The VR market is uncertain, mobile VR games are expected to rise

With the outbreak of VR technology in recent years, all walks of life have opened up a crazy competition, which has also attracted a large number of entrepreneurs. After the “mad investment” of major capitalists, they have gradually entered the sedimentation period. Investment has become more rational. The VR market is in full swing, and mobile VR games are expected to seize the opportunities.

In the VR industry, the field of mobile VR has always been controversial. On the one hand, some people think that mobile VR has not been able to inherit the fragmentation time and portability of the mobile game era. The only low price advantage will also cause the overall experience quality to decline. On the other hand, some people think that the mobile VR user base is large and popular, and it will become the backbone of the VR industry.

The VR market is uncertain, mobile VR games are expected to rise

VR market wave of mobile VR games is expected to seize the opportunity

With the recent entry of domestic and foreign giants such as Facebook, Google, Apple, Sony, HTC, etc., the VR industry has shown great potential for development.

Analysts believe that by 2020, the global VR market is expected to reach 40 billion US dollars, of which mobile VR will account for 40%, reaching 15.6 billion US dollars. Mobile VR games as an important content, or will usher in a new outbreak in 2018.

In the field of VR games, there are a large number of startup companies, hoping to target this high-tech market to capture the player's mind. However, the emerging field of VR has gradually entered the sedimentation period after the “mad investment” of capital last year.

Throughout the development of the domestic VR game industry, the VR game market is still in its infancy, and there are many pain points, such as insufficient number of basic users, poor hardware experience, and low user stickiness. This has led to the vast majority of domestic and foreign content teams. They are all in a state of being unable to make ends meet.

Despite this, it is undeniable that mobile VR is definitely a trend in the future. At this stage, however, the mobile side does not represent the trend of the entire industry.

Industry trends are mainly reflected in two aspects:

First, VR is a technology that is re-experienced and immersive. But for now, the experience of immersion on mobile phones is weak, it is difficult to really let the user experience and understand what VR is all about, but the hardware of the host and PC can be done.

Second, in terms of willingness to pay, in fact, the core game users may still have more host players, and these users are willing to pay and are relatively fixed. Many people are exposed to games from a young age, even if they have their own children still willing to pay; but the mobile phone side eats more people, relatively speaking, the liquidity is also very large.

The traditional game market has been perfected and the division of labor is exceptionally clear. The release of mobile VR games is still a relatively blank market. Even PC/host VR games and offline distribution are still in the stage of crossing the river by feeling the stones. However, the popularity of "Pokémon Go" has made us see the player's enthusiasm for augmented reality. The experience of VR's immersion is undoubtedly better than AR.

With the development of the industry in the past year, the hardware experience has been optimized, and some high-quality content has appeared in the market, and some problems have been solved. However, between content and channels, VR game distribution is seriously missing. This leads to the difficulty of outputting good content, and the channel can only be tapped in the vast content of the stars. Mobile VR games want to break out, and solving this "last mile" problem is imminent.

Of course, the development of mobile VR is still in its infancy. With the continuous advancement of hardware technology, it must be able to see its rapid development. When tracking positioning will be combined with mobile VR, they will become smaller and lighter, augmented reality and virtual. The reality will be combined.

Only by satisfying users and experiencing more and more mobile VR games, the market potential will be developed. At this stage, mobile VR games should start with social and networking functions, and use their portable features to make lightweight products.

For developers, the development of mobile VR is still in its infancy. Developing mobile VR games is like wearing a slap dance. It is very difficult to dig out the most interesting gameplay in limited performance. The outbreak of the VR game market will not come shortly, and may even be later than PC VR.

As the VR wave continues to surge, mobile VR games will be promising. How will future mobile VR games fly into the homes of ordinary people with the release of games? We will wait and see!

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