2017年Q1VR行业趋势报告(英文版)_18页_2mb
报告摘要
VR Industry Trends Summary (Q1-2017)
Core Content Overview
This document provides a comprehensive analysis of the state of the Virtual Reality (VR) industry in Q1-2017, based on survey data. It highlights user experiences, preferences, and future expectations regarding VR technology.
User Experience with VR
- 79.6% of the surveyed audience have experienced VR in some capacity.
- 46.6% have tried both mobile and desktop VR headsets.
- 18.2% have tried a mobile VR headset only.
- 14.8% have tried a desktop VR headset only.
- 14.0% have seen a VR headset but not 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% think VR is the future.
- 3.3% consider VR to be just hype.
Interest in VR vs. AR
- 64.4% are more interested in the potential of VR than AR.
- 35.6% are more interested in AR.
Reasons for Not Purchasing a VR Headset
- 68.7% believe VR headsets are too expensive.
- 30% think the technology isn't quite ready.
- 23.5% feel there is a lack of quality content.
- Other reasons include: complex setup, potential disorientation, hardware incompatibility, and access through work or school.
VR Headset Ownership
- 58.9% own a Google Cardboard.
- 47% own an HTC Vive.
- 29.3% own an Oculus Rift.
- 29.5% own a Samsung Gear VR.
- Other headsets include: PSVR, Google Daydream, Freely VR, Procus PRO, Zeiss VR One plus, and Homido.
Favorite VR Headset
- 57.8% prefer the HTC Vive.
- 19.8% prefer the Oculus Rift.
- 7.3% prefer the Samsung Gear VR.
- 6.3% prefer Google Cardboard.
- 2.9% prefer PSVR.
- 0.8% prefer Google Daydream.
- 5.1% have other preferences.
Favorite Use of VR Headset
- 61.3% prefer exploring environments.
- 57.2% prefer gaming.
- Other popular uses include: content creation, 360 videos, and interactive social experiences.
Future VR Features of Interest
- 58.6% are interested in wireless headsets.
- 50.7% are interested in full body tracking.
- 35.8% are interested in haptic feedback.
- Other notable features include: eye tracking, better VR navigation, and social layer features.
Requirements for Mass Adoption
- 54.5% believe cheaper headsets are essential.
- 31.9% think better content is needed.
- 11.3% support WebVR for democratizing VR content.
- Other considerations include: reducing motion sickness, increasing ease of use, standardization, reduction of room requirements, standalone headsets, and integration into larger institutions.
Industry Impact of VR
- 54.5% believe gaming will be most impacted.
- 19.5% think education will be most impacted.
- Other industries expected to be impacted include: social, health/medicine, business, and defense.
Content Production and Use
- 60.7% of respondents produce 3D or VR content.
- 23.6% of content creators have used a VR headset for reference during 3D modeling.
- 76.4% have not used VR for reference in content creation.
Purchase Intentions for 2017
- 45.6% plan to purchase a VR headset in 2017.
- 54.4% do not plan to purchase one.
VR Purchase Forecast (2017)
- 50.5% plan to buy an HTC Vive.
- 32.9% plan to buy Google Daydream.
- 29% plan to buy the Oculus Rift.
- 15% plan to buy PSVR.
- 14.3% plan to buy Google Cardboard.
- 12.5% plan to buy Samsung Gear VR.
VR Consumption Trends
- 76.32% of users consume VR content via mobile VR headsets (e.g., Google Cardboard, Gear VR).
- 23.68% consume VR content via desktop VR headsets (e.g., HTC Vive, Oculus Rift).
- On average, users spend 8x more time browsing content in VR than in non-VR environments.
- Sketchfab users spend 1:33 on desktop, 1:42 on mobile, 6:39 in mobile VR, and 18:35 in desktop VR.
Geographic Distribution of VR Users
- United States leads with 63.85% of VR users.
- United Kingdom follows with 10.79%.
- France is next with 8.46%.
- Japan and Poland each have 2.92%.
- Other countries include: Mexico, Taiwan, Canada, Hungary, Russia, Australia, India, Netherlands, Argentina, Czech Republic, and New Zealand.
Summary of Key Insights
- User Experience: Most users have tried VR, with mobile being more accessible.
- Sentiment: VR is seen as having potential but not universally applicable.
- Preference: VR is favored over AR.
- Adoption Barriers: Cost, content quality, and setup complexity are the main deterrents.
- Ownership: Google Cardboard is the most common VR headset, followed by HTC Vive.
- Content Use: Exploring environments and gaming are the top uses.
- Future Features: Wireless, full body tracking, and haptic feedback are highly anticipated.
- Adoption Drivers: Lower cost and better content are key to achieving mass adoption.
- Industry Impact: Gaming is expected to be the most impacted sector.
- Consumption Trends: Mobile VR dominates, with significant time spent in immersive environments.
- Geographic Reach: The U.S. and U.K. lead in VR adoption, with growing interest in other regions.
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