MoviePass is not a compelling company. Although it has been stationed in the movie industry for 6 years, its platform users have only accumulated 20,000 people. However, with the price adjustment of its subscription service, the calm scene was immediately broken: only need to pay 9.55 US dollars per month, settled members will be able to enjoy once a day offline viewing rights.
In just 6 hours, the number of visitors to the MoviePass official website has exploded to 5 million times. Consumers are not fools. With such a low-cost subscription service, they will soon be able to recoup their investment costs. Correspondingly, the official will make up the difference in the form of a loss, and wait until the number of users is sufficient to consider additional restrictions, such as not supporting 3D and IMAX, or channeling the audience to popular movies.
Although not intended, but to a certain extent, MoviePass's subscription service can popularize and popularize those excellent and popular films. In fact, similar systems have actually taken root in game and streaming media platforms. However, VR content that is difficult to realize and popularize at this stage naturally needs such a channel.
According to July's SteamVR content revenue rankings, the first tier of "Job Simulator", "Tilt Brush", "Raw Data", "Arizona Sunshine" has more than 1.5 million US dollars in revenue, and the 6th "Star Trek" :Bridge Crew is already less than $1 million. The current situation of uneven distribution of resources also means that many works are sinking to the bottom of the sea.
Some companies began to realize the importance of subscription services. htc viveport has already built a relatively complete system at this stage. Its president, Rikard Steiber, even said in a recent interview: “We are exploring how we can push subscription services to others. Platform. We will help developers release cross-platform game experiences."
It is not difficult to find that in addition to the monthly discounted price of $30 (North American $6.99) and the pool of up to 150 VR games, HTC also hopes to extend the service to Oculus Rift and Google Daydream.
It is not only industry giants that are making efforts. Jump, a subscription service partner with Netflix, launched a plan to play 60 independent works for $9.99. The WEVR that engages in VR film and television is also promoting "Gnomes and Goblins" and "Finding Your True Self" with premium VR content at a price of $20 a month.
However, no matter how you look at it, the platform will have priority in gaining interest in the subscription model. In addition to the unpredictable promotion role, developers will suffer losses in the short term - why is anyone still willing to do so?
Subscription service is actually a win-win modelIn order to compete with SteamVR and Oculus Store, Viveport has increased the developer's share to 70% in a recent protocol adjustment, which has resulted in an increasing number of content being settled, as well as an official selection of "subscription games". Once the developer’s work is selected by the platform, they can get $1 a month from a single subscription user, which is similar to the time spent on online games.
The practice of Sony PSN is different. Because it will be one of the means to retain old players, their review of “free games†is quite strict. After selecting a certain content, Sony will pay the developer a “buy out fee†based on the length of time it takes. This model ensures that some of the big names are now made available on the PlayStation Plus free list, and for small workshops, they no longer need to stare at stagnant sales.
However, underfunded platforms may not be able to follow Sony's operating methods. Early in the operation of PSN Hong Kong clothes, they would only be able to avoid some skit games because of insufficient funds. This has also caused many dissatisfaction among users.
Even so, what Sony does is not a loss-making business. They can get 800 million pounds a year from the hands-free business. SCE president Andrew House pointed out in the 2016 planning report that PlayStation Plus has reached 20.8 million subscribers, more than one-third of the PS4 installed capacity.
The subscription model is not single, but the initiative is still in the hands of the platform party.Whether they are Viveport or PSN, their subscription form is similar to Netflix - that is, a monthly fee, and then enjoy the time-limited content that you have chosen for you. However, the needs of users are always varied, which also prompted the birth of a batch of "variant" subscription models.
Indiebox has a "substantial" content subscription service. If you pay $24 a month, then the official will send you a physical version of the game on time. Although it does not seem to make money (after all, many independent games are under the price of 24 knives), but consumers often receive some cherished additional content. For example, in the "Hollow Knight" released in June this year, a plush toy and a physical seal were added.
The subscription mode of newspapers and magazines is not as imaginary as it was. The publishing volume of Harvard Business Review in 2017 once set a record. In the first half of the year, the number of paid subscription subscribers rose from 276,428 to 30,468,000 copies. Indiebox's idea of ​​“returning the truth†It's really interesting.
Microsoft, which does not take the unusual route, has partnered with REDBOX to launch the “Line Under Rental Systemâ€. Players can pay a monthly membership fee (from $15 to $20) to borrow from a rental machine to a physical game board, and Microsoft and developers divide it by membership fees. This form is very popular in Europe and the United States. Because the offline channels are very developed, private owners will even launch rental services based on storefronts.
With the prevalence of subscription services, even Nintendo, who has long relied on boxed content, is tempted. After the launch of the Nintendo Switch, they launched the affiliate program for the first time and began to gradually dismantle the first-party content (first, FC and SFC).
It is worth mentioning that because SteamVR is more like a distribution platform than a cooperation platform, lacking first-party support, plus an uninterrupted discounting strategy, they do not need to rely on subscription services to benefit, which also results in the VR industry temporarily There are no far-reaching reference benchmarks.
As for whether the subscription service can ultimately save those buried VR works, it still has to look at the follow-up development of the platform content, and the related preferential policies are not reliable.
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