2016 is called the VR first year, but in a strict sense, this year can only be regarded as a first year of public awareness of VR. From the beginning of the year, PC VR manufacturers have appeared, and recently the foreign technology giants are busy in the VR layout, the VR industry has actually undergone a skyrocketing change.

The VR industry is surging

Entrepreneurship direction: from hardware to content

The earliest entrepreneurs will choose to do VR hardware, and now more likely to turn to content, offline experience or industry applications.

Since Oculus was acquired by Facebook in 2014, early entrepreneurs smelled the VR hardware, and the first VR startups appeared in China. Most of these early VR companies cut into the VR industry from hardware. For example, the storm mirror and ant vision established in 2014 all started as VR hardware.

Today, two years later, the domestic VR entrepreneurial landscape has undergone great changes. Limited by the technical bottlenecks and the spoilers of domestic mobile phone manufacturers, there are fewer and fewer start-up companies that choose to start with hardware. Entrepreneurs who want to enter the market now will choose VR content development or integrate the direction of industry application solutions.

Industry trend: TOC's road is too difficult to go, it is better to turn to TOB

Just like the change of the startup direction of the startup company, in the VR industry, everyone started to do VR hardware, but considering the high-tech VR head-end technology development and cost control is too difficult, they all tried to pass the price threshold. Not so high mobile VR opens the consumer market. However, with the in-depth development of VR and industry reshuffle, hardware companies that focus on C-side are looking for a transformation of business development.

2016 VR big change: the industry is surging, the core technology is still moving

For example, in the recent statement, the storm mirror, which was deeply mired in layoffs, said that they are actively deploying the VR ecosystem and splitting the business sectors such as automobiles, tourism, real estate and UGC. This trend is obviously shifting from C-oriented hardware to B-oriented industrial applications. AntVision also held an eco-strategy conference in October. They said that they will be ready to transform into an eco-type VR enterprise after receiving capital injection.

Indeed, if the technology and experience of the VR hardware are not solved, the consumer's incision is difficult to open. Compared with foreign Oculus, Google, Microsoft, etc., VR companies with no core technology competitiveness are turning to industry applications. Forced. At the same time, some cross-border advantages, will also choose to cut in from the B-end, from the similar real estate, automotive marketing, education, tourism and other industries into the VR field.

Entering the capital winter, the investment orientation has also begun to change.

Not only are entrepreneurs' entrepreneurial direction and industry trends changing, but investment concerns in the VR industry are also changing.

For this, Jiyuan Capital Partner Yu Lifeng said that in 2016 they mainly focused on three directions: 1. Content provider. The content is king, IP is king, and the company focuses on the transition from film and video to VR. 2. New business model. A company that adapts to the VR technology application and adapts to the new business model of VR interaction. 3. System integrator. Those manufacturing integrators who use VR systems with relatively low labor costs, manufacturing capacity advantages and broad consumer demand, have development opportunities in a certain stage of development.

From the data in the following figures, it can be more obvious to see the shifting trend of the investment trend of the VR industry.

2016 VR big change: the industry is surging, the core technology is still moving

2016 VR big change: the industry is surging, the core technology is still moving

2016 VR big change: the industry is surging, the core technology is still moving

VR investment was concentrated on the hardware device side and content side in the early stage. From 2014 to 2015, the apparent hardware investment was more than the content investment. With the arrival of the capital winter, the investment situation of the whole industry can not be compared with the previous years. Together with the hardware development bottleneck caused by VR technology and the real dilemma of the entire industry chain, the interest of the capital market in hardware projects has begun to decrease significantly. . Investors are more focused on content and industry applications.

For investors, TOB solves the problem of capacity in existing markets (such as medical health and real estate), and is relatively stable, enabling faster realization of monetization and profitability. At the TOC end, the Shanzhai head is full of consumption in the consumer market. The development space of hardware companies without core technology advantages has been squeezed, and it is difficult to find a sustainable business development model.

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