Oculus
Date | Investors | Amount | Round |
---|---|---|---|
- | N/A | - | |
$2.4m | Seed | ||
$16.0m | Series A | ||
$75.0m | Series B | ||
$2.0b Valuation: $2.0b | Acquisition | ||
Total Funding | €84.9m |
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Recent News about Oculus
EditOculus, a subsidiary of Facebook Technologies, LLC, is a pioneering company in the virtual reality (VR) industry. The company specializes in creating VR headsets and related software that provide immersive experiences for users. Oculus serves a diverse range of clients, including individual consumers, gamers, and creative professionals. The company operates in the rapidly growing VR market, which encompasses gaming, entertainment, education, and professional training sectors.
Oculus's business model revolves around the sale of VR hardware, such as the Oculus Quest 2 headset, and the distribution of VR content through its online store. The company generates revenue primarily through the direct sale of its VR devices and accessories. Additionally, Oculus makes money by offering a platform for developers to create and sell VR applications and games, taking a percentage of the sales made through its store.
The company's products are designed to transport users from their living rooms to fantastical worlds, offering experiences that range from gaming and entertainment to educational and professional applications. Oculus's VR technology uses advanced graphics, high-quality hardware, and artistically crafted environments to create these immersive experiences. The company also emphasizes safety and user experience, providing detailed safety and warranty guides to ensure users can enjoy VR without risk.
Oculus has collaborated with various creators to push the boundaries of what VR can offer. For instance, it has worked with developers like Fire Panda Limited to create unique audio-based VR miniseries and with artists like will.i.am and The Black Eyed Peas to bring graphic novels to life in VR. These collaborations highlight Oculus's commitment to expanding the possibilities of VR and providing a platform for creative expression.
Keywords: Virtual Reality, Oculus Quest 2, VR Headsets, Immersive Experiences, Gaming, Entertainment, Education, Professional Training, VR Content, Creative Platform.