VR devices have? What are the main products, market VR equipment?
today guangzhou fuhua digital technology here and you take a look at what about VR equipment? What are the main products, market VR equipment? With the rapid development of VR virtual reality technology, was sold on the basis of the VR entrepreneurial class project increasingly attracting the attention of many investors and market. In VR entrepreneurial projects, VR experience pavilion as investors moved into offline the easiest path to the entertainment industry is developing rapidly in recent years. Let's take a look at.
is the outbreak of VR industry in China in 2019 years, a large number of VR offline experience hall across the country have the ground will be the development of the industry to a new climax. In domestic cities, especially of a second-tier cities, VR experience pavilion on its own as a science and technology of entertainment products have highly experiential and the characteristics of novelty, has replaced the KTV, such as the traditional entertainment become the heart good nowadays young consumer groups.
and compared with other technical entertainment products, VR class entertainment products is a technical threshold is low, low application difficulty, etc. Is also for this reason, the technology products in the market for entertainment, VR experience hall is also the first to break the circle, a technical representative of the entertainment industry. The development of VR experience pavilion, seemingly invincible.
outbreaks in early 2020, however, has made development road invincible mode of VR experience pavilion have stepped on the foot brake. Major VR pavilion brand experience successively into a prosperous, in spite of this, we also constantly to improve the quality of their products, and good service to everyone.
a outbreak, let's calm down and saw the rapid development of VR experience the other side of the pavilion, and start thinking about VR experience pavilion model really is VR entrepreneurial class project in offline entertainment industry in the market the most appropriate model?
there is no doubt that compared with other technical entertainment products, VR experience pavilion on the application of cost advantage, indeed, however, relative to a new type of non-technical entertainment products such as board games, pure VR entertainment theme of VR experience pavilion at the cost of millions for many investors are still too high. And the shortage of cash flow, is each big brand of VR in the outbreak hit the biggest cause of serious.
on the other hand, although VR experience hall can meet the young consumer groups for the pursuit of novelty, however, with VR experience pavilion in the domestic high-speed growth, the number of the same VR experience pavilion where consumers for its fresh weakening, which means that the need to constantly add new products to fill the declining VR class entertainment attractions.
however, in the present domestic most of the VR experience pavilion, its application and new development of VR is still more to sports entertainment products VR games, shooting class VR games to give priority to, product types of simplification, not only can't solve the problem of reduce consumer freshness, further weaken the appeal of VR experience museum instead.
as a result, for many into offline entertainment industry to investors, single operation mode, VR experience pavilion model may not be the best choice.
of course, VR experience pavilion pattern blocked does not mean that VR business failure of the project, on the contrary, it is the lack of VR experience pavilion model let us see the VR entrepreneurial class project development direction of real right.
from the point of the product, the new VR entertainment products have to jump out of the old gun VR entertainment products car ball of bondage, explore the new mode of entertainment and expression to avoid VR product homogeneity, boring. At the same time the product and to have a certain awareness, identification.
in operation mode, the new VR entrepreneurial class project must abandon VR experience museum, this simple and the operation mode of the inefficient application logic to explore new VR entertainment products. In VR entertainment products attractive at the same time, reduce costs as much as the development of the VR entrepreneurial projects die hole.
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