Tim Merel

Tim Merel Contributor Tim Merel is managing director of Digi-Capital. More posts by this contributor Despite short-term questions, games software/hardware to top $200 billion by 2023 For AR/VR 2.0 to live, AR/VR 1.0 must die

Tim Merel is managing director of Digi-Capital.

The Latest from Tim Merel

Despite short-term questions, games software/hardware to top $200 billion by 2023

While being contrarian to market sentiment is always risky, it’s also possible that folks might be taking a long-term solution to a short-term problem.

For AR/VR 2.0 to live, AR/VR 1.0 must die

The future of AR/VR could be bright, but only if it moves beyond where it is today. Let’s look at where we are today, where we’re heading tomorrow and some of the changes needed to get us there.

Chinese investment into computer vision technology and AR surges as U.S. funding dries up

Last year, 30 leading venture investors told us about a fundamental shift from early-stage North American VR investment to later-stage Chinese computer vision/AR investment -- but they didn’t anti

The Reality Ecosystem: What AR/VR/XR needs to go big

AR/VR/XR are going to be big, but not everyone will win. Today’s market is a collection of related point solutions to specific problems, but not a fully functioning ecosystem. Not yet.

China could beat America in AR/VR long-term

America delivered more AR/VR revenue than China last year, but Chinese growth in the next five years could see it dominate AR/VR long-term -- and not by a small margin.

Ubiquitous AR to dominate focused VR by 2022

AR (mobile AR, smartglasses) could approach three and a half billion installed base and $85 billion to $90 billion revenue within five years. At the same time, VR (mobile, standalone, console, PC) mi

The new reality of mobile AR and computer vision venture capital

Mobile AR from Apple, Google and Facebook and computer vision/machine learning (CV/ML) are focusing the minds and wallets of VCs in Silicon Valley, China and beyond. The $2.5 billion invested in AR/V

How ARKit will make more money than ARCore or Camera Effects (for now)

After the iPhone X, iPhone 8 and ARKit launches, it’s clearer than ever that Apple owns the four waves of augmented reality. But Google’s launch of ARCore has the startup CEOs, corporates and VCs

The four waves of augmented reality (that Apple owns)

It's been said that augmented/virtual reality is the fourth wave of consumer technology, and that AR could become much bigger than VR. But AR itself is not one giant wave, it’s a set of four big o

The reality of VR/AR growth

“VR will be big, AR will be bigger and take longer.” What sounded revolutionary when we first said it two years ago has become accepted wisdom. But now the market has actually launched, and we’v

The reality of VR/AR trial

If you haven’t heard about VR/AR by now, your desert island must not have Wi-Fi. But there are millions of folks who know about VR/AR who haven’t seen it yet. User trial is on the critical path fo

The reality of AR/VR competition

Virtual, augmented and mixed reality have a competition problem. But while most AR/VR companies will tell you how much better they are than their nearest direct competitor, they’re picking the wrong

Pokémon Go changes everything (and nothing) for AR/VR

“Stop calling Pokémon Go AR,” say the purists. But who cares what you call something that is so successful? Just be glad it happened, and let’s figure out what it means for the AR/VR industry.

The reality of AR/VR survival

VR will be big, AR will be bigger (and take longer). But as in most early-stage tech markets, growth will be curved, not straight. There will be a few billion dollars of revenue this year, a progressi

The reality of augmented and virtual reality venture capital

AR/VR is the new hotness. VCs invested $1.7 billion in the 12 months leading to March 2016, $1.2 billion of that in the first quarter of this year alone. There are four AR/VR unicorns already (Magic L

The reality of AR/VR business models

There is nearly as much confusion as there is excitement about augmented and virtual reality. While VR could be big and AR could be bigger (and take longer), there are more questions than answers out

Augmented And Virtual Reality 1.0 — 2016 Preview

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.

Breaking Down Billion-Dollar AR/VR Investment In The Last 12 Months

Augmented and virtual reality are the new hotness, as VCs and corporates get in on the act. While Facebook’s multi-billion dollar acquisition of Oculus got everyone’s attention early last year, it

Mobile Exits Drop Below Investments For First Time Since 2013

It’s been party time for mobile, with massive growth and disruption helping VCs to raise huge funds, entrepreneurs to raise massive rounds, and valuations to skyrocket. With 89 mobile Internet unico

The 7 Drivers Of The $150 Billion AR/VR Industry

To hit true market scale, AR and VR will need to rapidly transition from 2016’s early adopters to 2020’s mass consumers by delivering against 7 key drivers. Some are already in place, others are h
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