In 2016, we saw more and more VR products emerge. In addition to foreign countries, there are also many domestic manufacturers testing VR. Although manufacturers are very enthusiastic, consumers are not so enthusiastic. According to the foreign company Newzoo survey, Western consumers are not much interested in VR, only 11%.
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Newzoo conducted a survey of people aged 10-65 and found that only 11% of them considered purchasing a VR product. Among 11% of the people, e-sports players are most interested. They have a high proportion of 63%, and they hope to purchase more high-end products such as the Oculus Rift. Of course, the relatively inexpensive Samsung Galaxy VR will also consider.
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In fact, in addition to Newzoo, many survey companies before SuperData and Tech Adviser also conducted a survey, the results are similar. They think that the virtual reality business will not be able to grow at least until the end of the decade, that is, by 2020. The survey estimates that the VR production value will be between 30 billion and 40 billion U.S. dollars by 2020.
Peter Warman, founder and CEO of Newzoo, believes that despite the high popularity of VR products between players, the main revenue of VR products is still hardware, not game software. This is mainly because VR games are still early childhood and are not as mature as traditional console games. This is also the main starting point for most people who do not want to buy VR products. Of course, the expensive price is also a factor that must be considered.
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The base station of HTC Vive will locate players in the game. In addition, many players are still watching. After all, the first-generation products are more or less defective, and the actual experience still faces many technical challenges. If you stay in the VR game world for a long time, will the human body experience hallucinations, and if VR helmets are worn for a long time, will they cause harm to the human body? These are issues that we have to consider.
Newzoo conducted a survey of people aged 10-65 and found that only 11% of them considered purchasing a VR product. Among 11% of the people, e-sports players are most interested. They have a high proportion of 63%, and they hope to purchase more high-end products such as the Oculus Rift. Of course, the relatively inexpensive Samsung Galaxy VR will also consider.
In fact, in addition to Newzoo, many survey companies before SuperData and Tech Adviser also conducted a survey, the results are similar. They think that the virtual reality business will not be able to grow at least until the end of the decade, that is, by 2020. The survey estimates that the VR production value will be between 30 billion and 40 billion U.S. dollars by 2020.
Peter Warman, founder and CEO of Newzoo, believes that despite the high popularity of VR products between players, the main revenue of VR products is still hardware, not game software. This is mainly because VR games are still early childhood and are not as mature as traditional console games. This is also the main starting point for most people who do not want to buy VR products. Of course, the expensive price is also a factor that must be considered.
The base station of HTC Vive will locate players in the game. In addition, many players are still watching. After all, the first-generation products are more or less defective, and the actual experience still faces many technical challenges. If you stay in the VR game world for a long time, will the human body experience hallucinations, and if VR helmets are worn for a long time, will they cause harm to the human body? These are issues that we have to consider.
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