2017_VRAR创新性报告_50页-1mb
报告摘要
VR/AR Innovation Report Summary (VROC Fall 2017)
Core Content Overview
This report presents findings from a survey of over 600 VR/AR/MR developers, conducted by the UBM Game Network. It highlights trends in platform development, funding sources, and industry perceptions regarding the profitability and sustainability of VR/AR/MR technologies.
Main Findings
1. Focus of VR/AR/MR Development
- Games/Entertainment is the most common focus, with 78% of developers working on or planning to develop such content.
- Training/Education follows closely at 27%, indicating growing interest in educational and professional applications.
- Branded Experiences (19%) and Industrial/Product Design (15%) are also significant areas of development.
- Medical/Healthcare (14%), Retail/Commercial (11%), and Travel (7%) are additional sectors showing some level of engagement.
- Real Estate (6%) and Other (13%) are also represented, though to a lesser extent.
2. Preferred Platforms
- HTC Vive is the most popular platform, with 56% of developers currently working on it.
- Oculus Rift is also widely used, with 49% of developers targeting it.
- Samsung Gear VR is the third most popular platform at 33%.
- Google Daydream and Google Cardboard are less commonly used, with 24% and 18% respectively.
- PlayStation VR and Microsoft HoloLens are used by 17% and 9%, respectively.
- Magic Leap is still a niche platform, with only 3% of developers currently focusing on it.
- 19% of developers do not use any platform at the moment, and 10% are working on other platforms.
3. Platform Exclusivity
- 31% of developers are creating platform-exclusive experiences, a 10% increase from the previous year.
- The most common exclusive platform is HTC Vive at 35%, followed by Oculus Rift (13%) and Gear VR (13%).
4. Funding Sources
- 39% of developers are funded by their company's existing funds.
- 31% rely on personal funds.
- 21% receive client funding.
- 10% get angel investor support, and 10% are funded by venture capital.
- 5% are supported by external publishers, and 3% use alpha funding (e.g., Steam Early Access).
- 2% use crowdfunding, and 16% are N/A or have no funding source.
- 8% are funded by other sources.
5. Profitability Expectations
- 16% believe VR/AR/MR will be profitable in the short term.
- 39% expect profitability in the medium term.
- 38% believe it will be profitable only in the long term.
- 8% believe it will never be profitable.
- Most developers are focused on long-term sustainability, with 95% believing VR/AR/MR will be sustainable in the future.
6. AR/MR vs. VR Popularity
- 77% of developers believe AR or MR will eventually surpass VR in market share.
- Many cite AR’s ease of integration with the real world and MR’s potential as the end-game for VR.
- Some developers argue that VR is better for storytelling, while others see AR as a more accessible tool for clients.
7. Biggest Failures in the VR/AR/MR Market
- Lack of subsidized hardware is a major issue, with developers comparing VR’s high costs to the early iPhone’s price.
- Enterprise applications and native VR experiences are seen as underdeveloped.
- Overemphasis on games/entertainment has given VR a reputation as a "toy" rather than a serious technology.
- Lack of compelling content and high costs are frequently cited as barriers to adoption.
8. Unsolved Problems in VR/AR/MR
- Nausea and physical discomfort are the most commonly cited issues in VR.
- Accessibility remains a challenge, especially for long-term use.
- Lack of shared standards is a significant problem, as it complicates compatibility and user experience.
- Hardware limitations, such as size and comfort, are also seen as obstacles to broader adoption.
Key Examples of VR/AR/MR Experiences
- Google Earth VR and Google Street View VR are praised for their immersive and social potential.
- Pokémon Go is highlighted as a successful example of AR in public spaces.
- Notes on Blindness is noted for its emotional and narrative depth.
- Rec Room and BigScreen are mentioned for their social and collaborative VR capabilities.
- Hot Sugar’s VR album is celebrated for its innovative interaction with music.
- Real Estate AR apps are seen as practical and helpful, combining coolness with real-world utility.
Conclusion
The VR/AR/MR industry is showing signs of establishment and growth, with developers increasingly focused on sustainability and long-term profitability. While HTC Vive and Oculus Rift dominate current development efforts, AR and MR are seen as more promising for future success. Platform exclusivity is on the rise, and self-funding remains the most common source of development capital. However, challenges such as cost, nausea, and lack of standards continue to hinder widespread adoption. The industry is at a critical juncture, with many developers optimistic about the future but cautious about short-term returns.
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