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VIDEO & SOCIAL VIRTUAL REALITY PLATFORMS Columbia Business School Venture Fellows April 2016 VIDEO & SOCIAL VIRTUAL REALITY PLATFORMS Columbia Business School Venture Fellows Corey Schwitz

Investing in Video & Social Virtual Reality Platforms

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Page 1: Investing in Video & Social Virtual Reality Platforms

VIDEO & SOCIAL VIRTUAL REALITY PLATFORMS

Columbia Business School Venture Fellows

April 2016

VIDEO & SOCIAL VIRTUAL REALITY PLATFORMS

Columbia Business School Venture FellowsCorey Schwitz

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AR/VR FUNDING BY CATEGORY

CategoryFunding

($M)

Hardware 1,211.0

Infrastructure & Tools 425.3

Commercial & Industrial 391.0

Content 232.2

Social 16.9

Discovery & Distribution 16.8

Investment stage and category data from CB Insights

THE STATE OF VIRTUAL REALITY & VENTURE CAPITAL

• 73% of deals were early stage(Seed or Series A)

• Gaming accounted for 80% of funding in “Content” category

Most active investors

• 2016: Release of Oculus Rift, HTC Vive, Playstation VR• Estimated sales of 2.5M VR headsets (Deloitte)

• VR/AR market projected to reach $150B in revenue by 2020 (Digi-Capital)

• Social and discovery/distribution apps have largely been ignored in first wave of VC financing as the hardware and initial content of the VR ecosystem have been built.

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The companies that will scale quickly and create long-term value will focus on distribution over content creation,

building a meaningfully connected user base that actively contributes and adds to the community.

These platforms can differentiate from Web 2.0 counterparts by creating ecosystems that necessitate

complete immersion and presence, not just 360° video in a headset.

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The companies that will scale quickly and create long-term value will focus on distribution over content creation,

building a meaningfully connected user base that actively contributes and adds to the community.

These platforms can differentiate from Web 2.0 counterparts by creating ecosystems that necessitate

complete immersion and presence, not just 360° video in a headset.

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Photo/Video - 12/100Social - 14/100

Analysis of Top 100 Free iPhone Apps* CONSUMER ENTERTAINMENT LANDSCAPE: MOBILE

*March 2016 data

14 have significant Social and Video overlap (6 of which owned by Facebook)

Music - 14/100 Games - 39/100

• Includes apps run by 4 cos with multi-billion dollar valuations

• 4 of Top 5 in App Store• Netflix and Hulu only apps not reliant

on user-generated content (UGC)

• Nearly 5-yr domination by Pandora, Spotify, and SoundCloud

(Apple Music as well. but not in App Store)

• For obvious reasons, not a target for VR

• Industry leaders: Zynga, Gameloft, Rovio, EA, King, Supercell

• Frequent and extreme fluctuations in mobile game downloads

• Only 4 w/ primary focus on video consumption

Video and social apps have tremendous staying power and account for approx. 30% of time spent on smartphones.

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Content Creation Tools

Content Creators

Video Distribution/Social Platforms

End-user Hardware

CAMERAS

VIDEO STITCHING

ANIMATIONSOFTWARE OUTPUTGAME STUDIOS

ANIMATION & FILM STUDIOS

VR VIDEO & SOCIAL VALUE CHAIN

• Requires rapid iteration, advanced supply chain, and heavy pricing competition.• Headsets dominated by major industry players.• Wearable inputs threatened by motion capture sensors (Leap Motion, HTC Vive “room scale,” Intel RealSense, Nimble VR)

INPUT

• Social platforms mostly device-agnostic• Several video platforms creating their own content (i.e. Vrse, Jaunt)• Oculus Video and Samsung Milk VR come preloaded on headsets

• Thus far limited motion-capture tech being incorporated in game experiences •3 most watched videos in Samsung Milk VR app for 2015: The Martian VR Experience, The Dive (sharks), Mtn. Dew VR (snowboarding)

• VR SDKs available through Oculus, Google Cardboard, Sixense and others• Cameras priced competitively with ranges $400 to $60K

SOCIAL

VIDEO

Social

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• Historical track record shows aggregation, promotion, and delivery of media properties consistently more profitable than content creation (Columbia Business School: Knee, Greenwald, Seave)

• Competitive advantage of increased scale through network effects• Benefit of device-agnostic approach versus device-specific platforms created by hardware providers

(i.e. Oculus Social, Oculus Video, Samsung's Milk VR)

Distribution platforms have an opportunity to scale more quickly than any category and be the most defensible companies in the industry over the long-term.

Content Creation Tools

Content Creators

Video Distribution/Social Platforms

End-user Hardware

SOCIAL

VIDEO

VR VIDEO & SOCIAL VALUE CHAIN

Social

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The companies that will scale quickly and create long-term value will focus on distribution over content creation,

building a meaningfully connected user base that actively contributes and adds to the community.

These platforms can differentiate from Web 2.0 counterparts by creating ecosystems that necessitate

complete immersion and presence, not just 360° video in a headset.

Page 9: Investing in Video & Social Virtual Reality Platforms

THE “ANONYMOUS” APP BOOM & FIZZLE

“Growth Score” in charts is an algorithm determined by Mattermark, accounting for a company’s website visitors, mobile downloads, social media metrics, employees, and publicly announced funding, along with how these numbers are changing over time.

YIKYAK

SECRETWHISPER• In Mar. 2016 down to under 3K iPhone downloads per

week after peak of 82K in Aug. 2014

• Fell from #2 social app in Sep. 2014 to #87 by Jan. 2016• $73.5M raised, investors include Shasta & Azure

Users want to embrace their real identities. With the r ise of ephemeral apps, the overwhelming market leader, Snapchat, has users with real identities while anonymous counterparts have suffered. Facebook similarly differentiated from MySpace and others with real names rather than pseudonyms.

• Campus-focused app has been center of national conversation on bullying

• $61M raised, investors include Shasta, Sequoia, Thrive • $35M raised, investors include GV & Index Ventures

• Shut down Apr. 2015 and returned remaining capital to investors

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– Palmer Luckey, Oculus VR Co-Founder

“Virtual reality will make it a lot harderto be a total dick to somebody.”

• VR is the perfect medium for metaverses — digital spaces that replicate, and in some cases surpass, the physical world.

• Early studies have shown that interaction in virtual reality increases empathy and willingness to help others.

• VR may surpass video’s ability to emote nonverbal communication.

Virtual reality creates real presence and identity, the opposite value proposition of anonymous networks.

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VRCHAT Raised seed round Feb. 2016

Open source, device-agnostic metaverses are growing.ALTSPACE VR $15.7M in financing

• Multiple motion-capture input options• Can share 2D web content (spreadsheets,

movies, cat videos) within virtual spaces

A live improv show in Altspace.

HIGH FIDELITY $17.5M in financing

• Co-founded by Phillip Rosdale (Second Life)• 50+ domains, including re-creations of real-life cities

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The companies that will scale quickly and create long-term value will focus on distribution over content creation,

building a meaningfully connected user base that actively contributes and adds to the community.

These platforms can differentiate from Web 2.0 counterparts by creating ecosystems that necessitate

complete immersion and presence, not just 360° video in a headset.

Page 13: Investing in Video & Social Virtual Reality Platforms

Creating high quality user-generated virtual reality content is becoming more efficient and less expensive.

Entry-point cameras available for as low as $400.

VR/360 video stitching and rendering software widely available, led by Kolor

(acquired by GoPro in Apr. 2015)

User-contributed VR video platforms:

$1.8M seed round raised Mar. 2015 Pre-seed raised Dec. 2015

Video platforms with professional contentwill only survive with big partnerships

— Fox Sports, NASCAR, NBA

— Disney/ABC, MLB, NHL

With rise of UGC for VR, video and social platforms that are confined to premium content will be at a substantial disadvantage in scaling.

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The companies that will scale quickly and create long-term value will focus on distribution over content creation,

building a meaningfully connected user base that actively contributes and adds to the community.

These platforms can differentiate from Web 2.0 counterparts by creating ecosystems that necessitate

complete immersion and presence, not just 360° video in a headset.

Page 15: Investing in Video & Social Virtual Reality Platforms

Incorporating motion-capture and haptic technology is crucial to the value proposition of VR.

Fove headset with eye-tracking technology

HTC Vive user & “room scale” sensors creating ability to walk

around virtual world. Leap Motion sensor to detect and reflect hand movement into VR.

Transforms videos into 3D holograms that users can interact with and walk around.

Virtual hands responding from Intel RealSense sensor. Similar concept, NimbleVR,

acquired by Oculus Dec. 2014.

Distribution platforms that implement these technologies and deliver true presence will give consumers a reason to forgo Web 2.0 alternatives.

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Startup Stage UGC? Social? Notes

Metta VR Pre-seedExclusively focused on user content;

Pre-launch active filmmaker engagement

Vrideo Seed Main focus on user-generated content

LiveLike SeedSports viewing with social component;

No league partnerships announced

Vrse SeedPlatform & production house;

Created original content for NYT, NBC, Vice

Littlstar SeedMix of user & pro content;

API to build video into other apps

8i Series A Turns video into full-volume 360 holograms

NextVR Series A Sports platform partnered with PGA, NFL, NBA

Wevr Series CUser-generated video and animated content;

Only available on HTC Vive

Jaunt Series CFull stack: VR camera, software, production

company, & viewing platform

Video VR Platforms

Platforms focusing on user content must engage with amateur filmmakers to help navigate the complexities of shooting video in VR. The next step: provide fully

immersive experiences using light-field and motion-capture technology.

Native/Web 2.0 apps: Oculus Video, Samsung Milk VR, YouTube, Netflix

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Startup StageOpen

source?Full immersion

potential?Notes

vTime (Starship)

UnknownOnly available for Samsung Gear VR &

Google Cardboard

Beloola Seed Intuitive builder tool for non-developers

JanusVR Seed Active Reddit and Slack communities

VRChat Seed Has been live pre-VR for nearly 2 years

AltspaceVR Series AExcellent community management; Prioritizing motion-capture inputs

High Fidelity Series BDeveloped marketplace with user-created

items; High quality design

Social platforms are a natural fit for VR. Startups should actively manage their early users, create marketplaces, and prove they can attract mass audiences.

Native: Oculus Social

Social VR Platforms“VR is going to be the most social platform.” -Mark Zuckerberg

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LOOKING AHEAD• The presence of active market leaders. Leading tech companies are more prepared than traditional media companies were for the rise of the Internet.

• Will Oculus, Google/YouTube, Samsung, and others crush any competition?• Active acquisition market?

• When will adoption curve set in? Platforms that succeed will require patience, timing, and luck.

• The power of network effects. At what size will network effects set in? What benchmarks are required for later stage investments?

• The impact of augmented reality. Will release of Microsoft Hololens and Magic Leap come at the expense of virtual reality? Or will entertainment apps always have a niche audience in VR?

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Corey [email protected]

@coreyschwitz • linkedin.com/in/coreyschwitz

Questions?