May 21, 2024

The total market value reaches 10 billion. What kind of business opportunities can VR bring?

CEO Red Journal

VR technology has been hailed as an industrial revolution. At present, the information field is entering a period of rapid development. People have become more and more demanding in the way of obtaining information. The traditional way of obtaining planar information has not been able to satisfy people. .

"Virtual reality will be the next computing platform", this is the judgment made by Facebook CEO Zuckerberg in August 2014.

In the past three years, we have seen that VR is being developed more and more new ways of playing. It will play a role in social networking, entertainment, education, shopping, and so on. How many business opportunities will this gold mine bring in the future?

To get a VR experience, special glasses and somatosensory devices must be used. At present, Oculus, HTC, and Sony, which are relatively technologically advanced in this field, are still in the midst of the melee. Still, no one can determine the right to occupy the industry standard.

China's VR manufacturers are generally weaker in strength, but in March this year, the country took the lead in formulating industry standards for VR, which will help to end the situation of small-scale, scattered and chaotic domestic virtual reality manufacturers, and make them form a joint force. Global market.

It is predicted that by 2021, VR sales will reach 70 million units, which is undoubtedly a huge market, VR as a new display tool for future social, gaming, shopping, education and other content, will provide tremendous traffic and consumption.

In 2023, the total market value of game and other VR content creation markets will reach US$41.01 billion. For now, the biggest short board in VR itself is still a quality content provider. With less content, less quality, and difficulty in content creation, it is the main reason for the slow growth of VR users.

As the new technology such as scanning 3D automatic modeling matures, the threshold for VR content production will gradually decrease, and small and medium-sized creators will have the opportunity to participate in the creation. VR content supply may become the focus of innovation and entrepreneurship in the future. .

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