[Baidu VR original manuscript, reproduced please indicate the source]
Recently, Magid Associates, a well-known foreign research institute, conducted a questionnaire survey of 1,000 U.S. citizens. These users conducted at least one TV or game experience through electronic devices at least once a week, including mainly VR devices.
According to a Magid Associates survey report, 61% of users experience VR devices and exceeded expectations. Among them, 85% of users who purchased mobile headset VR headsets are satisfied with the experience, and 90% of users All are willing to buy VR headsets that fit a certain mobile game, such as Samsung's Gear VR. In the post-purchase experience, 89% of consumers expressed satisfaction with the equipment they purchased. If this value is analyzed, users’ satisfaction with experiencing VR devices will increase, which will also mean virtual The reality (VR) hardware market continues to mature.
The specific data is as follows:
Buy Split VR Headset (Oculus Rift, HTC Vive): 64% Consumers Exceed Expectations
Purchase Sony PlayStation VR: 63% Consumers Exceed Expectations
Buy Mobile VR Devices Compatible with Any Smartphone: 54% Consumers Exceed Expectations
In addition, VR content is still one of the biggest driving forces in the market. From the perspective of 1000 user content experiences, entertainment/games and video are the main consumer areas, followed by music, tourism, sports, art, food, and cooking. , car, education, adult entertainment, virtual shopping and more. It is worth mentioning that only 11% of consumers are willing to experience adult entertainment. From this data, it can be seen that the immaturity of VR interactive technology leads to adult entertainment experience without imagination.
VR gaming experience
Here are the VR content types purchased by consumers purchasing VR headsets during the holiday season:
63% - - Video Games
40% -- Drama Video
39% -- Movie
31% -- Music
31% -- Virtual Tour
29% -- TV Shows
26% -- Sports
19% -- Racing Simulation
17% -- Art
14% -- Extreme Sports
14% -- Food and Cooking
13% -- Automotive
13% -- Virtual Training
12% -- Fashion
12% -- Education
11% -- Adult Entertainment
8% -- E-sports
7% -- Online shopping
According to the above data, it can be concluded that the importance of the value of VR content in the entire VR market cannot be underestimated. Nearly 90% of consumers in the VR headset can quickly get started, and 80% of consumers experience it. It means that the value of money is worthwhile. The only thing that needs to be improved is that apart from the precipitation of VR technology and experience, content is the main driving force for future development.
VR experience
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