Monthly income of 6 billion? Defeat VR of King's Glory on MWC

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"We are in a very good time. Because there are enough good works, there are enough good people to love. This has made "The Glory of the King." Recently, Yao Xiaoguang, vice president of Tencent, and chairman of the studio group Tian Xiaoguang said .

According to the Black Dragon, "The King's Glory" is a phenomenon-level mobile game with more than 50 million daily lives. The summer revenue target is 6 billion yuan per month. Imagine: If even one percent of these users were transferred to a VR game...

Not delusional. In fact, at the scene of MWC 2017, the dawn has already flashed. From the V era player debut to the overseas team in China, VR distance "eruption" has been getting closer and closer.

One highlight: V era player debut!

"Chopping him!" "From the left!" A group of children lined up and shouted to remind players who were experiencing VR games. This is in the MWC's E1 pavilion - a showcase for the VR experience of the show.

There are about 40 VR companies participating in this MWC. It is already summer and many elementary and middle school students come to E1 accompanied by their parents.

The largest stand is undergoing the "Glory of the King" competition, but Heiyu found that the children on the scene are undoubtedly more willing to queue up at the VR booth.

Whether it is VR games, VR theaters, or other VR experience booths, children can be seen. According to the person in charge of the VR game developer Multiverse booth, children who came to experience VR games accounted for nearly 40% of children.

Frankly speaking, these VR devices are too heavy for children. Even so, children still show great enthusiasm for VR. Some exhibitors told us that many children can actively explore and quickly understand the functions of various buttons on the handle. For them, the live VR device is not that hard to use.

In a virtual reality booth, a multiplayer interactive game attracted many parent-child combinations. According to the person in charge of the realism booth, some children do their own drawing in VR and playing games with their mother. In the end, they are reluctant to leave.

Wang Congqing, president of HTC Vive China, once said that the next 20 or 30 years will be the era of VR. He even called the generation that will accompany the growth of VR V generation. With such a rich entertainment content, the first-generation VR devices and VR content will be enjoyed by children. This bodes well for the industry.

Highlights 2: Vive X Team with Aura

This MWC has more than 10 booths with "Vive" LOGO.

With the full force of Vive, the VR team selected into the Vive X accelerator seems to have its own aura. The head of the booth of Broke ColorColors, a developer of eye-and-eye tracking algorithms, told us that their successful cooperation with hardware partners is related to Vive.

There is a lot of similar help. A person in charge of the Vive X Accelerator said that the Vive team not only helped the selected teams to match resources, but even helped them find orders. In an interview, Wang Congqing revealed that nearly half of the teams selected for the Vive X accelerator had been able to obtain business cooperation opportunities through Vive.

It is noted that the PCVR heads used by the exhibitors are almost all Vive. Vive made great efforts to promote the ecological plan in this year and gained a lot. Consumers and developers are also increasing their loyalty to Vive. Today, the three big heads are listed for a year or so. In addition to the experience provided by the hardware itself, the continuous supply of high-quality content and product technology iterations have become the focus.

With the influence of Vive, the VR team selected into the Vive X accelerator seems to be more easily recognized. According to information provided by Wang Congqing, more than 80% of the first VR teams selected for the Vive X accelerator have already received the next round of investment.

Highlight 3: Overseas teams have marched into China

China's huge market potential has attracted the attention of overseas VR teams.

The Chinese market has unique advantages in the rapid commercialization of technology, and this advantage is undoubtedly revealed when the VR, which is not yet mature, is brought to the market. The head of VRANI, a South Korean VR content developer, told Heihan that although the company is not in China, they have already made the Chinese market an important target.

Kiwi is a US team at the show's site that specializes in providing camera-based face tracking technology, 3D image modeling, and visual effects. They hope to build a social platform based on these technologies and become another Snapchat. Kiwi staff told Heihan that the current Kiwi engineering team is working in Nanjing and they have seen China as the most important market at the moment.

Among the teams selected for the Vive X accelerator, tactile feedback technology company bHaptics from Korea and SoccerDream from Europe also came to the MWC site, which aims to optimize football training methods using VR. They all expressed their interest in the Chinese market.

Also intending to make a big push into China is Leap Motion, a well-known motion capture technology company. This demonstration at MWC is Leap Motion's China debut. Before this, this product has a very loud reputation in the international community.

Large consumer groups, convenient virtual payment services, and gradually improved awareness of copyright and consumption habits make the big cake in China's VR market extremely delicious. But just as Yao Xiaoguang said, what we need is a good enough work. This is not only a requirement for the game, but also a requirement for all VR products.

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