VR virtual reality is a concept that has emerged in recent years. Through 360-degree visual experience and realistic human-computer interaction, the potential of virtual reality in various fields is extraordinary. As a relatively cutting-edge technology field, the prospect of VR was once optimistic by the market. Although the potential of the VR market is huge, there are still certain risks in the market, and those who want to invest need to be cautious. The following is a vr market risk analysis.
vr investment risk
The game industry in the VR field is developing rapidly, and more financing has been obtained in recent years. In addition, VR hardware equipment is also welcomed by investors. At present, the screen refresh rate, screen resolution, delay, and device computing capabilities have all become mature, and VR technology has also made great progress. Some sub-sectors are still in the conceptual stage and need a longer period of development.
With the gradual development of the industry, the enrichment of content, and the regulation of copyrights, the content that users can obtain from a hardware company will be very limited, and the hardware company’s application distribution is even more uneconomical and inefficient. Therefore, VR application distribution will gradually become a Independent industry links, and a platform covering more headsets and users will master the entry of this industry. Therefore, listed companies are actively deploying headsets and user platforms to create synergy with their original industries.
VR companies are generally not profitable, mainly because the VR industry needs to invest a lot of capital in technology research and development in the early stage, which requires a large loss of costs. In addition, it takes a period of time to cultivate user habits, so VR companies are generally not profitable. Listed companies also have certain risks in their investments and require a relatively long period of capital investment in the early stage.
The operating model has not yet been finalized
The equipment and methods currently operated by domestic experience stores are still in the early stage of exploration. Although the franchisees of each experience store both sell peripherals and earn franchise fees, their specific operating models and focuses are still different. The differentiated route is mainly reflected in the different routes for operating peripherals and building brands. This year, "VR Experience Store+" will become a major trend. There are mainly two ways to achieve food hedging and selling goods hedging. The main business models are billing and membership, and most of them are both. Some busy shops may only adopt the mode of buying orders. The cooperation between the platform party and the experience store mainly includes the following three modes: content operation, operation flow sharing, and assistance in opening store revenue.
At present, there are two main factors driving consumers to pay for offline VR experience. One is that they feel better in previous experiences, and the other is curiosity-driven. In addition, insufficient content appeal, high experience unit price, complicated and heavy equipment operations are also important factors that hinder consumers from further experience. Therefore, offline experience stores need to attract more consumers to experience by introducing high-quality content and equipment.
The status quo of domestic VR companies
The VR market has always been favored by many people, but for many domestic VR virtual reality companies, life is not easy. These domestic VR virtual reality companies are facing internal and external troubles and are struggling to survive in the cracks of the VR market.
The bankruptcy may happen every day, but it is a very unbearable blow for domestic VR virtual reality companies. From the perspective of the entire industry, VR has indeed saved many companies, and domestic VR virtual reality companies are also looking forward to making a big splash in the VR field. However, under the strong impact of the market, these domestic VR virtual reality companies have a very good way to survive. difficult. There are technical factors and the entire market environment.
Tech giants occupy positions and resources
According to the estimated report made by the market research agency, the VR/AR industry will reach 120 billion U.S. dollars. It is affirmed that while the VR business will grow into the next Internet platform in the future, most of the domestic VR virtual reality companies have lost ground in this wave. The reason is of course that there are huge competitors such as Google, Facebook, and Microsoft. The more important reason is that the shortcomings of domestic VR virtual reality companies in terms of capital, technology, and talents will greatly restrict the development of enterprises.
Competition is the driving force for advancing the industry, and competition has also created a group of funerals. In such a trend, what kind of market does the domestic VR virtual reality company face? At present, the industry is still in the stage of barbaric production. This new blue ocean is also continuously attracting a large number of entrepreneurs. However, the industry framework has basically taken shape. Giants such as Samsung, Facebook, and Google have mastered the position of the industry and have absolute advantages. Resources. So in this high starting point of industry competition, the pressure of domestic VR virtual reality companies can be imagined.
Difficulty in user training and conversion
Relying on the high popularity of the Galaxy S series and the Note series, Samsung and Oculus cooperated in September 2014 to launch the Samsung Gear VR hardware priced at $99. There are often activities to buy gear VR. However, it was not until May 2016 that Samsung announced that the number of Gear VR users exceeded 1 million. It can be seen that the ratio of users to VR conversion is very low. This is true for large companies. The competition for domestic VR virtual reality companies to cultivate and grab users is very fierce, and it is difficult to continue without the support of a mature business model.
The main players in the VR industry are Facebook, Samsung, HTC and Sony. In addition to HTC, the other three players are in the top positions in their respective industries and have a huge user scale, which has become an important prerequisite for the development of VR. The reason why HTC Vive is so popular is inseparable from the performance of the hardware itself and the excellent immersive panoramic experience. It is also inseparable from HTC's all-or-nothing after the failure of the mobile phone market, and this kind of all-or-nothing is probably a domestic VR virtual reality company. The right option that I dare not think about.
High cost to create a quality experience
For any company, cost has always been the core issue for the survival of the company. For a startup company in the VR industry, facing the competitiveness of technology giants, the best way is to enhance the company's core competitiveness. This core is an immersive experience for the VR industry! But the price of this experience is expensive! What attracts users to purchase must be a high-quality immersive experience. In terms of publicity, this is obviously a more tragic money-burning behavior than O2O. In the face of such funding needs, I am afraid it is not a small domestic VR virtual reality that wants to do something. The company can afford it.
Although with the continuous development of technology, the development cost of VR content and hardware will gradually decrease, but in the long ecological chain of VR development, whether it is parts, algorithms, software, and commerce, it needs a very large Funds do support. On the other hand, domestic VR virtual reality companies are not only facing financial problems, but also facing the situation of immature technology, poor content quality, and low popularity. This has increased the difficulty of survival for domestic VR virtual reality companies, which are left in the market. How much space do domestic VR and virtual reality companies have?
Projector Lamp,Projector Light Bulb,Projector Lamp Replacement,Projector Bulb Replacement
Shenzhen Happybate Trading Co.,LTD , https://www.szhappybateprojectors.com