In 2016, it was called "VR first year," and VR (virtual reality) became the concept of venture capital circles. A large number of head-mounted devices appeared along with it. However, issues such as homogenous competition, lack of business model, and bubble are also emerging in the industry. On the 11th, at the 2017 CITE Global VR/AR Developers Application Sharing Summit held in Shenzhen, Tan Weiguo, Executive Director of Shenzhen Virtual Reality Industry Association frankly stated: “The first year of 'VR' has seen various dilemmas and murmurs, and VR manufacturers are more Should be 'huddled for warmth'".

“In 2016, the VR industry did not realize the expected outbreak. Some VR companies are too eager for quick success and profit, and bring immature products to the market. This has led consumers to a certain degree of conflict. This indirectly leads to various difficulties, especially There was more murmur in the second half of the year, said Tan Yuguo.

The reporter found in a digital mall in Shenzhen Huaqiang North that VR hardware prices ranged from a few tens of yuan to a thousand dollars. Most VR boxes cost around $100 or less, and some were used as promotional gifts. Businesses told reporters that many VR boxes cost around $10. Some startup company "brand" VR boxes are also ordered and branded directly from these manufacturers.

According to report, in April 2016, the hot-selling VR glasses sold in Huaqiangbei were still able to have a profit of 10 yuan. By October, the profits had fallen to less than 1 yuan. With market competition approaching saturation, the VR industry has entered the era of small profits. In the report, AiMei Consulting pointed out that some domestic low-priced VR products are severely hampered and homogenized, which is one of the reasons for the poor user experience.

At the same time, the VR industry is still exploring the profit model, and VR Maker team practitioners told reporters: “Last year, 100 Maker teams may have only 20 companies left this year, and they have no profit. The rest is still barely sticking.” In May last year, the China Securities Regulatory Commission strictly controlled listed companies' cross-definition purchases or raised funds to invest in the VR industry. Listed companies had previously been the main capital of the industry's valuation, followed by only four or five VR startup companies in June-August. Successful financing, the market quickly turned cold.

In this knockout match, some people doubt that the so-called user demand does not exist. In this session, several guests proposed in their speeches that the market for VR in the next few years will be B-side rather than C-side, and it will focus on medical, manufacturing, and education industries. "VR is not only a new technology and new tool, but it is an opportunity for science and technology and cultural integration to innovate. We should strengthen the research of VR+ in combination with new developments and new trends in the industry." Yang Xudong, Director, General Affairs Department, Electronic Information Department, Ministry of Industry and Information Technology Indicated.

At the summit, Liu Yiping, deputy chief of the Shenzhen Science and Technology Commission's High-tech Industrialization Division, said that there are currently about 300 companies in the country dedicated to the development of the virtual reality industry. The Shenzhen VR/AR industry chain is linked to education, medical care, and tourism. More and more traditional industries are being integrated. In 2017, Shenzhen will implement 10 major support plans for sci-tech industries such as VR/AR, with a total capital of 2 billion yuan, of which VR/AR industry will be 210 million yuan.

Tan Shuguo is optimistic about the prospects of the industry. He believes that by 2020, the global AR/VR market will reach US$150 billion, of which China’s market will account for more than half. He called on the industry to “hide the team to warm the world at a crucial moment, not to be so short-sighted and rush to eat VR fast food, to invest more human and material resources, to build a VR talent base, and to reserve and transport various talents for the VR industry.”

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