About Virtual Reality
Companies included in Virtual Reality sector
Includes companies which manufacture display devices (head mounted devices, smartphone-based headsets), studios making their own VR content, startups focusing on live streaming of events (like sports, concerts) in virtual reality. Consists of companies providing tools for creating VR content (like reality capture, VR modeling, end to end solutions, processing, developer tools). Contains platforms for delivery of VR content like videos, experiences, apps as well as platforms enabling distribution of VR content on various VR publishing platforms. Tools enabling interaction in virtual reality through peripherals and software through gesture detection, tracking are also included. Comprises of players applying VR technology in various fields like Healthcare, Education, Real Estate, Retail, Entertainment, Social, Tourism, etc. Also includes service companies which make custom VR applications.Companies excluded in Virtual Reality sector
Excludes generic 3D and visualization tools. Generic software which can be used to make VR content e.g. game engines like Unity are not covered here. Excludes Gaming studios which are covered under VR Gaming feed. Does not include consulting firms for VR. Excludes Augmented Reality specific device manufacturers and technology solutions providers which are covered in Augmented Reality feed.Market Map of Virtual Reality
Reports related to Virtual Reality
Virtual Reality - Sector Report
Edition: August, 2025 (80 Pages)Virtual Reality Investor Landscape
Edition: July, 2025 (12 Pages)Virtual Reality Exit Landscape
Edition: August, 2025 (15 Pages)Top Companies in Virtual Reality
Company | Description | Location | Founded | Current Stage | Private Funding Raised |
|---|---|---|---|---|---|
Provider of VR-based head-mounted displays | Menlo Park (United States) | 2012 | Acquired | $107M | |
Provider of 3D digital twin solutions for various industry applications | Sunnyvale (United States) | 2011 | Acquired | $163M | |
Developer of social media, messaging, and virtual reality technology platforms | Menlo Park (United States) | 2004 | Public | - | |
Developer of science fiction massively multiplayer online role-playing and strategy games | Reykjavik (Iceland) | 1997 | Acquired | $106M | |
VR gaming development studio | Stockholm (Sweden) | 2015 | Series C | $38.5M |
Companies founded year-on-year in the Virtual Reality sector
1 new startup has been founded so far in 2026 in the Virtual Reality sector. 585 Virtual Reality startups were founded in 2017 - this is the most number of startups founded in any year in the last 10 years.
- Total Number of Companies
Year | No. of companies |
|---|---|
2026 | 1 |
2025 | 7 |
2024 | 31 |
2023 | 94 |
2022 | 219 |
2021 | 300 |
2020 | 391 |
2019 | 461 |
2018 | 504 |
2017 | 585 |
Companies founded across countries in the Virtual Reality sector
United States has 1,870 Virtual Reality startups, the most by any country, followed by United Kingdom which has 507 startups and India which has 375.
- Total Number of Companies
Country | No. of companies |
|---|---|
United States | 1,870 |
United Kingdom | 507 |
India | 375 |
China | 336 |
Germany | 299 |
Canada | 270 |
France | 177 |
Australia | 164 |
Netherlands | 160 |
Spain | 146 |
Stage-wise distribution of the Virtual Reality sector
Out of the total 6,029 Virtual Reality companies, 1,644 have secured funding. Among them, 479 have reached Series A or higher, and 314 to Series B or beyond.
Company Stage | No. of companies |
|---|---|
Founded | 6,029 |
Funded | 1,644 |
Series A+ | 479 |
Series B+ | 314 |
Series C+ | 269 |
- 6K+ Total Companies
- $10.5B+ Total Funding
- 1.6K+ Funded Companies
- 60+ IPOs
- 165+ Acquisitions
- 10+ Reports
Funding Trends in the Virtual Reality sector
Total funding year-on-year in the Virtual Reality sector
The Virtual Reality sector saw a total funding of more than $7.8B in the last 10 years. The most amount of funding was in 2022 at more than $1.83B. There has been a total funding of $38.5M in 2026 till date.
- Total Funding
Year | Total Funding |
|---|---|
2026 | $38.5M |
2025 | $239M |
2024 | $451M |
2023 | $478M |
2022 | $1.83B |
2021 | $1.08B |
2020 | $572M |
2019 | $687M |
2018 | $1.07B |
2017 | $1.36B |
Total funding across countries in the Virtual Reality sector
In the last 10 years, Virtual Reality startups in United States have recieved the highest funding among all countries - $3.13B. United Kingdom follows with $1.59B and China with $1.08B.
- Total Funding
Country | Total Funding |
|---|---|
United States | $3.13B |
United Kingdom | $1.59B |
China | $1.08B |
Japan | $339M |
India | $135M |
Germany | $99.4M |
France | $52.4M |
Canada | $43.7M |
Spain | $30.8M |
Netherlands | $18.2M |
Total funding amount raised by stage in the Virtual Reality sector
Over the last 10 years, the Virtual Reality sector have seen $816M into Seed Stage funding rounds, $3.69B into Early Stage funding rounds and $2.72B go into Late Stage funding rounds.
Funding Stage | Total Funding |
|---|---|
Early Stage | $3.69B |
Late Stage | $2.72B |
Seed Stage | $816M |
Grant | $164M |
ICO | $100M |
Debt | $92.7M |
Post IPO | $55M |
PE | $6.5M |
Recent Funding Rounds in Virtual Reality
Company | Round Raised | Amount Raised | Funding Date | Investors |
|---|---|---|---|---|
Series B | 6326 | Mar 26, 2026 | and 4 more | |
Series A | 5499 | Mar 16, 2026 | ||
Angel | 9676 | Mar 12, 2026 | and 1 more | |
Series A | 5720 | Mar 11, 2026 | ||
Seed | 2088 | Feb 12, 2026 |
Top Investors in Virtual Reality
Investor | Location | Top Portfolio Companies |
|---|---|---|
Washington, DC (United States) | ||
San Mateo (United States) | ||
San Francisco (United States) | ||
New York City (United States) |
M&A activity in Virtual Reality
Company | Acquisition Type | Acquisition Date | Acquirers |
|---|---|---|---|
Business Acquisition | Feb 09, 2026 | ||
Business Acquisition | Dec 23, 2025 | ||
Business Acquisition | Nov 11, 2025 | ||
Business Acquisition | Sep 10, 2025 | ||
Business Acquisition | Sep 09, 2025 |
Acquisition trends in Virtual Reality
Here are the acquisition trends in Virtual Reality:
- Total Number of Acquisitions
Year | No. of companies |
|---|---|
2026 | 1 |
2025 | 11 |
2024 | 11 |
2023 | 8 |
2022 | 20 |
2021 | 19 |
2020 | 21 |
2019 | 17 |
2018 | 17 |
2017 | 9 |
IPOs in Virtual Reality
Company | IPO Date | Exchange Symbol |
|---|---|---|
Jan 27, 2026 | National Association of Securities Dealers Automated Quotations (NASDAQ) | |
Dec 06, 2024 | National Association of Securities Dealers Automated Quotations (NASDAQ) | |
Feb 14, 2023 | Shenzhen Stock Exchange (SZSE) | |
Feb 04, 2022 | Korea Exchange (KRX) | |
May 07, 2021 | Frankfurt Stock Exchange (FRA) |
Colleges which produce the most Virtual Reality companies
Companies founded by alumni from top colleges in the Virtual Reality sector
Most number of Virtual Reality startups have been founded by alumni from Stanford University, Massachusetts Institute of Technology and Cornell University.
College | No. of companies |
|---|---|
Stanford University | 40 |
Massachusetts Institute of Technology | 31 |
Cornell University | 24 |
Harvard University | 24 |
University of Cambridge | 22 |
University of Pennsylvania | 18 |
Carnegie Mellon University | 16 |
University of California (Berkeley) | 16 |
University of Oxford | 15 |
Columbia University | 13 |
Total funding in companies founded by alumni from top colleges in the the Virtual Reality sector
In the last 10 years, University of Cambridge graduates' Virtual Reality companies have raised the most funding among top colleges. Imperial College London alumni are second, and Stanford University alumni are third.
College | Total Funding |
|---|---|
University of Cambridge | $1.24B |
Imperial College London | $934M |
Stanford University | $724M |
University of Bristol | $311M |
Massachusetts Institute of Technology | $193M |
University of Oxford | $167M |
Aalto University | $153M |
Duke University | $112M |
Columbia University | $109M |
University of Edinburgh | $106M |
