Digi-Capital: Mixed reality investors should look at Europe
The long term potential of XR in Europe is helped by both its large consumer population and a long history of industrial innovation. Read the full article…
Read MoreThe long term potential of XR in Europe is helped by both its large consumer population and a long history of industrial innovation. Read the full article…
Read MoreIf 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 the full article…
Read MoreHoloLens 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 the full article…
Read MoreDivergence 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 the full article…
Read MoreHow is enterprise AR/VR driving return on investment today, and what else does it need to scale across platforms? Read the full article…
Read MoreFor AR/VR companies who can combine what makes them special with practical ways of building their businesses, the only way is up. Read the full article…
Read More2018 returned to more normal levels of deal flow and dollars invested globally, but the first two quarters of 2019 could set the tone for AR/VR investment. Read the full article…
Read MoreEven with an installed base of 900 million ARKit and ARCore capable phones by the end of 2018, no AR/VR platform has truly scaled in terms of active users yet. Read the full article…
Read MoreWhile 2018 is one for the record books for game deals, nobody wants to be without a chair when the music stops. Read the full article…
Read MoreGUEST: The VR industry has been through quite the tempest during the past few years, and much of the rollercoaster ride of emotions and expectations has been due to what, in my opinion, have been major misunderstandings about the emerging tech’s product-market fit. And yet, despite all of these perceptual barriers and the artificial forces… Read the full article…
Read MoreGUEST: Oculus Quest is the new class leader for premium/standalone VR, and looks like the ultimate expression of the early-stage VR 1.0 market. Combining Oculus Go quality graphics with inside-out tracking and Touch controllers, it gives Facebook the most compelling version of the current state of the art. But this is Oculus Quest’s challenge…Read More Powered… Read the full article…
Read MoreAugmented reality and virtual reality consulting firm Digi-Capital reported earlier this year that AR/VR startups raised over $3.6 billion in funding during a 12-month period. To dive deeper into the numbers, it has launched a new analytics tool focused on helping entrepreneurs get a better look at the AR, VR, and XR landscape. Digi-Capital had… Read the full article…
Read MoreGUEST: Creating world-class immersive experiences for brands, agencies, and media is not something every studio is equipped to do. I’ve worked in gaming and tech for 12 years, most recently creating the Autodesk Live brand, and I’m now at Rewind in the role of general manager to expand the company’s vision as an AR, VR,… Read the full article…
Read MoreGUEST: The mobile AR platform wars were started by Apple’s Tim Cook’s “ARKit is the largest AR platform in the world”, Google’s Clay Bavor’s aim for ARCore “to take AR mainstream,” Facebook’s Mark Zuckerberg’s “making the camera the first augmented reality platform” and Evan Spiegel’s Snap being a “camera company.” But those were just the… Read the full article…
Read MoreGUEST: Augmented and virtual reality startups raised over $3.6 billion from venture capitalists and corporates in the last 12 months to the end of Q1 2018, setting a new record. Over three-quarters of a billion dollars was invested in the first three months of this year alone. A fundamental transition in the fundraising market towards… Read the full article…
Read MoreGUEST: Video game software and hardware together could be a $165-$170 billion range in 2018 (if mobile outperforms again), and it could reach between $230 and $235 billion by 2022 if strong performance continues. That might make games software/hardware bigger in five years than 150 countries’ individual GDPs today (somewhere between Vietnam and Finland). Games… Read the full article…
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