2017年-数据局_Sketchfab:2017年第一季度VR行业趋势报告_20页_2mb
报告摘要
VR Industry Trends Summary (Q1-2017)
Core Content Overview
This report provides a comprehensive analysis of the state of the Virtual Reality (VR) industry in Q1 of 2017, based on data from the Sketchfab platform and a recent VR survey. It highlights trends in VR content, hardware, and future expectations, while also addressing user sentiment and adoption barriers.
User Experience with VR
- 79.6% of respondents have experienced VR in some capacity.
- 46.6% have tried both mobile and desktop VR headsets.
- 18.2% have tried a mobile VR headset.
- 14.8% have tried a desktop VR headset.
- 14.0% have seen a VR headset but never tried it.
- 6.4% have never seen or tried a VR headset.
VR Sentiment
- 53.6% believe VR has potential, but not for everything.
- 43.1% believe VR is the future.
- 3.3% think VR is just hype.
VR vs. AR Interest
- 64.4% are more interested in the potential of VR than AR.
- 35.6% are more interested in AR.
Reasons for Not Purchasing VR Headsets
- 68.7% cite cost as the main reason.
- 30% believe the technology isn't ready.
- 23.5% feel there is a lack of quality content.
- Other reasons include complex setup, potential disorientation, hardware incompatibility, and access through work/school.
VR Headset Ownership
- 58.9% own a Google Cardboard.
- 47% own an HTC Vive.
- 29.3% and 29.5% own Oculus Rift and Samsung Gear VR respectively.
- Other headsets include PSVR, Google Daydream, Freely VR, Procus PRO, Zeiss VR One Plus, and Homido.
Favorite VR Headset
- HTC Vive is the most preferred (57.8%).
- Oculus Rift is second (19.8%).
- Samsung Gear VR is third (7.3%).
- Google Cardboard is fourth (6.3%).
- Other headsets include Google Daydream (0.8%) and PSVR (2.9%).
Favorite Use of VR Headsets
- Exploring Environments is the most popular use (61.3%).
- Gaming is second (57.2%).
- Other uses include content creation (36.0%), 360 videos, and interactive social experiences.
Future VR Features of Interest
- Wireless headsets are the most anticipated (58.6%).
- Full body tracking (50.7%) and haptic feedback (35.8%) are also highly desired.
- Other features include eye tracking, better navigation, and social layer features.
Barriers to Mass Adoption
- Cheaper headsets are the top priority (54.5%).
- Better content is second (31.9%).
- WebVR democratization is third (11.3%).
- Additional responses include reducing motion sickness, improving ease of use, standardizing formats, reducing space requirements, and integrating VR into institutions.
Industry Verticals Most Impacted by VR
- Gaming is expected to be the most impacted (54.5%).
- Education is second (19.5%).
- Other verticals include Social (7.6%), Health/Medicine (7.5%), Business (6.8%), and Defense (4.2%).
Content Production
- 60.7% of respondents produce 3D or VR content.
- 39.3% do not.
Use of VR for 3D Modeling
- 23.6% of content producers use VR for reference when creating 3D models.
- 76.4% do not.
VR Headset Purchase Plans for 2017
- 45.6% plan to purchase a VR headset in 2017.
- 54.4% do not.
2017 VR Purchase Forecast
- 50.5% plan to buy an HTC Vive.
- 32.9% plan to buy Google Daydream.
- 29% plan to buy Oculus Rift.
- 15% plan to buy PSVR.
- 14.3% plan to buy Google Cardboard.
- 12.5% plan to buy Samsung Gear VR.
VR Consumption Time
- Users spend 8x more time browsing content in VR than on desktop.
- Average time spent:
- Desktop: 1:33
- Mobile: 1:42
- Mobile VR: 6:39
- Desktop VR: 18:35
VR Consumption Methods
- Mobile VR is the most popular method (76.32%).
- Desktop VR is second (23.68%).
Geographic Distribution of VR Users
- United States: 63.85%
- United Kingdom: 10.79%
- France: 8.46%
- Japan: 2.92%
- Poland: 2.92%
- Other countries include: Mexico, Taiwan, Canada, Hungary, Russia, Australia, India, Netherlands, Argentina, Czech Republic, and New Zealand.
Sketchfab Overview
- Sketchfab is the world’s largest platform for publishing, sharing, and discovering 3D content online and in VR.
- It has over 700,000 contributors and over 1 million scenes viewable in VR.
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