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Six to Start

sixtostart.com

Founded Year

2007

Stage

Acquired | Acquired

Total Raised

$40K

Valuation

$0000 

About Six to Start

Six to Start, founded in 2007, is an entertainment production company. The company invents and creates new kinds of entertainment and delivers engaged audiences through the use of that storytelling, game design, and technology can offer.On March 8th, 2021, Six to Start was acquired by OliveX at a valuation between $6.65M and $9.5M.

Headquarters Location

32-34 Gordon House Road Unit 11 Spectrum House

London, England, NW5 1LP,

United Kingdom

+44 (0)33 3340 7490

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Expert Collections containing Six to Start

Expert Collections are analyst-curated lists that highlight the companies you need to know in the most important technology spaces.

Six to Start is included in 1 Expert Collection, including Gaming.

G

Gaming

5,152 items

Gaming companies are defined as those developing technologies for the PC, console, mobile, and/or AR/VR video gaming market.

Latest Six to Start News

Market Shares and Growth Strategies of Key Participants|Niantic, Sony, Six to Start – Scientect

Sep 3, 2020

|Niantic, Sony, Six to Start – Scientect Augmented Actuality Cellular Video games Market The newest report printed by QY Analysis presents a radical evaluation of the worldwide Augmented Actuality Cellular Video games market. The analysis report evaluates the ever-changing market dynamics which might be anticipated to influence the trajectory of the general market. Analysts studied the historic achievements of the market and in contrast it to the present market developments, to chart the trajectory. For an in depth dialogue concerning the international  Augmented Reality Mobile Games  market, analysts have segmented the market on the idea of software, product, and end-users. The analysis report has been collated utilizing main and secondary analysis methodologies to supply the readers with an correct and exact understanding of the Augmented Actuality Cellular Video games market ongoing developments. Related posts Analysts have used Porter’s 5 forces evaluation, SWOT evaluation, and PESTLE evaluation to find out the course key distributors are seemingly to absorb the approaching years. The analysis report additionally contains an evaluation of the monetary outlook of those distributors, Augmented Actuality Cellular Video games market progress methods, and their growth plans for the forecast interval. The entire info current within the analysis report concerning the international Augmented Actuality Cellular Video games market has been authenticated by market consultants. Get PDF template of this report:  https://www.qyresearch.com/sample-form/form/1174485/global-augmented-reality-mobile-games-market Aggressive Panorama Within the final chapter, the analysts have studied the aggressive panorama current within the international Augmented Actuality Cellular Video games market. The chapter additionally contains feedback and proposals by market consultants to assist the readers make the correct choices for his or her companies for the forecast interval. The chapter on aggressive panorama presents an inventory of achievements made by these corporations to this point, mergers and acquisitions, and product improvements. Augmented Actuality Cellular Video games Market Main Gamers Niantic, Sony, Six to Begin, Nordau Inventive, Machine Zone, Sony, Microsoft, Tencent, Netease, Supercell, Netmarble, King Digital Leisure, EA Cellular, Mixi, GungHo On-line Leisure, Nintendo, Jam Metropolis Market Segmentation The in depth report on the worldwide Augmented Actuality Cellular Video games market contains an govt abstract that provides a quick description of the general market, its drivers, restraints, main segments, and aggressive panorama. Every a part of the chief is individually defined within the analysis report by devoted chapters. The chapters are full with exact calculations by charts and graphs. The publication additionally contains particular person chapters on numerous segments current out there and the related sub-segments. Analysts have supplied historic revenues and estimated revenues for all the segments. Gross sales of merchandise and the evolution of end-users have additionally been studied within the analysis report. The chapter on geographical evaluation assesses the regional markets. It takes a granular view of the altering socio-political circumstances, climate modifications, and annual budgets of countries to find out their influence on the general market. Augmented Actuality Cellular Video games Segmentation by Product Geographical Location-basedNone Geographical Location-based Cellular PhonesTabelt Report Goals • Analyzing the scale of the worldwide Augmented Actuality Cellular Video games market on the idea of worth and quantity. • Precisely calculating the market shares, consumption, and different very important components of various segments of the worldwide Augmented Actuality Cellular Video games market. • Exploring the important thing dynamics of the worldwide Augmented Actuality Cellular Video games market. • Highlighting vital developments of the worldwide Augmented Actuality Cellular Video games market by way of manufacturing, income, and gross sales. • Deeply profiling prime gamers of the worldwide Augmented Actuality Cellular Video games market and exhibiting how they compete within the trade. • Learning manufacturing processes and prices, product pricing, and numerous developments associated to them. • Displaying the efficiency of various areas and international locations within the international Augmented Actuality Cellular Video games market. • Forecasting the market measurement and share of all segments, areas, and the worldwide market. Desk of Contents Desk of Contents Augmented Actuality Cellular Video games Market Report by Firm, Areas, Sorts and Functions, International Standing and Forecast to 2025 1 Business Overview of Augmented Actuality Cellular Video games 1.1 Augmented Actuality Cellular Video games Market Overview 1.1.1 Augmented Actuality Cellular Video games Product Scope 1.1.2 Market Standing and Outlook 1.2 International Augmented Actuality Cellular Video games Market Dimension and Evaluation by Areas 1.2.1 North America 4.1 International Augmented Actuality Cellular Video games Market Dimension by Kind (2014-2019) 4.2 International Augmented Actuality Cellular Video games Market Dimension by Software (2014-2019) 4.Three Potential Software of Augmented Actuality Cellular Video games in Future 4.Four Prime Client/Finish Customers of Augmented Actuality Cellular Video games 5 North America Augmented Actuality Cellular Video games Improvement Standing and Outlook 5.1 North America Augmented Actuality Cellular Video games Market Dimension (2014-2019) 5.2 North America Augmented Actuality Cellular Video games Market Dimension and Market Share by Gamers (2014-2019) 5.Three North America Augmented Actuality Cellular Video games Market Dimension by Software (2014-2019) 6 Europe Augmented Actuality Cellular Video games Improvement Standing and Outlook 6.1 Europe Augmented Actuality Cellular Video games Market Dimension (2014-2019) 6.2 Europe Augmented Actuality Cellular Video games Market Dimension and Market Share by Gamers (2014-2019) 6.Three Europe Augmented Actuality Cellular Video games Market Dimension by Software (2014-2019) 7 China Augmented Actuality Cellular Video games Improvement Standing and Outlook 7.1 China Augmented Actuality Cellular Video games Market Dimension (2014-2019) 7.2 China Augmented Actuality Cellular Video games Market Dimension and Market Share by Gamers (2014-2019) 7.Three China Augmented Actuality Cellular Video games Market Dimension by Software (2014-2019) Eight Remainder of Asia Pacific Augmented Actuality Cellular Video games Improvement Standing and Outlook 8.1 Remainder of Asia Pacific Augmented Actuality Cellular Video games Market Dimension (2014-2019) 8.2 Remainder of Asia Pacific Augmented Actuality Cellular Video games Market Dimension and Market Share by Gamers (2014-2019) 8.Three Remainder of Asia Pacific Augmented Actuality Cellular Video games Market Dimension by Software (2014-2019) 9 Central & South America Augmented Actuality Cellular Video games Improvement Standing and Outlook 9.1 Central & South America Augmented Actuality Cellular Video games Market Dimension (2014-2019) 9.2 Central & South America Augmented Actuality Cellular Video games Market Dimension and Market Share by Gamers (2014-2019) 9.Three Central & South America Augmented Actuality Cellular Video games Market Dimension by Software (2014-2019) 10 Center East & Africa Augmented Actuality Cellular Video games Improvement Standing and Outlook 10.1 Center East & Africa Augmented Actuality Cellular Video games Market Dimension (2014-2019) 10.2 Center East & Africa Augmented Actuality Cellular Video games Market Dimension and Market Share by Gamers (2014-2019) 10.Three Center East & Africa Augmented Actuality Cellular Video games Market Dimension by Software (2014-2019) 11 Market Forecast by Areas, Kind and Software (2019-2025) 11.1 International Augmented Actuality Cellular Video games Market Dimension by Areas (2019-2025) 11.1.1 North America Augmented Actuality Cellular Video games Income and Progress Price (2019-2025) 11.1.2 Europe Augmented Actuality Cellular Video games Income and Progress Price (2019-2025) 11.1.Three China Augmented Actuality Cellular Video games Income and Progress Price (2019-2025) 11.1.Four Remainder of Asia Pacific Augmented Actuality Cellular Video games Income and Progress Price (2019-2025) 11.1.5 Central & South America Augmented Actuality Cellular Video games Income and Progress Price (2019-2025) 11.1.6 Center East & Africa Augmented Actuality Cellular Video games Income and Progress Price (2019-2025) 11.2 International Augmented Actuality Cellular Video games Market Dimension by Kind (2019-2025) 11.Three International Augmented Actuality Cellular Video games Market Dimension by Software (2019-2025) 12 Augmented Actuality Cellular Video games Market Dynamics 12.1 Business Tendencies

Six to Start Frequently Asked Questions (FAQ)

  • When was Six to Start founded?

    Six to Start was founded in 2007.

  • Where is Six to Start's headquarters?

    Six to Start's headquarters is located at 32-34 Gordon House Road, London.

  • What is Six to Start's latest funding round?

    Six to Start's latest funding round is Acquired.

  • How much did Six to Start raise?

    Six to Start raised a total of $40K.

  • Who are the investors of Six to Start?

    Investors of Six to Start include OliveX, UK Department for International Development and Nesta.

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