Is this business based on mobile VR game publishing not reliable?

Although the development of the VR industry is not yet mature, it is also gradually constructing rules in a well-established industry. If it is said that the previous years of the development of the industry were to solve the problem of "having or not," then it has now reached a stage of deeper and deeper vertical areas. For example, in the field of VR games, "distribution" has become one of the keywords with higher frequency in addition to the game itself.

Referring to the VR game release, it may be that the first thing that everyone thinks of is the "Origin for CP" network. In January this year, Aoying Network announced that it had obtained tens of millions of angel rounds of financing, and its main business was aimed at the VR game distribution service market that was almost blank at that time. Of course, pegged to the "VR release" business is far more than Austrian Britain, the content of the CP TVR time machine announced the same low-key agency PSVR overseas business.

In addition, in May of this year, the VRCORE hard virtual reality developer contest was launched, and it also announced that it had obtained PlayStation global distribution qualifications, and also announced its formal involvement in the issuance business. In June, Gamepoch announced that it had signed a contract for “Rothland Planet”. Two PSVR games with "Dark Legion" are fully responsible for global distribution and support; touch games have also said to do overseas distribution of VR games...

Very lively.

One of them said that although there are quite a few players on the "issuing" circuit, the goal is surprisingly consistent: either PC VR games or host VR games. Although some of them will also choose left-handed PC/host VRs and right-handed VRs, few teams focus on "mobile VR game distribution" as the main business direction. Therefore, when we learn that the next business focus of Pangji Network will be placed on the release of mobile VR games, it really makes people feel surprised.

What is the play of Pang Network?

In the previous column, we have already introduced the company Pangji Network for everyone - founded in 2015. The core members are from famous game companies such as T4game TianTian You, KongZhi, and Kirin Gaming. The average working time is more than ten years. Up to now, nearly 20 mobile VR games have been released, which have rich experience in docking major platforms. In May of this year, Pemji Network announced that it had won 10 million yuan in Pre-A round of financing.

Li Hongli, partner of Pangji Network, told us that in the future, we will choose to walk on both legs of independent research and development and product release. In the case of mobile VR game distribution, Pangji Network mainly helps domestic and overseas CPs to access domestic mainstream platforms, and adopts a cooperative sharing method. For particularly high-quality content, it also pays certain copyright fees for funds and technology. support. At present, Pangji Network has begun to introduce overseas products "Lila's tale" landing domestic platforms, follow-up will continue to introduce a variety of overseas boutique mobile VR games. Li Hongli said that he is very optimistic about the development of mobile VR. "(Mobile VR game distribution) this road is to have the opportunity to achieve profitability."

Although the idea is good, it obviously has yet to be tested in practice. To take this opportunity, we may wish to discuss such a few small questions: can the mobile VR game release this road go? How to go? Who will go?

Where are the pain points in the mobile VR game market?

The various aspects of the traditional game market have been very complete and the division of labor is clearly clear. The release of mobile VR games is still a relatively blank market. Even if the PC/host VR games and offline distribution are still in the stage of touching the stones. TVR Time Machine co-founder Fang Xiangyuan described this typical scene in an interview with the media.

CP is very jealous: "Ah, Sony Dafa is good, hey, how is it so troublesome?"

PSVR scratched his head: "Come on, come on, hey, why is it so wrong?"

The same scenario applies to mobile VR. For mobile VR, it can be described in three different dimensions—

CP: "The cost of development is too high. Why is the XX platform so numerous, the input-output ratio is too low, and we simply do business on the B-side."

Channel: “Where is the good content? Where are the small and medium CPs and overseas CPs? Let me see your hands!”

User: "Wow this gunfighting game is cool! Wow, how is this gunfighting game similar to the one you just made! Wow... how is it still a gun battle game?"

In other words, there is serious information asymmetry between content CPs, channels, and users.

丨 Is it reasonable to release a mobile VR game?

The same problem is put into PC games or mobile games. It does not seem to be a problem. However, the issue of mobile VR games is highlighted. At least some people are skeptical - the market is not big enough, how many people can feed, and who can support them? All the world's hee hee is profit, and the world is profitable. If the VR industry is just a new technology and new industry that will never have profitable space, will there be so many entrepreneurs/capitals pouring in for charity? Days are over yet?

In the end, the reason why everyone pays attention to the release of PC VR games may be really simple - "Raw Data" is profitable, and the other side of the host VR game is the same. Although behind the profitability of one or several games, it is the tragic situation where numerous content providers have almost no revenue, but it also proves that VR games are fully capable of making money. This is enough.

PC/host VR games can be, then mobile VR games can theoretically become, just need to wait for a typical work.

Pangji Network Li Hongli tells us that "Mobile VR has already been paid. Mobile VR has a large number of users, including a considerable number of high-quality users. As long as the product quality can come, it will be possible to achieve profitability." In other words, mobile The VR market already has the potential for profitability. This is also the root cause for PangJi network to choose mobile VR games to launch this business.

There is also a key question. Is the mobile VR market large enough? A recent report on mobile VR circulating in the industry may tell us the answer.

The report shows that in 2016, the global downloads of VR applications and mobile games on the App Store and the Google Play Store reached approximately 226 million times, a year-on-year increase of 276% compared to 2015. In the first quarter of 2017, the total number of mobile VR software downloads across the two major stores exceeded 85 million, an increase of 205% from the first quarter of last year. From January 1, 2015 to March 31, 2017, cumulative downloads of VR-enabled mobile applications in the two largest stores in the world reached approximately 371 million.

In spite of the exponential increase in the growth rate of mobile VR, the figure of “371 million yuan” alone is enough to prove the huge potential of the mobile VR market. The domestic VR game industry has not yet reached a certain scale, CP is still awkward, do distribution, can be done? The word spoken by the overseas head of touch game Li Wei at the GDC's speech may represent the answer of many people -

"VR mobile content will quickly influx into all areas, especially in mobile games with the strongest liquidity, and its commercialization is only a matter of time."

Can mobile VR games make money and there will be no food for mobile VR games?

What do you want to do with mobile VR distribution? Who will do it?

For mobile VR games, it's hard to define what kind of behavior is a publisher, and what exactly a publisher wants to do—

Content CP own docking platform counts issuance?

Channel docking platform and CP, is it considered to be issued?

So what can a publisher do to be called distribution?

Undoubtedly, all boundaries are ambiguous until the industry matures. But as we mentioned above, the market information of mobile VR games is not symmetrical and does require a publisher role similar to “broker”. With regard to the issue of what mobile VR distribution should do, we have also interviewed many content teams. We may find some answers from their needs.

Docking China's platform is a very laborious task. We need a team that can help us accomplish this (from a CP overseas);

High development costs, if the distributor can subsidize a development fee, our pressure will be much smaller (from a domestic CP);

It is definitely hoped that the efficiency is higher and the effect is better (from a domestic CP);

......

Select high-quality teams and content in CP's content CP, make certain capital/technical support to CP, quickly complete product optimization, dock various content platforms, and ultimately maximize the value of a certain product. This may be a move. VR distribution should do something that should also be done.

This is not difficult to come up with such an answer: want to do a good job of mobile VR game distribution business, at least should be the following conditions -

Understand VR, be able to narrow down the eyes and filter out high-quality content;

There are technologies that can quickly optimize the product;

Understand the market, understand market demands and user needs, and have unique judgments about the preferences of the industry;

With funds, it can provide support for the CP and can support the day when the industry achieves large-scale profitability.

Therefore, mobile VR games can be used for the issuance of this business, but it must be the “four teams with experience, technology, capital, and strength”.

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