Voilà, The Most Authoritative And Comprehensive Report On The Chinese VR Industry

摘要: The 140-page 2016 China VR Industry Entrepreneurial Environment and Investment Trend Report, released on the 2016 T-EDGE VR Summit by TMTpost’s Checkzeit, aims to provide an in-depth analysis of the Chinese VR industry through detailed statistics as well as systemic and professional research approaches. It is our hope that this report will become the first to draw a clear and comprehensive picture of the Chinese VR industry and provide investors with the most reliable and valuable predictions and suggestions.

(Chinese Version)

Although the focus of investors is constantly changing, VR remains one of the hot-spot areas for investors. As a matter of fact, an increasing number of internet giants have already been eyeing the industry: Alibaba planned to establish a VR Institute and carried out its Buy Plus plan, Huawei announced its entry in the VR industry on one of its product release conference, and Google also demonstrated its ambition in the establishment of its VR ecosystem during this year’s Google I/O conference, etc. In this case, many more investors were attracted to invest in the VR industry in order to grab a piece of the cake.

In 2015, merely 300 venture capital firms invested in the VR industry around the world, yet the total volume of their investment reached over $ 3.5 billion. In China, the market scale of the VR market also rose from RMB 1.54 billion (around $234 million) in 2015 to RMB 5.66 billion (around $860 million) in 2016. Generally speaking, the craze to invest in a sector goes hands in hands with some degree of understandings and concerns of the sector. However, most Chinese public companies, organizations and individual investors seem not to know VR well. The lack of channels, the sea of relevant materials, the uncertainty in the industry all became the obstacles for investors to have a clearer mind and make the right decision.

It is in this background that TMTpost’s Checkzeit released the 2016 China VR Industry Entrepreneurial Environment and Investment Trend Report on the 2016 T-EDGE VR Summit, co-held by TMTpost and nytimes.com. The 140-page report aims to provide an in-depth analysis of the Chinese VR industry through detailed statistics as well as systemic and professional research approaches. It is our hope that this report will become the first to draw a clear and comprehensive picture of the Chinese VR industry and provide investors with the most reliable and valuable predictions and suggestions.

The following are the five major components of the report:

1. Data analysis

The entire report is composed of five parts. Above all, after conducting a thorough interview with thousands of Chinese VR startups, closely following over 150 VR startups that had already received investment, collecting data from VR startups that had already developed their model products, we built an exclusive database to analyze all the data we collected and further developed a model to track investment in the VR sector. Based on the above research and analysis, we found out the basic trend and future potential of the Chinese VR industry.

2. Business strategy

In the report, we offered professional suggestions to investors focusing on five major aspects of the VR industry, namely, outputting, interactive controlling, content producing, panoramic view collecting and scenic-varied applications. Through detailed investment strategies and thorough perspectives, we revealed different trends in different aspects of the VR industry and offered suggestions, respectively.

3. Industry trend

Our judgment on the trend in the Chinese VR industry is based on historical rules, data from VR startups as well as predictions of insiders and veteran analysts. The following is some examples of our judgment:

Trend in VR hardware sector

1) The focus of investors in the primary market has shifted from hardware to content;
2) Only when hardware quality meet the basic standard and market penetration rate is high enough can VR content be worthwhile. Hardware quality and market penetration rate can directly determine if VR content can be popular enough;
3) Chinese VR helmet producers still lagged far behind three major global counterparts in terms of user experience;
4) An increasing number of VR hardware producers are focusing instead on content distribution, content production and content investment and cooperation.

Trend in VR content sector

1) VR games and films are currently the major focus in the VR content sector, where four major forces, including traditional game producers, public pan-entertainment companies, VR hardware makers and media in vertical communities, are competing with each other;

2) Content producers who have the gene for innovation, own promising IPs, conducted relevant research in the VR industry, have enough capital and talents, and have been invested by public entertainment companies are more likely to stand out at last;

3) IP is crucial in the VR era, and many people are rushing to acquire the VR adaptation right to popular IPs when the cost is still not too high. Videos featuring high cost, proper interaction and popular IPs are more likely to be embraced by the public.

Trend in VR technology application sector

1) Management and marketing ability are crucial in the Chinese VR industry. Those who have accumulated rich experience and resources are more likely to succeed;

2) The competitiveness of any commercial VR project lies in a good timing and brand name;

3) It will take VR startups lots of time and efforts to bring out innovation to improve frame rate, avoid dizziness, enable natural interaction and enhance the sense of comfort.

4. Investment guidance

Based on evaluation model investors often adopted, we conducted a detailed comparison and classification of major Chinese VR startups. By interviewing over 100 CEOs in the Chinese VR industry as well as other veteran investors, we are dedicated to provide readers with the most detailed and professional investment suggestions and the most accurate prediction of the trend in the industry.

5. The past and present of VR technologies

At last, we summarized the past and present of VR technologies, the commercialization of VR technologies around the world and provided a comprehensive analysis of the Chinese VR industry. The report, with rich reference to professional materials abroad and at home and thorough analysis of the historical development of the VR industry, is drafted by professional journalists and columnists of TMTpost.

It is our wish that this report will help investors support the VR industry more effectively in the long run, help them better understand VR startups and commercialization potential of cutting-edge VR technologies, so that they could not only benefit from their investment in the VR industry, but also facilitate the establishment of a mature VR industry and supply chain in China, which will certainly benefit all the relevant parties in this cause.

To read 2016 China VR Industry Entrepreneurial Environment and Investment Trend Report in full length, please click here

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Checkzeit provides weekly, monthly, quarterly and yearly investment and research report in the primary market. In addition, we have also started to provide other service including enterprise data search service, equity crowdfunding project dismantling service, offline venture capital circle meetings service, etc.

Checkzeit is dedicated to providing in-depth, professional, independent and customized service (Click here to find more information about Checkzeit.)

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[The article is published and edited with authorization from the author @Checkzeit, please note source and hyperlink when reproduce.]

Translated by Levin Feng (Senior Translator at PAGE TO PAGE), working for TMTpost.

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