VR game to pick up the trough? The data show that China is not optimistic

Recently, the U.S. Patent and Trademark Office has published an Apple patent that shows that Apple is making a sneak peek into virtual reality applications.

Almost at the same time, Michael Abelush, chief scientist of Oculus, said he is looking forward to "the second wave of VR." It seems that in order to confirm this statement, the president of Sony Interactive Entertainment USA, Shawn Layden, sent an article in the official blog that Sony will launch more than 60 PS VR games from the end of 2017 to early 2018.

From last year to this year, VR/AR/MR has fallen from high fever to the bottom. The “Games Industry Report” article analyzes “Breaking 180 billion in three years, but VR is still a potential investment direction?”, gamma data cited SuperData According to statistics, the scale of global investment in 2016 has exceeded 2 billion U.S. dollars, reaching a high point in recent years. However, there has been a significant drop this year, and it is expected to be only $1.6 billion.

As an important application area for VR/AR/MR, VR games will still be the highest-income segment of VR software content in 2017. Its share is about 50%. Although the overall revenue of VR software content in Asia is the highest, the major growth of VR games this year is still from Europe and the United States.

However, 96% of AR software content revenue in 2016 comes from the Pokemon Go game, while the rest of the product is almost negligible.

According to Teng Hua, general manager of gamma data at China’s game analysis organization, VR/AR/MR games are not yet clear in the Chinese market and they need not be overly optimistic.

The article shows that 18-24 year old male users are the main group of VR game content, and about 52% of them are loyal fans of PSVR. Their monthly average spending on VR content is as much as $43, which is twice that of other users. The female users of the same age are more inclined to VR video content, which is often attracted by stars, variety and other elements.

Therefore, SuperData estimates that this year is also a turning point in the curve. From 2017 to 2020, the total investment of VR/AR/MR will continue to increase and it is expected to reach a scale of US$3.5 billion by 2020.

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