In the first half of 2016, the VR market was overheated and capital expectations were very high. A large number of VR companies entered the market blindly. In the second half of the year, the VR industry turned cold, and the capital market was cold. In addition, some people sang the VR, resulting in VR. Being "excessively" pulled down.
Mobile VR steadily rises capital market but will enter the cold winter
Next, each VR company should return to the commercial essence, but also a good time to do a good job of products, because the market that is “excessively low†will rebound at any time, and good VR companies will also gain huge profits.
PCVR market lower threshold <br> <br> hardware in recent years, due to smart phones, tablet PCs and other products to seize the user market, annual global PC machine sales decline in 2015, global sales of less than 300 million units, OculusRift, HTCVive is required The high-end configuration computer has special requirements for the use of the site, so the number of target users is not very high.
At the end of October 2016, Microsoft and Lenovo, Hewlett-Packard, Dell, Asus and Acer released VR heads-up, and PCs of around RMB 3,000 could support their use, greatly reducing the threshold of VR helmets and locating lightweight VR content and hardware. Oculus is also lowering the barrier to PC configuration. It can be seen that reducing the VR hardware threshold to expand the user community is a good strategy, and the price that would otherwise be daunting for ordinary consumers can also be bitten.
Similarly, the demand for VR games and applications running smoothly on low-configuration hardware may be greatly increased, and the requirements for developers are also greatly improved. The development of better quality content on limited hardware resources will be for ordinary content teams. It is a challenge.
In 2017, it will be necessary to experience the excellent PCVR to expand the target group by reducing the VR hardware purchase threshold or reducing the VR purchase price. More critically, whether it can generate explosive VR content that is more in line with market development to retain users. PCVR and traditional PC computers have great similarities in some aspects. Perhaps they can learn from the historical market development trajectory to analyze and think about the future development trend of VR. VR steady increase in mobile market development <br> <br> for more massive mobile user market VR market and how? 2015 global smart phone shipments more than 1.4 billion units, VR box can help fast-growing mobile phone market?-One How to survive? How to develop the content of mobile VR? Can you eliminate VR vertigo, a roadblock that prevents VR growth? How is the development of the entire mobile VR ecosystem?
1) the popularity of mobile phones GearVR box fastest <br> <br> storm, according to the Mirror in 2016 indicates shallow VR users reached 27 million. According to foreign media data, VR boxes for mobile phones plugged in mobile phones sold tens of millions.
Since the launch of the cardboard in 2014, the cardboard has been called the mobile version of Mobile VR. The GearVR released by Samsung is called the Emperor Edition of Mobile VR. Once it was launched, it was amazing and scared many users' chins. Up to now, after two years of development, the VR boxes that have been referenced in the domestic market have been listed one after another, and the excellent products are gradually increasing. The user experience that Cardboard consumes in advance is slowly being supplemented by subsequent products, such as 哆哚, fireworks. Square, Storm Mirror 5, Xiaomi VR and other products, built-in gyroscope, the experience has been greatly improved, almost to GearVR.
According to the data of April 2016, the number of users of GearVR has exceeded 1 million, plus cardboard, cymbal, fireworks workshop, storm mirror, millet VR (online 2, monthly sales of 200,000 units), Huaqiang North, VRBox The sales of VR boxes in the world, such as Music, DreamVR, and Vision VR, are tens of millions. In the initial stage, this market is relatively optimistic.
In addition, each major manufacturer also has VR hardware in succession. LeTV released VR in December 2015. Huawei VR was released in May 2016. ZTE VR is in June 2016. Xiaomi VR released a new generation of VR, Oppo, Lenovo in October. TCL, 360, etc. have been laid out from the hardware. For entrepreneurs who need high-cost market expansion work, it is easier and faster for these big companies to promote VR through their existing market channels. I once asked a friend to listen to VR. The answer to me was "I have never used it, but I have seen Tao's Buy, it's amazing, is it true?"
Entrepreneur's technology accumulation of VR helmets If combined with mobile phone manufacturers' mobile phones, the experience of mobile VR helmets should be faster, and the experience of mobile VR should be improved more quickly. At present, many companies are adjusting in this direction, and the benefits are good.
In summary, the advantages of the mobile GearVR box are:
You can use the mobile phone channel to make the market more popular. The cost of buying a box is only a few hundred yuan, and the user acquisition cost is relatively low. The average daily usage time of the VR user is only 3-4 hours. When the user does not need VR. Common functions for direct use of mobile phones include making calls, surfing the Internet, playing games, etc. When you need VR, you can wear a helmet.
Portability is higher than PCVR, and users can use VR in cafes, subways, high-speed rails, airplanes, etc. and stop walking.
The development history of mobile VR and the development history of mobile phones will be very similar. Under the premise that functional mobile phones sell more than 1 billion per year, users already have certain knowledge about mobile phones. Since 2007, Iphone4 has become the hottest in 2010. Mobile phones, by 2016, China's smart phones are approaching saturation; while Mobile VR is based on the premise that smartphones sell more than 1.4 billion per year, Samsung released the Mobile GearVR kit in 2014, and the fastest market penetration of mobile VR through smart phones. It may take about 10 years for mobile VR to reach a certain saturation state, and any potential mobile VR company that has developed during this time period has great opportunities.
2) Does the market difference between the VR machine and the VR box of the VR machine need to learn from the market difference between the mobile phone and the tablet?
The initial pain points of tablet PCs are the advantages of large screen, strong performance, strong battery life, good heat dissipation, etc. The annual sales volume in the world accounts for about 14% of mobile phone sales. In the past two years, with the development of large-screen mobile phones, mobile phones began to occupy the tablet. In the computer market, tablets have begun to shift to “productivity toolsâ€. Some new products are equipped with keyboards, which can be used for office work, mainly in the multimedia industry of the education industry, financial institutions and government information office.
Compared with the mode of the mobile phone VR box, the VR integrated machine has great differences in the direction of high resolution screen, heat dissipation, wearing comfort and the like. These differences can be distinguished from the direction of the mobile phone VR box and gradually differentiate the user's needs. However, the disadvantage is that under the premise of the same hardware configuration, the VR machine without the call function will not be cheaper than the mobile phone VR box. This requires that the sales volume of the VR machine may further increase.
Mobile VR steadily rises capital market but will enter the cold winter
Next, each VR company should return to the commercial essence, but also a good time to do a good job of products, because the market that is “excessively low†will rebound at any time, and good VR companies will also gain huge profits.
PCVR market lower threshold <br> <br> hardware in recent years, due to smart phones, tablet PCs and other products to seize the user market, annual global PC machine sales decline in 2015, global sales of less than 300 million units, OculusRift, HTCVive is required The high-end configuration computer has special requirements for the use of the site, so the number of target users is not very high.
At the end of October 2016, Microsoft and Lenovo, Hewlett-Packard, Dell, Asus and Acer released VR heads-up, and PCs of around RMB 3,000 could support their use, greatly reducing the threshold of VR helmets and locating lightweight VR content and hardware. Oculus is also lowering the barrier to PC configuration. It can be seen that reducing the VR hardware threshold to expand the user community is a good strategy, and the price that would otherwise be daunting for ordinary consumers can also be bitten.
Similarly, the demand for VR games and applications running smoothly on low-configuration hardware may be greatly increased, and the requirements for developers are also greatly improved. The development of better quality content on limited hardware resources will be for ordinary content teams. It is a challenge.
In 2017, it will be necessary to experience the excellent PCVR to expand the target group by reducing the VR hardware purchase threshold or reducing the VR purchase price. More critically, whether it can generate explosive VR content that is more in line with market development to retain users. PCVR and traditional PC computers have great similarities in some aspects. Perhaps they can learn from the historical market development trajectory to analyze and think about the future development trend of VR. VR steady increase in mobile market development <br> <br> for more massive mobile user market VR market and how? 2015 global smart phone shipments more than 1.4 billion units, VR box can help fast-growing mobile phone market?-One How to survive? How to develop the content of mobile VR? Can you eliminate VR vertigo, a roadblock that prevents VR growth? How is the development of the entire mobile VR ecosystem?
1) the popularity of mobile phones GearVR box fastest <br> <br> storm, according to the Mirror in 2016 indicates shallow VR users reached 27 million. According to foreign media data, VR boxes for mobile phones plugged in mobile phones sold tens of millions.
Since the launch of the cardboard in 2014, the cardboard has been called the mobile version of Mobile VR. The GearVR released by Samsung is called the Emperor Edition of Mobile VR. Once it was launched, it was amazing and scared many users' chins. Up to now, after two years of development, the VR boxes that have been referenced in the domestic market have been listed one after another, and the excellent products are gradually increasing. The user experience that Cardboard consumes in advance is slowly being supplemented by subsequent products, such as 哆哚, fireworks. Square, Storm Mirror 5, Xiaomi VR and other products, built-in gyroscope, the experience has been greatly improved, almost to GearVR.
According to the data of April 2016, the number of users of GearVR has exceeded 1 million, plus cardboard, cymbal, fireworks workshop, storm mirror, millet VR (online 2, monthly sales of 200,000 units), Huaqiang North, VRBox The sales of VR boxes in the world, such as Music, DreamVR, and Vision VR, are tens of millions. In the initial stage, this market is relatively optimistic.
In addition, each major manufacturer also has VR hardware in succession. LeTV released VR in December 2015. Huawei VR was released in May 2016. ZTE VR is in June 2016. Xiaomi VR released a new generation of VR, Oppo, Lenovo in October. TCL, 360, etc. have been laid out from the hardware. For entrepreneurs who need high-cost market expansion work, it is easier and faster for these big companies to promote VR through their existing market channels. I once asked a friend to listen to VR. The answer to me was "I have never used it, but I have seen Tao's Buy, it's amazing, is it true?"
Entrepreneur's technology accumulation of VR helmets If combined with mobile phone manufacturers' mobile phones, the experience of mobile VR helmets should be faster, and the experience of mobile VR should be improved more quickly. At present, many companies are adjusting in this direction, and the benefits are good.
In summary, the advantages of the mobile GearVR box are:
You can use the mobile phone channel to make the market more popular. The cost of buying a box is only a few hundred yuan, and the user acquisition cost is relatively low. The average daily usage time of the VR user is only 3-4 hours. When the user does not need VR. Common functions for direct use of mobile phones include making calls, surfing the Internet, playing games, etc. When you need VR, you can wear a helmet.
Portability is higher than PCVR, and users can use VR in cafes, subways, high-speed rails, airplanes, etc. and stop walking.
The development history of mobile VR and the development history of mobile phones will be very similar. Under the premise that functional mobile phones sell more than 1 billion per year, users already have certain knowledge about mobile phones. Since 2007, Iphone4 has become the hottest in 2010. Mobile phones, by 2016, China's smart phones are approaching saturation; while Mobile VR is based on the premise that smartphones sell more than 1.4 billion per year, Samsung released the Mobile GearVR kit in 2014, and the fastest market penetration of mobile VR through smart phones. It may take about 10 years for mobile VR to reach a certain saturation state, and any potential mobile VR company that has developed during this time period has great opportunities.
2) Does the market difference between the VR machine and the VR box of the VR machine need to learn from the market difference between the mobile phone and the tablet?
The initial pain points of tablet PCs are the advantages of large screen, strong performance, strong battery life, good heat dissipation, etc. The annual sales volume in the world accounts for about 14% of mobile phone sales. In the past two years, with the development of large-screen mobile phones, mobile phones began to occupy the tablet. In the computer market, tablets have begun to shift to “productivity toolsâ€. Some new products are equipped with keyboards, which can be used for office work, mainly in the multimedia industry of the education industry, financial institutions and government information office.
Compared with the mode of the mobile phone VR box, the VR integrated machine has great differences in the direction of high resolution screen, heat dissipation, wearing comfort and the like. These differences can be distinguished from the direction of the mobile phone VR box and gradually differentiate the user's needs. However, the disadvantage is that under the premise of the same hardware configuration, the VR machine without the call function will not be cheaper than the mobile phone VR box. This requires that the sales volume of the VR machine may further increase.
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