From the game of early adopters to the door to pushing the Yuan universe, the key to the counterattack of VR products is still content
Author:Electrical technology Time:2022.08.18
If you want to be a real personal next -generation computing platform, the entrance of the Yuan universe, VR must make up for the shortcomings of the content.
When talking about VR devices, most consumers will first link it to the game. In their eyes, VR devices are the latest tide game devices. The simulation game scenes created by it and the game experience brought by other electronic products cannot be given.
However, these praise may not be a good thing for VR, or the pressure rises suddenly.
Because VR devices have been sought after by the fans of the game for a long time, the development of VR companies seems to have embarked on a development "asthma". Like most electronic devices, VR companies also pursue the performance of hardware and regard the game experience as evaluation as evaluation. The only goldstone of the product's advantages and disadvantages.
However, even if VR companies have perfected the performance of the product, VR devices have not got rid of the label of niche electronic products. It is still the favorite of game enthusiasts, and still keeps distance from ordinary consumers.
From the perspective of the user side, the earliest game enthusiasts who entered the pit gradually lost their fun to VR devices because of less playable games. Reflected on the market, the above problems are specifically manifested for the low terminal penetration and insufficient consumer rigid demand.
So, is it possible for VR devices to become a smart phone -like mass consumer product? What difficulties do VR devices need to be overcome?
At present, if VR devices want to be a smart phone -like mass consumer goods, we must first reduce the price so that more consumers can afford it. Secondly, it also needs to enhance consumers 'frequency, cultivate consumers' stickiness, and to form consumer just need.
Compared with smartphones, VR has certain limitations, whether it is used or using scenarios. However, this does not cover its irreplaceable features in games and videos.
At present, in the face of the changes in consumer demand, VR equipment must make up for the shortcomings of VR content to create a VR content ecosystem. So, what does the short board of VR content refer to? What is the significance of building a VR content ecosystem for the development of VR equipment?
SNE Research data shows that in addition to games in 2020, the application of Chinese VR content is also concentrated in the fields of video, live broadcast, and education. Among them, the proportion of games, videos, live broadcasts and educational applications is 40.5%, 20.1%, 8.9%, and 8.6%, respectively. In a sense, in addition to a unique game, videos, live broadcasts, and education can be regarded as shortcomings in the field of VR content.
For the above shortcomings, domestic VR companies represented by Pico are trying to make up for a diversified way. On August 18, Pico will start a "ultra -immersive movie viewing plan" event. You only need to go to Pico and open the application Pico video, and you can watch a number of well -known VR works such as "Sky", "Water Mother" and "Paper Crane". In addition, from the 19th to 21st, everyone can also go to the Philharmonic art space in Sanlitun to experience immersive VR for free.
For consumers without VR devices, this content portfolio is undoubtedly the most direct and effective way to plant grass and high -quality VR works. However, the purpose of Pico is not only there. In fact, this event can also be regarded as part of Pico's entry into VR content action.
In addition to free online movie viewing and offline VR immersion exhibition, in order to enrich VR content, PICO has also tried VR concerts and VR live broadcast services. From the perspective of enterprises, providing better and more exciting content for VR users is not only an important way to enhance consumer stickiness and cultivate just need habits, but also the key to improving consumers' frequency.
From the perspective of industry development, high -quality VR content will also replace VR hardware and become the core competitiveness of VR companies.
At present, with the continuous maturity of VR technology and the continuous decline in hardware costs, the overall price of VR devices is also reduced. Taking Pico Neo3 as an example, the price has been as low as 1999 yuan. For VR companies, this change will not only help the growth of its equipment sales, but also help changes in its own profit model.
In general, VR content will become a key part of the new business model of the enterprise in the future. When the new business model is officially formed, the VR industry will also enter the era of content as king. Compared to the old era of hardware, the new era, the new era will pay more attention to the integration of VR equipment functions and content, and more attention to creating an immersive application experience for consumers.
In addition, after entering the content of the king, VR content will also break the original game pattern of the original game and usher in a new situation of all flowers. At that time, whether it is video, live broadcast, medical care, education, and the content of different scenarios and different audiences will show the value in the corresponding field, and this is also the fundamental significance of creating a VR content ecosystem.
At present, VR still faces many problems in content ecology. For example, the establishment of VR content creation system. Take games as an example. At present, there are not many games that VR manufacturers have independently developed. They are more energy concentrated on hardware exploration. For investors who intend to get involved in content creation, this choice also affects the latter's resources.
Today, PICO, as a header equipment manufacturer, announced that it is vigorously deploying the VR content field, it is undoubtedly pointed out a new vane to the market, and the resource is concentrated in the direction of the VR content creation. In the short term, these efforts of Pico are still not enough to reverse the current situation of the lack of domestic VR content creation system. However, in order to completely solve the problem of lack of content creation ecosystem, we must need more powerful brands such as Pico to participate. For another example, VR content creators currently have serious shortages. Among the public VR content production costs, the cost of hardware equipment and software equipment accounts for 6%and 4%, while the remaining 90%are all labor costs.
This shows the importance of talents for VR content creation. However, even if the VR content creation industry has excellent salaries, from the actual situation, the number of creators of domestic VR content is still small. After entering the era when content is king, the shortage of talents will be constrained and developed. Therefore, the importance of cultivating VR content talents is also imminent. From the perspective of conditional relationships, only by cultivating enough talents can the VR content creation system be further played.
So, how should we cultivate VR content talents? The answer to this question may not be completely solved in colleges, but we can invest more into the market. Taking PICO as an example, in the attempt to promote VR content creation, the partner circle is set into three categories. They are VR content production agencies, VR technology companies and VR content creators. In the ecosystem of the entire content talent training, in addition to investing in them, Pico will also provide them with traffic support, so that more excellent works will have the opportunity to get market recognition.
It is not difficult to foresee that as more and more head companies begin to pay attention to VR content tracks, its creative system and research and development talents will also be solved. At the same time, with the establishment of the VR content ecosystem, VR equipment also hopes that from the exclusive niche products of the game enthusiasts, it will successfully turn into a popular product as the mobile phone, and become a real next -generation personal computing platform. door.
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