For the development of VR experience hall, IHS Markit: $1 billion in market size in 2022.
Under hot game industry, the relevant application technology also gradually attention, at the end of January, China's Taiwan Taipei game show, in addition to the organizers for virtual reality (VR) to establish a zone, several companies have also launched the application content, make people focus on VR technology in the application potential of the game again.
It's just that VR technology has been around for a while, and why hasn't it exploded in the industry, as was widely expected? In addition to technical bottlenecks and lack of content, the industry is still exploring a profit model, according to Chenyu Cui, an analyst at IHS Markit.
Due to the price, content, and many other factors, the majority of people in addition to the exhibition or manufacturer's activities, and didn't have a chance to come into contact with the high-end VR and the related application, consumption under the condition of lack of opportunity to meet and actual use, the VR equipment market growth is natural co., LTD.
In order to improve the situation, the bottlenecks in VR technology nowadays, some large manufacturers like HTC began to plan to set up experience, from the point of IHS Markit data, 2017 around the world have more than 8900 VR experience pavilion, most of which are located in China. As Europe and North America also note that this is starting to take place, the estimated number of experience venues will rise to more than 20,000 by 2022.
The VR application has been very popular in this year's video games.
Chenyu Cui pointed out that the experience pavilion can be roughly divided into three types, the first is a pure experience pavilion, pavilion overall design, equipment for its building, the second is the existing additional VR entertainment business experience, like karaoke, movie theaters, Internet cafes, and the third is to combine VR with existing forms of entertainment, like a theme park.
At present, Europe and the United States still have the first majority, China is the second main; China chose the second type, in addition to as Internet cafes and other entertainment businesses more original, this way also relatively easy to buy equipment, at the same time, access to more users, and promotion of VR devices.
But to China's market situation, experience of operating condition is different, with the combination of the original entertainment businesses small VR experience, location, traffic and advertising will be influencing factors, how to let visitors not "one-time to" is still manufacturers must first consider the problem.
However, it is still the key to promote the consumption end to the VR equipment, which can be seen from the sales situation of VR equipment in China and the operation of the experience hall. Due to the number and development of the experience pavilion in China, the market size of the 2017 global experience pavilion is about $380 million, and China accounts for $250 million. IHS Markit estimates that the global experience market will be worth $1 billion by 2022.