Mobile VR potential for ccsf15
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Transcript of Mobile VR potential for ccsf15
This Presentation
• What is Mobile VR
• The Mobile VR opportunity – Business
– Creative
• Provide tools to track market changes and help with decision making
Guy Bendov - Side-kick Games
• The go-to team for media & tech companies for cutting edge games since 2010
• Offices in Irvine, CA, USA and Tel Aviv, Israel
• Expanded to the US to focus on mobile VR publishing
• Published Romans from Mars on Gear VR and Age of Diamonds on Google Cardboard
What is Mobile VR
• Untethered VR experience in which the technology is based (mostly) on a smart phone inserted to a VR headset.
• A.K.A. lite VR, mass market VR.
Mobile VR Promises Accessibility
• Low price
• “Big screen” experiences based on an existing small screen device
• New unparalleled viewing experience for the mass…
• …with Past success
Opportunity in Numbers
• Revenue for VR market will reach $21.8 billion worldwide by 2020
• Content sales will represent more than one-third of total VR revenue by 2017, and will grow to nearly two-thirds of all VR revenue by 2020
– Tractica
• $30 billion revenue from VR by 2020
– Digi Capital
A New Mass Market Frontier
“Each successive generation of technology has yielded different kinds of experience, and the games have fundamentally changed.….. ….VR is a reason to care, and it's going to yield this staggering orgasm of the new. ” John Riccitiello, CEO of Unity3D, former CEO of EA
Eco System
Headsets+ Accessories
Phones Tools Publishers Services Funding
Samsung, Google & partners, Merge , Mattel, FOVE, Zeiss, Homido, Leapmotion, Sixense, Chinese
ALL phone makers Samsung OnePlus ..all if them
Game Engines (Unity), Cameras, Animation tools , OS (OSVR)
Media companies, Education, Governments, Travel, Major Consumer products, New developers
Stores / promotion , Tech services (Advertising, Analytics) , Press and research
VC ~, Incubators (River) , Strategic / corp investors (HTC, Oculus)
Challenges and Risks
• Putting the headset on people heads
• Not a sharable experience
• Not a social experience
• Frictions in usage (getting the phone in and out of the headset)
• Applications introduction velocity
• Controls
• VR sickness
• Social acceptance
New Horizons
• First person “being there” sensation
• Triggers emotions
• Escapism / disconnect from
• New perspectives in the scene
• Accompanying smart phone’s growth
A New Handheld Console ?
© Nintendo, Atlus,
• Leading categories / genres
• Bring forward the uniqueness
• The most dedicated audience
Research / References / Read
• Digi Capital http://www.digi-capital.com/reports/#augmented-virtual-reality
• KZero http://www.kzero.co.uk/blog/consumer-virtual-reality-market-worth-13bn-2018/?gclid=CNWtiKrSur4CFYXItAodu2sAow
• Superdata https://www.superdataresearch.com/blog/global-games-market-2015/
• Newzoo http://www.newzoo.com/reports/
• Roadtovr http://www.roadtovr.com/
• Uploadvr http://uploadvr.com/