Many shop owners said that they often saw the egg chair equipment reselling information, but few people took orders; the lack of content hardware and so on caused the experience shop to face an upgrade. If you like shopping, you must notice that many hypermarkets have added virtual reality experience halls; If you are a serious player who escapes from a closet, you should find many escapes opening up the VR area.... A player is experiencing "high altitude riding" at VR Park in the world of music. In the VR experience hall of the mystery world, the guide guides the user to experience the game "picture". A player is experiencing Super Captain's VR product Infinity. As you can see, the VR Experience Store is taking advantage of the speed at which it can be seen at the naked eye, occupying the off-line gaming and entertainment market, and various VR experience shops are blooming in the center of the intensive passenger flow. There were rumours that some people even moved VR egg chairs to the supper market. According to statistics from iMedia, China’s current VR offline experience stores have exceeded 3,000. In addition to various forms of VR egg chairs, there have also been virtual worlds such as Sky City, Visionary, Mystery World, Super Captain, and VR. Realistic offline chain entertainment brands. Before VR really became a consumer-grade product, these 3,000 offline experience shops became channels connecting VR technology upstream and consumers, and were also considered by many to be the fastest business model for realizing VR technology at the moment. However, some people think that this will eventually be a short-lived bubble. It is only for the sake of making instant money that will disappear with the advent of the VR era. So, suddenly emerged 3,000 VR experience stores, in today's VR rivers, is too much or too little? After three or five years, how many of these experience shops will remain? market Offline experience shop, VR business "food and clothing parents" In 1995, China's first Internet cafe appeared in Shanghai. Internet cafes quickly sprang up in the country in the streets. Now, just like Internet cafes, in order to meet the needs of users who do not have VR devices and want to experience the VR experience, VR experience stores are also being rolled out across the country along the road that year. From the point of view of the motivation to experience stores under the VR line, most entrepreneurs currently want to directly make money through VR offline entertainment, but there are also a small number of VR hardware manufacturers and content vendors to create their own experience stores, or for distribution, Brand, or in order to complete the testing and optimization of content. On the hardware, earlier this year, Facebook's Oculus Rift, Sony's PlayStationVR, HTC's HTC Vive, Samsung's Gear VR, and Razer's OS VR have all received news on the market. In addition to content, Tencent, Shanda, Perfect, Touch Controlled domestic enterprises have actively deployed on VR content, and countless startup companies are also aggressive. Although the sales function of VR offline stores is very weak, it is an important way for hardware manufacturers to start a brand. For VR content makers, offline stores are more like “food and clothing parentsâ€, and offline stores generally work with VR content producers through buyouts or fee-based commissions. For the content production team, the initial R&D investment is huge, but now there are no smooth liquidity channels. Finding a channel that can generate cash returns is essential to maintain the survival of the team. Jingdang Cat Technology is a content provider engaged in the development, distribution, and operation of VR content. Last year, they developed a variety of mobile VR games. They saw the popularity of VR offline experience stores, and they focused on PC-based VR games. Wei Ding, co-founder of Dangdang Cat Technology, said that the offline channel is almost the only channel for the realization of VR games. The Mystery World as a VR offline experience shop brand, will regularly provide game players with player feedback and data reports, as for the specific division model, the co-founder Chen Zhen revealed that there is a one-time purchase in accordance with the registered account, but also according to For the number of users to be commissioned, the specific percentage of the commission will depend on the degree of the content of the other party. Store 70% experience shop is "small egg chair" According to the shape and size of the space, the current VR offline experience stores are mainly divided into three categories: the first is a small VR egg chair, providing about 10-50 square meters of VR experience; the second type of medium-sized VR Park, generally 200-500 square meters of VEC entertainment center; the third category is a large-scale VR theme park, with an average area of ​​500-2000 square meters. Lecon VR is a service provider that provides total solutions for offline VR experience halls. According to his founder, He Wenjie, 70% of the 3000 VR offline stores are small VR egg chairs, capable of creating There are not many brands of medium-sized VR Park. As for large-scale VR theme parks, there are only a few in the country. Wang Lei, CEO of Super Captain, broke the business logic behind him. VR startups generally break through a single point. When the technology matures and develops to a certain size, they begin to move into other areas. In addition to VR startups, traditional offline entertainment projects have also begun to enter the VR industry, immersive, secret home, choices and other once escaped brands have created a VR brand. Chen Zhen, co-founder of Mystery World, revealed that Mystery World currently has a total of 8 VR experience stores in Beijing, 4 of which are based on the original escape room, and the remaining 4 are independent outlets, occupying an area of ​​about 100. About square meters. industry Shuffle has begun Wang Lei revealed that from May 2015 to December 2015, the VR Experience Store has generated nearly 200 million yuan in output value, and the To B-side has a hardware distribution value of nearly 700 million yuan. However, commercial cake has not been evenly divided. Different product forms and various operating modes make the experience of the experience store vary greatly. Wang Lei believes that at least 70% of the 3,000 offline stores are blind. "We want to use the VR line to experience a lot of shop business, but there is no mature business model." With VR continuing to heat, the number of offline experience stores will continue to increase, Wang Lei predicts that in the next 1-2 years there will be more entrepreneurial entrepreneurs blindly shop. In order to further understand the development status of VR offline experience stores, the reporter visited the offline experience halls of several brands in Beijing, including chain brands including Mystery World, and VR single stores operated by self-employed individuals. Among the three offline entertainment venues, the small egg chair VR experience shop, the medium-sized VR park, and the large-scale VR theme park, the egg chair VR experience shop has the lowest cost and low input threshold, and its cost is mainly used for the venue rent level. The hardware and equipment are simple, only need to spend 20,000-50,000, according to market conditions, it can be measured in the cost range of 100,000-300,000. However, the experience of the VR egg chair is not ideal, there is no follow-up update and upgrade of the content, which makes last year's egg chair market boom just short-lived. By the end of this year, egg store experience stores in major shopping malls have seen a significant drop in revenue, and even worse, they have disappeared in the market. The owner of a number of VR egg chairs reported that information on the VR egg chair equipment resale can be seen in the industry communication group every day, but few people are willing to accept orders, and the industry reshuffle has begun. Chen Zhen believes that the offline experience is still in the stage of the education market. There are three real barriers in this market: first, the ability to introduce content, second, the ability to operate the stadium, and third, the ability to locate the site. The observation of the brain passing founder Huang Zhuang also confirms this point of view. “The offline shop is very test for the management of cash flow and people flow. Different geographical locations and operation methods make some stores very small and some shops are in the market.†prospect VR Park will become the main position this year He Wendao, the founder of Le Vico VR, has developed the trajectory of VR offline entertainment. He believes that the best state last year was an experience shop of 50-100 square meters. If it exceeds 100 square meters, it will definitely be a loss. The best experience this year is 300. A square meter of experience shops, which exceed 500 square meters, must also suffer. "The core reason is that the content is being consumed too quickly and updates cannot keep up." This means that after the VR egg chair, this year is home to VR Park. VR Park has three major functions: VR hardware sales, VR content distribution, and VR brand display. Currently, VR Park is widely recognized by the capital and market. However, for VR Park, it is not easy to be profitable, and many factors such as site selection, operation, cost, and content iteration restrict the development of VR Park. Mystery World's first VR experience hall settled in Joy City, Xidan, with an average single store spending of between 500,000 and 800,000. According to Chen Zhen, Xidan Store broke through 4,000 users in its first month of operation, but this is rare in the brand stores of the mystery world and is rare in the industry. At present, the fees and charges for the experience halls on the market vary greatly. According to the statistics of the visits by the reporters, the average market conditions for experienced venues are 30 yuan/5 minutes, 50 yuan/15 minutes, and 100 yuan/30 minutes. Both Chen Zhen and Wang Lei believe that for VR Park with good experience, the cost will generally be recovered in about half a year. However, because the content will be iteratively upgraded and the offline traffic will fluctuate, it is impossible to accurately predict the profitability time. In addition to VR Park, the large-scale VR experience hall will also occupy an important position in the offline entertainment market in the country. In China, the super captain opened a 500-square-meter large-scale experience hall in Guangzhou, of which 80% of the experience products are related to VR. Founder Wang Lei revealed that he expects to open another one in Beijing, Shanghai and Shenzhen this year. Wang Lei believes that the medium-sized experience hall and large-scale experience hall are not only the size of the physical space, but the difference in the overall experience environment. The large-scale experience hall can also be filled with many other elements of amusement. However, Wang Lei also frankly stated that with the current level of development of VR content, it is a bit difficult to support a 300-500 square meter VR experience hall. sound “The ownership of VR offline stores should be high-end Internet cafes. The VR experience centers in Shangchao and other places are a backward form. Existing passenger flow and consumption are temporary, and only the precipitation to Internet bars or VR bars is a directing passenger flow. ." —— Founder of Ant Vision Technology "Three years later, the VR offline experience store is facing the challenge of upgrading. The poor experience will be largely eliminated. Eventually, a large-scale, professional experience store will survive and become part of the VR industry chain." ——The brain passes through VR founder Huang Zhuang Questioning Do "Internet cafes" or do theaters? With regard to the future development of VR offline experience shops, there is no consensus in the industry. Some people think that VR offline experience shops will take the Internet cafe mode. Some people think that they will walk the theater line mode, while others think that it will become an indispensable business supermarket and amusement park. Part. With the steady increase in hardware penetration rate and the rich content market, on the one hand offline experience stores can choose diverse devices and rich content to break through the current bottlenecks; on the other hand, it also means that VR will eventually enter millions of households. Really stepping into the civilian market will fundamentally challenge the necessity of offline stores. He Wen-Ren believes that VR will follow the trajectory of the rise and decline of Internet cafes, usher in explosive growth in a short period of time, reach a peak within 3-5 years, and then decline, eventually stabilized in the 70%-80% market. "The offline entertainment is ceiling and lifeline, but it cannot be denied that this is a 50 billion -100 billion market." As the hardware provider's founder of Optivision Science and Technology Co., Ltd. holds a similar view, "The ownership of VR offline stores should be high-end Internet cafes, supermarkets and other places VR experience hall is a backward form, the existing passenger flow and consumption It's temporary, and it's only point-to-point passenger flow when it's precipitated in Internet cafes or VR." "The current experience shop can earn the first wave of money, but the time will not be too long, must rely on social attributes for a long time, increase the density of equipment, use social attributes to stick to users." Yu Zheng said. The super captain is in the middle of the country all over the country to lay out the offline experience store. Its CEO Wang Lei believes that the VR offline experience shops in urban complexes and traditional channels such as cybercafes and arcades use VR as a “shop-in-shop†experience-upgrade model with different development models. The properties of the VR offline market are more important, especially the cross-border experience of more than 500 square meters. Wang Lei believes that in the initial period, VR offline experience stores mainly charge fees through experience tickets; but in the future, VR offline entertainment brands will become the channel entrance for consumer experience, and a large number of offline entrance traffic will also be realized in large areas. ability. For example, circle activities and advertising marketing. Chen Zhen, co-founder of Mystery World, believes that VR offline experience stores should take the theater line mode. “Everyone looks like a movie to go to the VR offline experience hall to see VR content or entertainment.†It is generally believed in the industry that the VR Experience Hall has played a role in the education market, the landing of VR hardware, and the realization of content. As to how much this boosting effect is, different people have different opinions. Huang Zhuang, the brain's founder who crossed the VR, believes that offline development is not the core channel for content distribution. The ability to accumulate users is not as strong. Content companies prefer to contact users directly. "In the Internet age, everyone thinks that the user is his own and wants to control himself." Huang Zhuang believes that within three years, VR offline experience shop is an upward trend, the number will be more, the layout will be more intensive; three years later, VR offline experience shop is facing the challenge of upgrading, experience will be poor A large number of eliminated, eventually large-scale, professional experience stores will survive and become part of the VR industry chain. bottleneck Lack of content, offline experience store is difficult to get support Although VR offline experience stores are blooming all over the world, they still face many development bottlenecks. The brunt of this is the lack of content. Take the mystery world as an example. At present, there are 9 contents in its experience pavilion, one is a game developed by oneself and the other is from an external partner. Among them, the VR game “source code†represented by it is well received by users, but there are 9 contents. It is not long enough to support users' real enthusiasm for reinstatement. For the self-employed, the situation is even more difficult. Li Zhichao is the owner of “嘿Tech†VR Experience Museum in Changchun. According to him, experience halls that do not have the ability to independently develop VR content can only purchase content from mainstream content distribution channels such as Steam and HTC vive, and encounter particularly good games. The content provider will go to the brand shop alone to discuss the cooperation, but it will not be on a separate store, because it is "time-consuming and laborious." When all the single stores purchase games from Steam and HTC vive, the future content of the offline experience store is also facing a serious homogeneity problem. “The future homogenization is inevitable, and a reason for the Internet cafes, playing games are similar ." Narrow content is also a major bottleneck. When reporters visited a number of VR experience centers in Beijing, they discovered that current VR content is mainly game-based, and there are very few finished products, and the repurchasing rate of users is not good. The game-based format makes the current VR offline experience museum more attractive to men and less attractive to women. He Wenyi, the founder of RV, revealed that the inconsistency between hardware and content standards prevents hardware vendors and content developers from cooperating with each other. Hardware vendors cannot provide content developers with interactive standards. Content developers usually only design. The content is rigidly attached to the hardware. At the upstream of the offline experience hall of VR, VR Park provides VR Park with total solutions including hardware and content. In a certain sense, they are setting standards for VR offline entertainment. However, this is not an easy task because, as an integrated solution service provider, the establishment of offline experience market standards also depends on the standards of hardware and content, and this piece of content is still blank. Ford Dash Cam,4K Dual-Lens Dashcam,Dash Cam Ford,Front Dash Camera For Car SHENZHEN ROSOTO TECHNOLOGY CO., LTD. , https://www.rdtkdashcam.com