
AltspaceVR
Founded Year
2013Stage
Acquired | AcquiredTotal Raised
$15.5MAbout AltspaceVR
AltspaceVR, formerly Qualia3D, is a software company building the social platform for virtual reality. With AltspaceVR, users connect in virtual spaces to create shared experiences around anything on the web. The AltspaceVR API lets developers write simple web code to create new VR experiences. AltspaceVR allows people to watch streaming video, play games, and get work done, together and entirely inside of virtual reality.
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Research containing AltspaceVR
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CB Insights Intelligence Analysts have mentioned AltspaceVR in 2 CB Insights research briefs, most recently on Nov 10, 2022.


Jul 23, 2020 report
Reopening: The Tech-Enabled Office In A Post-Covid WorldExpert Collections containing AltspaceVR
Expert Collections are analyst-curated lists that highlight the companies you need to know in the most important technology spaces.
AltspaceVR is included in 1 Expert Collection, including AR/VR.
AR/VR
1,396 items
This collection includes companies creating hardware and/or software for augmented reality, virtual reality, and mixed reality applications.
Latest AltspaceVR News
May 29, 2023
News provided by Share this article Share this article CHICAGO, May 29, 2023 /PRNewswire/ -- With technological breakthroughs, increased acceptance, broader content, international collaboration, integration with upcoming technologies, and a focus on lifelong learning, the Metaverse in education has a bright future. To ensure responsible and inclusive usage, privacy and ethical issues will be crucial. The Metaverse in Education Market size is expected to grow from USD 3.9 billion in 2023 to USD 19.3 billion by 2028 at a Compound Annual Growth Rate (CAGR) of 37.7% during the forecast period, according to a new report by MarketsandMarkets™. Education has significantly changed human society and shaped the entire world. Modern online learning platforms and virtual reality simulations have replaced more conventional teaching techniques, including spoken explanations and whiteboard drawings over time. The COVID-19 epidemic accelerated the adoption of virtual learning, which has increased interest in using metaverse technology to deliver education. Browse in-depth TOC on "Metaverse in Education Market" 200 - Tables Companies Covered Some of the significant metaverses in education market vendors are Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (US), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), and Baidu, Inc. (China). With the rise of the Metaverse, this technology is poised for significant development. In education, Metaverse enables students to participate in remotely accessible virtual classes that simulate aspects of a traditional classroom. Educational institutions and technology-based companies are working towards removing physical boundaries and making learning more immersive, engaging, and communicative. By hardware, the AR devices segment captured the largest market share during the forecast period. The Metaverse in the education market, by hardware, includes AR devices, VR devices, MR devices, and interactive displays and projectors. The AR devices segment is estimated to account for the highest market share based on hardware. With the help of this technology, users can view and interact with virtual items or information in a physical setting. There are various AR devices, including smart glasses, headsets, and mobile devices. Depending on the application, each type of gadget has distinct advantages and features and can be used in various ways. AR devices can be utilized to design engaging, immersive learning experiences that will help students comprehend complex ideas. For instance, by overlaying 3D models onto photographs from textbooks, AR apps enable students to explore and interact with the models in a metaverse. IN THE EDUCATION MARKET, AR devices can be used in Metaverse, such as AR head-mounted displays (HMD) and AR head-up displays. AR HMD devices include smart glasses, which help students to explore and engage with virtual surroundings created with AR smart glasses. Students can study digital recreations of actual locations or historical events across topics such as geography or history, which can be extremely helpful. AR HUDs can take notes and arrange the information more effectively without using their hands. Based on professional services, the strategy and business consulting segment is expected to account for the largest market share during the forecast period The Metaverse in the education market, by professional services, is segmented into application development, system integration, strategy, and business consulting. It is expected that during the forecast period, the strategy and business consulting segment is estimated to account for the largest market size and share in the Metaverse in the education market. Consulting services focus on selecting metaverse technology providers and platforms that align with the institution's goals and requirements. Consultants help clients create a metaverse strategy that aligns with their goals. Numerous consumers that use consulting services regularly request adjustments to their solutions and service offerings, and they deal with complex concerns. These services place a greater emphasis on providing excellent customer service. North America is projected to hold the largest market share during the forecast period. The Metaverse in the education market has been segmented by region into North America, Europe, Asia Pacific, the Middle East and Africa, and Latin America. As per region, North America is estimated to account for the largest market share in the global Metaverse in the education market in 2023, and this trend is expected to continue during the forecast period. The Metaverse in the education market in North America has been studied for countries including the US and Canada. The adoption of the Metaverse in education is expected to be the highest in North America compared to other regions. According to secondary data, a university opens a Metaverse learning hub in Canada, one of the significant developments. The hub intends to offer a platform for investigating and creating metaverse-based educational applications. To facilitate discussion and explore the potential of the Metaverse in education, the hub also organizes conferences and seminars that bring together academics, researchers, and business leaders. Additionally, some edtech companies are looking at the educational applications of the Metaverse. For instance, the platform Engage provides online classrooms and collaborative capabilities for distance learning. The metaverse platform enables educators and students to collaborate in a 3D virtual setting while developing original activities and material. The field of metaverse education is still growing. Thus, there are a lot of issues that need to be resolved, as well as numerous potentials. These include problems with digital equity, privacy, and accessibility. However, the Metaverse's potential for use in education is stimulating, and it will be interesting to watch how it develops and alters education in North America. Metaverse in Education Market Dynamics Driver: Rapid adoption of virtual technologies Decrease in price of VR headsets Restraint: Health and mental issues from excessive use High installation and maintenance costs of high-end metaverse components Opportunities: Major infusion of educational technology prompted by COVID-19 pandemic Constantly evolving 5G technology Innovation in transforming education ecosystem Top Key Companies in Metaverse in Education Market: Some of the significant Metaverse in education vendors are Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (Australia), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), and Baidu, Inc. (China). Recent developments: In March 2023, Microsoft launched Microsoft Mesh as a new mixed-reality platform that enables users to collaborate and interact with each other in a shared virtual space. Mesh provided users with various tools for creating and customizing virtual avatars, objects, and environments. Mesh was also integrated with other Microsoft products like HoloLens and AltspaceVR to enable cross-platform collaboration. In January 2022, HP Inc. unveiled HP Fortis laptops, a new line of PCs designed to handle the demands of classrooms. Further, the new HP Fortis portfolio, designed for active and mobile learners, represents the strength and toughness required to help survive drops, resist spills, and keep keys where they belong: on the keyboard. Students of all ages find gripping and handling lightweight devices simpler because of the textured surfaces. In April 2021, Unity Reflect launched as a real-time 3D rendering and visualization platform that allowed designers and architects to create immersive, interactive 3D models of buildings and other structures. These models could be used for virtual walkthroughs, design reviews, architecture, engineering, education, and construction applications. Metaverse in Education Market Advantages: Learning may be done in a very immersive and participatory setting thanks to the metaverse. The learning process can be made more pleasurable and effective by allowing students to interact with instructional content in a more engaging and experiential way. It enables practical applications, role-playing, and virtual field visits, which improve comprehension and recall of difficult ideas. A vast variety of learning tools, such as 3D models, virtual libraries, and scientific simulations, are available for educators to build and curate in the Metaverse. This promotes curiosity and discovery by giving students access to a range of knowledge and experiences that they might not have in regular settings. The Metaverse has the capacity to provide individualised and flexible learning opportunities. Platforms for education can examine student data and offer activities and content that are customised to each student's needs and learning preferences. This personalization promotes active involvement and allows students to learn at their own speed, improving learning results. No matter where they are physically located, teachers and students can work together in virtual environments thanks to the metaverse. They can participate in group tasks, conversations, and problem-solving exercises that promote cooperation and social engagement. When students originate from different geographical origins or in distant learning circumstances, this feature is especially advantageous. Education may now reach a worldwide audience because to the Metaverse, which defies geographical limitations. It gives kids in faraway places, underserved groups, or those with physical limitations equitable access to educational opportunities. This inclusiveness encourages educational equity and aids in closing the digital divide. Report Objectives To describe and forecast the metaverse in the education market based on components, end users, and regions. To forecast the market size of five main regions: North America, Europe, Asia Pacific, Middle East & Africa, and Latin America To strategically analyze the market's subsegments for individual growth trends, prospects, and contributions to the total market To provide detailed information related to the significant factors influencing the growth of the market (drivers, restraints, opportunities, and challenges) To analyze industry trends, patents and innovations, and pricing data related to the market. To analyze the opportunities in the market for stakeholders and provide details of the competitive landscape. To track and analyze competitive developments, such as product developments, product enhancements, partnerships, and collaborations, in the market. Related Reports: About MarketsandMarkets™ MarketsandMarkets™ is a blue ocean alternative in growth consulting and program management, leveraging a man-machine offering to drive supernormal growth for progressive organizations in the B2B space. We have the widest lens on emerging technologies, making us proficient in co-creating supernormal growth for clients. The B2B economy is witnessing the emergence of $25 trillion of new revenue streams that are substituting existing revenue streams in this decade alone. We work with clients on growth programs, helping them monetize this $25 trillion opportunity through our service lines - TAM Expansion, Go-to-Market (GTM) Strategy to Execution, Market Share Gain, Account Enablement, and Thought Leadership Marketing. Built on the 'GIVE Growth' principle, we work with several Forbes Global 2000 B2B companies - helping them stay relevant in a disruptive ecosystem. Our insights and strategies are molded by our industry experts, cutting-edge AI-powered Market Intelligence Cloud, and years of research. The KnowledgeStore™ (our Market Intelligence Cloud) integrates our research, facilitates an analysis of interconnections through a set of applications, helping clients look at the entire ecosystem and understand the revenue shifts happening in their industry. Contact:
AltspaceVR Frequently Asked Questions (FAQ)
When was AltspaceVR founded?
AltspaceVR was founded in 2013.
Where is AltspaceVR's headquarters?
AltspaceVR's headquarters is located at Veterans Blvd, Redwood City.
What is AltspaceVR's latest funding round?
AltspaceVR's latest funding round is Acquired.
How much did AltspaceVR raise?
AltspaceVR raised a total of $15.5M.
Who are the investors of AltspaceVR?
Investors of AltspaceVR include Microsoft, Maven Ventures, Lux Capital, Western Technology Investment, Promus Ventures and 14 more.
Who are AltspaceVR's competitors?
Competitors of AltspaceVR include AmazeVR and 2 more.
Compare AltspaceVR to Competitors

Wave develops a platform for creating and sharing virtual concerts. The company empowers artists and music lovers by transforming the way people connect through music. It was formerly known as TheWaveVR. The company was founded in 2016 and is based in Los Angeles, California.

Supersphere is an immersive content and technology company, connecting audiences to what they love through Media and Broadcasts. It is based in Venice, California.

Flymachine is a virtual venue for live entertainment that brings the immersion and community of real-life performances to the digital realm.

AmazeVR offers a virtual concert platform that allows users to experience concerts via virtual reality. It is developing an app that acts as a virtual concert and a music metaverse service and is available across major VR app stores. The firm was formerly known as Off2. It was founded in 2015 and is based in West Hollywood, California.
Zaiko allows event organizers to create their own events and tickets and sell across their own website, or across a network of online media. Organizers can sell everything from festivals, club events, tourism packages, exhibitions, sports and more.

Teooh is an avatar-based virtual event platform that connects passion, professional and enterprise communities. Teooh operates a platform that creates a virtual meeting space with avatars representing people, which can then interact in virtualized meeting places that represent real-world venues. Per Teooh, these venues can support intimate groups as small as two, with full audio between participants, and gatherings as large as 100 attendees.
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