Since the beginning of this year, people who have learned about the electronics industry have talked about VR. It can be said that everyone knows that many manufacturers have launched VR products and want to share a piece of it. The opportunity of the swaying opportunity has once again opened. Who can seize the opportunity to kill from the door? We have to smash things up and look at it a little.
The market has unlimited potential
After the current three major VR heads show Oculus, HTC Vive, Sony PS VR, what is the market performance? Piper Jaffray predicts that the Oculus Rift will have sales of 3.6 million in 2016, HTC Vive is expected to sell 2.1 million units, and Sony Morpheus will be 1.4 million units. At the same time, the three major VR heads have a target of 100 million units in 2016.
Pipers Jaffray analyst Travis Jakel predicts that Oculus Rift will sell 3.6 million in 2016, HTC Vive is expected to sell 2.1 million units, and Sony Morpheus 1.4 million units. Think different VR platforms have their own advantages: relying on the awareness of the head office Facebook and Oculus consumers is a huge advantage for Oculus. HTC Vive has amazing high-end technology, and Valve will bring a huge consumer market and gaming ecosystem experience to the platform. Sony also has a large user and gaming ecosystem experience with PlayStaTIon 4, an integrated technology platform.
IHS is more cautious and predicts that in 2016, PlayStaTIon VR will sell 1.5 million units, Oculus Rift will sell 560,000 units, and HTC Vive will sell 440,000 units. Among them, Sony's PlayStaTIon VR sales exceeded the total of Oculus Rift and HTC Vive, and the three major heads will sell a total of 2.5 million units. The main reason why PS VR can lead in shipments is the obvious price advantage.
Among them, China's contribution is indispensable. According to IDC's forecast, China's VR equipment shipments will reach 480,000 units in 2016, an increase of 476% year-on-year, nearly five times. According to iResearch's estimates, 920 equipment shipments are expected to reach 9.2 million units in 2020, with more than 25 million users.
As of 2014, there are 200,000 VR active users worldwide, all of which are “innovators†or deep core players. In 2015, there are an estimated 6.7 million VR active users, up 3250% year-on-year, mainly “early mainstream†and fast for young users. Infiltration, accounting for 61.2%.
Among them, VR pays users is 600,000, and the payment rate is 8.5%. It is estimated that there will be 170 million VR active users in 2018, 66.7% for “early mainstream†or young users, and 2.8 million for VR paying users, with a payout rate of 16.4%.
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