Augmented Reality (AR) and Video Reality (VR) entertainment technology is becoming very successful financially with a total of $11.4 billion dollars worldwide. The questions regarding investment trends, consumer issues, and existing legislation are answered on Row 83 through Row 91 in the attached spreadsheet. There is a brief summary of each question here as well.
Row 83: The number of VC Interest startups was 1,092 found with the keywords augmented reality startups. The title of the source was Angel List. Row 84: In 2017, there were $11.4 billion dollars spent on AR/VR products and services. IDC-Worldwide Spending on A/VR was the source. Row 85: There were 199 deals/IPO/Acquisitions found in 2016-2017. VR had 52% of them and AR had 22%. CBInsights and TechAcute were two of the sources used. There were 21 "Major AR and VR Acquisitions" in the past 12 Months from TechAcute:
1. 3DPhy.com Acquired by PropTiger (11-Aug-16)
2. Secret Location Acquired by Entertainment One (18-Aug-16)
3. Kid Neon Images Acquired by Deloitte (19-Sep-16)
4. Turnspace Acquired by HomeAway (19-Sep-16)
5. BioLucid Acquired by Sharecare (29-Sep-16)
6. Nozon Acquired by Starbreeze (25-Oct-16)
7. VOKE Acquired by Intel (3-Nov-16)
8. Grue Games Acquired by Seismic Games (15-Nov-16)
9. Cimagine Media Acquired by Snap Inc. (25-Dec-16)
10. Impulsonic Acquired by Valve Software (12-Jan-17)
11. Amazon (HK) Acquired by Fireswirl Technologies (3-Feb-17)
12. Dacuda Acquired by Magic Leap (20-Feb-17)
13. gestigon Acquired by Valeo (13-Mar-17)
14. Arrow VR Acquired by Imperium Media (11-Apr-17)
15. Into the VR World Acquired by AppSwarm Inc. (13-Apr-17)
16. XPerception Acquired by Baidu (13-Apr-17)
17. Saiyan Productions Acquired by Imperium Media (10-May-17)
18. Owlchemy Labs Acquired by Google (10-May-17)
19. VRB Acquired by Samsung Electronics (16-Jun-17)
20. Pericept Acquired by ClearEdge3D (6-Jul-17)
21. SpaceView Acquired by Atheer (12-Jul-17)
Row 86: Approval. The percentage of consumers who are excited to adopt this technology is 71% of generation Z and 58% of millennial people like VR technology. Touchstone Research was the source of this information. Row 87: Feedback. Consumer feedback was 79% of first-time users seek to experience VR again. 81% already use VR according to Touchstone Research. Row 88: The top five consumer concerns were found in DesignNews. They think that VR needs to be cheaper because it is too expensive for most consumers. Good content needs to be expanded. The challenge is to make VR more mobile and less tethered for the public. People want 5G speed for faster wireless communication. Cybersecurity should be emphasized more for VR use based on consumer concerns.
Row 89-91: There was no existing legislation found in the FINRA Institute, the CFPB Consumer Finance Protection Bureau, or the FCC Federal Communications Commission.
Results show that people are extremely interested in the Augmented and Virtual Reality entertainment. The total spend for AR/VR was $11.4 billion dollars worldwide. Please refer to the attached spreadsheet to see the entire body of work you requested.