last year, games M&As deals dropped 74% and the games IPO market evaporated.

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