Reality is a bit sad, VR offline experience store or 2017 industry hope _VR, VR offline experience store, virtual reality

With the arrival of the first year of VR in 2016, the arcade game hall seems to have huge business opportunities. Some experts have said that the arcade game hall will become the savior of VR into the mainstream market for the fourth time in 60 years.

The reality is a bit sad, VR offline experience store or 2017 industry hope

Since the late 1990s, different forms of VR entertainment venues have been in operation. Today, the VR Game Center has begun to receive worldwide attention, beginning in China, and later in other Asian countries, and soon sweeping across Europe and North America.

Will the offline experience store become the savior of the VR industry? On this point we first look at the attitude of some big manufacturers. As a more important hardware manufacturer in the VR industry, HTC Vive is entering the VR offline casino, including the establishment of VR Internet cafes in Shenzhen and Taipei, and is also planning the Viveland offline experience in Europe and the United States. In addition, it also launched the Viveport Arcade, an offline experience store content management and sales platform. Recently, HTC has reached an agreement with Leke, the first Viveport Arcade exclusive VR content will be launched on the VRLe platform of Leke VR, and plans to land 1000 boutique VR experience stores before the end of this year, and promoted to 1000 in 2017. Home experience store.

HTC is aggressively entering the offline experience store, and the logic is easy to understand. At present, high-end experience equipment is expensive and the content is scarce, which seriously hinders the consumption enthusiasm of the mass market. According to market research firm SuperData, the sales volume of HTC Vive in 2016 was 420,000 units. This data may differ greatly from the expected share. Obviously, HTC's efforts to promote the offline experience business are mainly to promote the sales of Vive's head display and increase the game content on its platform. As long as more people have access to VR, it will drive sales of hardware, so game developers will actively develop content.

In an interview, HTC Senior Vice President Rikard Steiber said that the VR offline experience store is very important for developers, and it is also important for the entire VR industry, and will vigorously promote this cause. Xu Aolin, the founder of the mystery house, also held the same view in the interview with 87870. "The first barrel of the VR industry will definitely be acquired under the online experience store. It is expected that there will be 10,000 experience halls next year, and the market is huge. Will promote the development of the entire industry."

Reality is a bit sad. VR offline experience store or 2017 industry hope _VR, VR offline experience store, virtual reality

Kevin Williams, general manager of outdoor digital entertainment consultancy KWP and founder of the Outdoor Digital Entertainment Network Association, believes that although the popularity in the home market has been on the rise, VR technology has been very popular in entertainment centers for decades.

“VR has never fallen out of favor in outdoor entertainment and business simulations,” he said. “The Disney Adventures indoor theme park project that integrates the VR platform has achieved incredible success. The Aladdin's Magic VR Tour (Aladdin's) opened in 1997. Magic Carpet VR Ride) is the oldest VR entertainment project, proving that VR is a high chance of success as an entertainment experience."

Spencer Honeyman, commercial director of virtual bike experience provider VirZOOM, said that for some players with VR heads, PS4 consoles and VR-ready PCs, VR arcades can provide a more socially high-end experience, such as VR gaming. For some players who don't have the relevant funds for VR devices and content, VR arcades can provide an unimaginable virtual reality experience, so VR arcade is significant for the entire industry.

Reality makes people feel a little sad

As early as last November, Shunwang Technology and HTC reached a strategic cooperation agreement as the exclusive agent for the VIVE series of channels for public Internet access in mainland China. In May of this year, HTC United Nations intranet platform operator Shunwang Technology jointly created the flagship store of HTC & Shunwang VR Internet Cafe. But the situation does not seem to be optimistic, but it is indeed a common problem faced by offline VR experience venues.

At the "New Image Summit Forum" of the 4th China Network Audiovisual Conference, Zhang Li, vice president of Shunwang Technology, revealed in an interview that Shunwang had about 100,000 Internet cafes across the country, but only about 2,000 Vives were installed. Head display.

The reasons for this downturn are diverse. First, some Internet cafe players do not understand the technology of VR, the experience is only tentative; second, the game content is not sticky, most of them are one-time experience; third, the fees are too high, experience 10 minutes or so of the game, It is entirely possible to play games in the Internet cafe for a few days. Fourthly, installing the high-end Vive heads requires the Internet cafes to make a huge space for the player experience, but this means that the cost is increasing, and some Internet cafes are not willing to take risks.

The owner of an Internet cafe once revealed to 87 Jun that there are less than 10 VR players who come to experience every day. One of them is the customer of the Internet cafe itself, and there are very few repeat customers.

The root of this phenomenon is still the lack of content. After all, most players go to Internet cafes to go to games and movies. But what about the status quo? The output and quality of VR film and television are seriously unable to keep up with the development speed of hardware. The game is now only demo, and the interaction is not enough. It can't keep the heart of the experience.

Difficulties and confidence still have to

However, after all, VR is still in its infancy, even if the VR offline experience is under exploration. According to Le Wen CEO He Wenyi, in 2016, Leke has provided a high-end VR experience for 7 million online use of Vive devices. Wang Congqing, president of HTC Vive China, said that Viveport Arcade now has almost 300 content that can be used exclusively for offline experience stores.

As the global market realizes the educational role of offline experience stores in the early days of VR, more and more CPs began to join the team, thus accelerating the output of quality content. It is understood that large-scale game developers such as Capcom and Bandai Nanmeng Palace began to design special games for the VR arcade hall. High-end hardware such as Vive and Oculus, together with high-quality content that is constantly being developed, the VR offline experience store may be the first industry to find gold in 2017.

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