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THE  REALITY  SHIFT  
OPPORTUNITIES  IN  CHINA  
MAY  2017  
Table  of  contents  
Overview  of  Virtual  Reality  (VR)  
-­‐  What  is  VR  ?  
-­‐  Difference  between  VR,  AR  and  MR  
-­‐  The  different  VR  headsets  
-­‐  VR  market  at  a  glance  
-­‐  Investment  in  AR/VR  companies  
  
Online  shopping  market  overview  
-­‐  The  Millennials  wave  
-­‐  Mobile  and  global  
-­‐  Offline  needs  to  reinvent  itself  
-­‐  FMCG  category  is  promising  
  
VR  in  China  
-­‐  Enormous  market  potenKal  
-­‐  Public  authoriKes  pushing  
-­‐  Private  players  heavily  invesKng  
-­‐  Going  forward  
OVERVIEW  OF  VIRTUAL  REALITY  (VR)  
Virtual  Reality  holds  the  promise  to  be  even  more  transforma6ve  than  the  flat  Web  
Overview  of  Virtual  Reality  (VR):  What  is  VR  ?  
Oxford  dicSonary:  “VR  is  a  computer-­‐generated  simula4on  of  a  three-­‐dimensional  image  or  environment  that  
can  be  interacted  with  in  a  seemingly  real  or  physical  way  by  a  person  using  special  electronic  equipment,  such  as  a  
helmet  with  a  screen  inside  or  hands  tracking  sensors.”  
  
  
  
VR  immerses  a  user  in  an  imagined  or  replicated  world,  like  
videogames,  movies,  or  flight  simulaKon;  or  simulates  
presence  in  the  real  world.    
  
Dior  Fashion  Show  SS2016  
  Source:  nowfashion.com    
Ikea  VR  Experience  –  Pilot  VR  mobile  
app  launched  in  April  2016    
Source:  The  verge    
immersion  
imaginaKon  
interacKon  
VR  has  3  Is:  immersion,  imaginaKon    
and  interacKon.    
  
Source:  “Profiles  in  innovaKon:  Virtual  &  Augmented  Reality  –  Understanding  the  race  for  the  next  compuKng  plaaorm”  January  2016.  Goldman  Sachs  
and  "White  paper  of  VR  industry  development"  April  2016.  Ministry  of  InformaKon  and  Technology,  China.    
Overview  of  Virtual  Reality  (VR):  Difference  between  VR,  AR,  MR    
Virtual  reality  (VR)   Augmented  Reality  (AR)   Mixed  Reality  (MR)  
What  is  it?    
  
A  complete  immersion  in  the  
virtual  world    
  
An  overlay  of  digital  imagery  
onto  the  real  world    
  
An  overlay  of  digital  imagery  
onto  the  real  world;  objects  can  
be  viewed  from  different  angles  
and  distances;  do  not  offer  any  
physical  resistance  when  
touched  or  pushed  because  
they  do  not  have  any  mass    
  
Users’  experience    
  
More  on  immersion    
  
More  on  real  Kme  interacKvity    
  
More  on  real  Kme  interacKvity    
  
Examples  of  HMD    
  
HTC  Vive,  Samsung  Gear  VR,  
Oculus  Rih    
  
Google  glass    
  
Microsoh  HoloLens,  Magic  
Leap  and  Canon  MREAL  System    
  
Overview  of  Virtual  Reality  (VR):  The  different  VR  headsets  
To  experience  VR,  users  need  to  put  on  a  head-­‐mounted  display  (HMD)  or  a  pair  of  3D  glasses  to  view  the  projected  3D  
image.    They  can  visit  virtual  places  and  experience  different  types  of  3D  content.    
  
  
Currently,  there  are  two  major  types  of  VR  gears  on  the  market  and  one  AR/MR  one:  
  
Source:  “Profiles  in  innovaKon:  Virtual  &  Augmented  Reality  –  Understanding  the  race  for  the  next  compuKng  plaaorm”  January  2016.  Goldman  Sachs  
and  "White  paper  of  VR  industry  development"  April  2016.  Ministry  of  InformaKon  and  Technology,  China.    
1)  VR  Mobile  Headset   2)  VR  PC-­‐powered  /  Console  Headset     3)  MR  Headset  
SAMSUNG  
CARDBOARD  
HTC   FACEBOOK   SONY  
MICROSOFT  
Overview  of  Virtual  Reality  (VR):  The  market  at  a  glance  
0  
20  
40  
60  
80  
100  
120  
140  
2016  2017  2018  2019  2020  2021  2022  2023  2024  2025  
Sohware  
Hardware  
Revenue  (bns$)  
The  progression  of  hardware  and  
so]ware  forecasts  worldwide.  
  
Source:  Goldman  Sachs  Global  Report  VR/AR  Jan  2016  –  Bloomberg  Technology  May  2016  -­‐  CiK  GPS:  Global  PerspecKves  &  SoluKons  Oct  2016    
Video  games  
Live  event  
Video  (entertainment)  
Real  Estate  
E-­‐Commerce  
Retail  
EducaKon  
Healthcare  
Engineering  
Military  
2025  VR/AR  so]ware  
assumpSons  by  use  case    
  
8bns$  
Reality  Shih  
Commerce  
E-­‐commerce  and  Retail  will  be  key  industries  
disrupted  by  the  reality  shih  aher  video  
game,  represenKng  a  cumulated  potenKal  
market  of  $11  billion  in  2025.  
Overview  of  Virtual  Reality  (VR):  The  market  at  a  glance  
Source:  Deutsche  Bank  Markets  Research  -­‐  Virtual  Reality  -­‐  3  March  2016    
Oculus  
HTC  Vive  
Sony  PSVR  
  Mobile  VR    
0  
20  
40  
60  
80  
100  
120  
140  
2016  
2017  
2018  
2019  
2020  
Total  VR  User  (Millions)  
Oculus   HTC  Vive   Sony  PSVR     Mobile  VR    
The  Mobile  VR  market  reached  
20m  users  in  2016  and  will  grow  
to  140m  by  2020  as  many  
compeKtors  including  HTC,  LG,  
and  many  Chinese  players  
(Huawei,  Xiaomi,  Tencent..)  
introduce  compeKng  products  to  
GearVR.  
  
Cradle  VR  is  the  most  popular  on  mobile  VR  
currently  (80%  of  usage  Vs  light  mobile  VR  
like  cardboard).  They  are  very  easy  and  
comfortable  to  use  on  top  of  smartphones.  
The  incremental  cost  of  buying  one  
of  these  devices  for  the  consumer  is  
approaching  ZERO.  While  the  experience  is  
sub-­‐par  compared  to  Desktop  VR,  Cradle  
HMDs  offer  the  best  immersive  experience  
on  mobile  VR  currently.  
90%  of  user  will  adopt  Mobile  VR  Versus  Desktop/console  equipment.  
“The  adopKon  of  VR  and  AR  technologies  will  revoluKonize  the  high-­‐end  
retail  market,  which  has  tradiKonally  been  challenging  for  the  internet  to  
penetrate  […]  With  such  technology,  a  consumer  could  use  VR/AR  to  shop  
around  in  virtual  stores  using  VR  devices  and  pick  items  in  the  VR  
environment  without  physically  visiKng  the  malls/stores  .”  
    
Goldman  Sachs  -­‐  February  28,  2017  -­‐  China  technology  report    
  
Overview  of  Virtual  Reality  (VR):  The  market  at  a  glance  
Overview  of  Virtual  Reality  (VR):  Investments  in  VR/AR  companies  
Early  stage  VCs  and  
corporates  invested  a  
record  of  $2  billion  into  
AR/VR  startups  in  2016.  
  
  
  
Investments  may  double  
within  3  years  driven  by  
sohware  companies  Vs  
Hardware.  
Investment  figures  include  the  following  investment  types:  Crowd  funding,  seed,  angel,  Series  A/B/C  venture  rounds  or  later,  acquisi4ons  (excluding  Facebook’s  
purchase  of  Oculus)  and  IPO.  THE  VIRTUAL  CONSUMER,  FEBRUARY  2017  |  ©  2017  SuperData  Research.  All  rights  reserved.    
ONLINE  SHOPPING  MARKET  OVERVIEW  
China's  digital  market  is  a  story  of  scale,  innova6on  and  raw  energy  
0%  
20%  
40%  
60%  
80%  
100%  
Online  shopping  market  overview:  The  Millennials  wave  
  
1/5  world  internet  users  
1/2  world  E-­‐commerce  Sales  
China’s  467mn  online  shoppers:  mostly  
young  and  urban    
older   Rural  
Millennial   Urban  
About  75%  of  China’s  online  shoppers  are  Millennials;  the  generaKon  
aged  18-­‐37.  In  parKcular,  neSzens  living  in  Ker  1  ciKes  were  early  
adopters;  we  esKmate  that  c.80%  of  adults  in  Ker-­‐1  ciKes  aged  15-­‐64  are  
now  already  shopping  online.  
200mn  more  shoppers  will  shih  online  by  2020,  with  71%  of  new  users  
coming  from  lower  Ker  cites.    
  
By  2020  China  will  have  700mn  online  shoppers.  
BUT  
China  is  the  world’s  largest  retail  
ecommerce  market,  with  $899.09  
billion  sales  in  2016.  
Source:  Goldman  Sachs  –  Feb  2017  
“From  500  million  online  shoppers  racking  up  Rmb5.2  trillion  (US
$750  billion)  in  sales  in  2016,  China  will  get  700  million  in  2020    
reaching  Rmb11.7  trillion  (US$1.7  trillion).”  
  
  
Online  shopping  market  overview:  The  Millennials  wave  
0%  
20%  
40%  
60%  
80%  
100%  
2015  
2016  
2017  
2018  
2019  
2020  
PC  
Mobile  
Online  shopping  market  overview:  Mobile  and  global  
65%  of  the  online  shopping  transacKons  were  made  on  mobile  
devices  in  2016  and  it  should  be  more  than  85%  in  2020.    
  
Mobile-­‐based  online  shopping  
conSnues  its  growth  momentum  with  
85%  of  transacSons  planned  for  2020.    
  
With  China  having  the  most  developed  ecommerce  markets  in  
the  world,  it  is  expected  that  purchases  made  digitally  will  
represent  a  globe-­‐topping  25%  of  the  country’s  total  retail  sales  
in  2020  Vs  18%  in  2016.  
Ecommerce  in  US  was  represenKng  only  9%  of  its  total  retail  
sales  in  2016  and  15%  for  Europe.  
Ecommerce  will  count  for  ¼  of  total  
retail  sales  in  China  in  2020.  
Source:  Goldman  Sachs  –  Feb  2017  
0%   10%   20%   30%  
2015  
2016  
2017  
2018  
2019  
2020  
China  
Europe  
US  
Online  shopping  market  overview:  Offline  needs  to  reinvent  itself  
The  rapid  growth  of  e-­‐commerce  has  posed  an  imminent  threat  to  department  store  
operators  and  big  retailers  as  they  conKnue  to  lose  market  share  to  online  sales  
channel  over  recent  years.  Online  retailing  offers  customers  the  advantage  of  wider  
selecKons,  compeKKve  pricing,  and  easier  comparison.    
Source:  “China’s  Department  Stores  Report  2015  –  March  2016  –  Fung  Group”  
As  consumers  nowadays  are  becoming  more  discerning  and  looking  for  beyer  shopping  experience,  department  store  operators  which  
sKll  operate  in  a  tradiKonal  and  single  format  manner  will  fail  to  meet  their  needs.  On  the  contrary,  department  store  operators  which  
diversify  their  retail  business  by  operaKng  mulKple  formats  have  a  higher  chance  to  succeed.    They  have  to  turn  from  tradiKonal  
retailers  into  lifestyle-­‐concept  retail  businesses  and  focus  more  on  selling  a  lifestyle  rather  than  merely  products,  so  as  to  ayract  
consumers’  ayenKon  and  appeal  to  their  increasingly  sophisKcated  demands.    
“Facing  the  tough  retail  environment,  the  sector  has  witnessed  a  trend  of  store  
closures  for  both  local  and  foreign  players  over  the  past  few  years.”  
“In  the  next  five  years  in  China,  increasing  numbers  of  dynamic  retailer  operators  will  start  to  adopt  
innova6ve  technologies  to  beGer  engage  with  their  customers  and  enhance  customer  experience.”  
Faced  with  losing  customers  to  online  retailers,  an  
increasing  number  of  department  store  players  have  
stepped  into  the  e-­‐commerce  space  –  either  by  
launching  their  own  standalone  transacKonal  website  
or  opening  online  store  on  third-­‐party  plaaorms.    
0  
2  
4  
6  
8  
10  
12  
14  
16  
18  
2015   2016   2017   2018   2019   2020  
FMCG  Total  
FMCG  Online  
the  overall  (offline  +  online)  FMCG  
(including  grocery)  market  to  reach  
Rmb14  trillion  (US$2  trillion)  by  2020  
  
  
Rmb  bn    
  
2020E:  US$2trn    
13%  
According  to  Goldman  Sachs  the  biggest  opportunity  as  one  of  the  fastest  
growing  segments  in  online  retail  is  Fast  Moving  Consumer  Goods  (FMCG)  
and  groceries  –  a  US$2  trillion  market  in  China  by  2020E,  which  is  37%  of  all  
retail  spending  today.  FMCG  and  groceries  include  fresh  food,  packaged  food,  
personal  care,  beverages,  healthcare,  infant/maternity  (ex.  fashion)  etc  —  that  
is,  all  the  items  that  one  would  expect  to  find  in  a  typical  supermarket.    
Source:  Goldman  Sachs  –  Feb  2017  
Fresh  Food  
Packaged  food  
beverage  
Household  &  
personal  care  
Other  FMCG  
And  online  penetraSon  to  rise  to  13%  by  
2020E  from  4%  in  2016  driven  by  packaged  
food,  personal  care,  beverages,  infant  etc.  
Online  penetraKon  by  FMCG  categories  (2016)    
  
  
  
Online  shopping  market  overview:  FMCG  category  is  promising  
4%  
Online  
penetraKon    
   2%  
Online  
penetraKon    
  
3%  
Online  
penetraKon    
  
31%  
Online  
penetraKon    
  
Online  penetraKon  for  FMCG  
will  be  X3  in  4  years.  
“The  biggest  opportunity  we  see  for  the  next  5  years  as  one  of  
the  fastest  growing  segments  in  online  retail  in  China  is  Fast  
Moving  Consumer  Goods  (FMCG)  and  groceries…all  the  items  
that  one  would  expect  to  find  in  a  typical  supermarket  .”  
    
Goldman  Sachs  -­‐  February  28,  2017  -­‐  China  technology  report    
  
Online  shopping  market  overview:  FMCG  category  is  promising  
VR  IN  CHINA  
Chinese  Internet  companies  and  e-­‐commerce  players  jump  on  the  VR  bandwagon    
VR  in  China:  Enormous  market  potenSal    
0  
20  
40  
60  
80  
100  
120  
140  
2016  2017  2018  2019  2020  2021  2022  2023  2024  2025  
Sohware  World  
(Ex.China)  
Hardware  World  
(Ex.China)  
Sohware  CHINA  
Hardware  CHINA  
Revenue  (bns$)  
The  progression  of  hardware  and  
so]ware  forecasts  in  China  Vs  worldwide.  
  
Source:  Goldman  Sachs  Global  Investment  Research  –  Bloomberg  Technology        
China  represents  30%  of  
the  worldwide  VR  market  in  
term  of  revenue  and  will  be  
worth  $8.5  billion  in  2020.  
  
  
  
Sohware  revenue  will  be  
more  important  than  
hardware  from  2020  
represenKng  4.5  billions  at  
that  Kme  going  up  to  $20  
billions  in  2025.  
Overview  of  Virtual  Reality  (VR):  The  market  at  a  glance  
Source:  Deutsche  Bank  Markets  Research  -­‐  Virtual  Reality  -­‐  3  March  2016  //  CANALYSIS  -­‐  Jason  Low  -­‐  Chinese  VR  vendors  dominate  the  floor  at  CES  Asia  2016      
Oculus  
HTC  Vive  
Sony  PSVR  
  Mobile  VR    
0  
10  
20  
30  
40  
50  
60  
70  
2016  
2017  
2018  
2019  
2020  
Total  VR  User  (Millions)  
Oculus   HTC  Vive   Sony  PSVR     Mobile  VR    
The  Mobile  VR  market  reached  
9m  Chinese  users  in  2016  and  
will  grow  to  65m  by  2020  thanks  
to  the  high  penetraKon  of  mobile  
(85%  in  2020),  the  fierce  
compeKKon  among  
manufacturers  (Deepon,  Pico,  
Tencent,  Huawei..)  and  the  
government  support.  
VR  has  the  potenKal  to  thrive  in  China.  
Barriers  to  enter  the  VR  market  have  been  
lowered.  Local  vendors  are  releasing  VR  
headsets  that  overcome  the  quality  and  
performance  issues  of  simple  viewers.  
Canalys  Analyst  Jason  Low  said,  ‘The  
compeKKon  is  around  the  user  experience,  
hardware  quality  and  content.  Currently,  
there  isn’t  a  clear  leader  for  VR  content  in  
China.  
China  accounts  for  40%  of  virtual  reality  headset  shipments  in  2016  and  by  
consequence  represents  almost  half  of  the  worldwide  VR  users  market.  
VR  in  China:  Public  authoriSes  pushing  
The  Chinese  government  and  other  official  enSSes  are  supporSve  towards  the  development  of  VR  in  China.    
Source:  “China  to  set  standards  for  VR  and  AR  technology.”  All  China  Tech.  9  May,  2016  and  "White  paper  of  VR  industry  development"  April  2016.  
Chinese  government:  VR  is  coined  as  one  of  the  newly  
emerging  technologies  in  China’s  13th  Five-­‐year  Plan.  
  
  The  government  will  issue  a  series  of  regulaKons  on  
content  producKon,  terminal  displays  and  plaaorm  
development.    
  
The  Ministry  of  Industry  and  InformaKon  Technology  
(MIIT)  issued  a  White  paper  on  VR  in  April  2016,  outlining  
the  development  of  VR  in  China.  It  covers  the  
characterisKcs  and  features  of  VR  technology,  current  
usage  of  VR  in  different  industries,  future  developments  
and  suggesKons  on  government  policies  to  support  VR  
development.    
  
Apart  from  that,  the  plan  also  listed  5G  network  as  a  
priority.  According  to  the  plan,  5G  network  development  
and  tesKng  will  be  ready  by  2018  and  IPv6  will  in  large  
scale  deployment  and  commercialize  stage.  By  2020,  5G  
network  will  complete  its  research  and  begin  to  
commercialize  while  the  whole  internet  will  upgrade  to  
IPv6.  Also,  there  will  be  major  breakthroughs  in  future  
network  structure  and  key  technologies.  
White  Paper  on  VR,  issued  by  MIIT  in  April  2016    
  
VR  in  China:  Public  authoriSes  pushing  
Source:  “China  to  set  standards  for  VR  and  AR  technology.”  All  China  Tech.  9  May,  2016  and  "White  paper  of  VR  industry  development"  April  2016  
HTC  Signs  Strategic  Partnership  with  Shenzhen  Municipal  
Government.  
  
  Both  parKes  are  se}ng  up  a  joint  China  VR  Research  
InsKtute  and  create  a  10  billion  RMB  Shenzhen  VR  
Investment  Fund  to  accelerate  the  development  of  the  VR  
industry  in  China.  
Shenzhen  is  extremely  globally  compeKKve  in  terms  of  
R&D,  commercializaKon  and  internaKonal  expansion.  
Within  the  VR  industry  alone,  Shenzhen  boasts  many  
homegrown  companies  along  various  parts  of  the  industry  
chain,  from  device  manufacturing  to  content  generaKon  
and  distribuKon  to  applicaKon  
    
  
SHENZHEN  Hardware  capital  of  the  world  and  new  Silicon  valley  of  
China  (WIRED  Magazine)  might  also  become  the  VR  worldwide  capital.  
“Shenzhen  is  leading  China  in  VR  development.  Some  may  argue  that  VR  is  the  highest  poten6al  market  in  today’s  
world  economy.  Judging  by  the  exis6ng  infrastructure  inclina6on,  Shenzhen  will  take  ownership  of  the  market  and  
Silicon  Valley  will  trail  in  a  distant  second.”  Sean  Konieczny  -­‐  Technode  /  TechCrunch  China  -­‐  Jan  2017  
VR  in  China:  Private  players  heavily  invesSng  
Major  players  in  China  such  as  Baidu,  Alibaba  and  Tencent  are  fighSng  with  tech  startups  for  a  piece  of  the  nascent  market.  
Recently,  some  Internet  giants  and  e-­‐commerce  players  (BAT)  have  put  more  
focus  on  VR/  AR  technologies  and  come  up  with  related  iniKaKves  or  
strategies.  They  are  eager  to  push  VR  beyond  entertainment  and  gaming.    
Source:  Goldman  Sachs  Global  Investment  Research  –  Bloomberg  Technology        
VR  in  China:  Private  players  heavily  invesSng  
ALIBABA  reality  shi]  ecosystem  is  already  
established.  
VR  PLATFORM:  BUY+  
Later  on  in  November  16,  just  ahead  of  "Single's  
Day"  (a  Chinese  fesKval  where  people  literally  buy  
themselves  presents  for  being  single)  e-­‐commerce  
giant  Alibaba  introduced  Buy+,  a  virtual  reality  universe  
where  you  can  peruse  familiar  shopping  desKnaKons  
like  Macy's  and  Target.  
Source:  Goldman  Sachs  Global  Investment  Research  –  Bloomberg  Technology        
RESEARCH  &  DEV:  GM  Lab  
Alibaba  set  up  Gnome  Magic  Lab  (GM  Lab)  for  VR/  AR  
technology  development  in  March  this  year.  The  Lab  
works  on  VR  and  AR  technologies  to  help  sellers  on  
Alibaba  plaaorms  to  build  their  own  3D  product  
inventories,  with  a  long-­‐term  goal  of  helping  businesses  
set  up  VR  stores.  
M&A/  INVESTMENT:  
Alibaba  led  a  new  funding  round  of  US$793.5  million  
for  Magic  Leap,  a  U.S.-­‐based  MR  startup  in  February  
2016.  Magic  Leap  was  valued  at  US$4.5  billion.  
FIRST  VR  PAYMENT  METHOD:  
Ant  Financial,  Alibaba’s  financial  service  affiliate  
announced  that  it  will  launch  a  VR-­‐  based  payment  
services  (VR  Pay)  in  late  September.  VR  Pay  will  allow  
users  to  complete  transacKons  without  removing  their  
HMD.  When  users  place  an  order,  VR  Pay  will  present  
them  with  a  3D  Alipay  checkout  counter.    
  
VR  in  China:  Private  players  heavily  invesSng  
TENCENT  reality  shi]  ecosystem  is  coming.  
FUTURE  CHINESE  LEADER  FOR  HMD  ?  
Tencent  is  preparing  to  launch  its  long-­‐awaited  virtual  
reality  headset  later  this  year…  in  a  bid  to  dominate  
China’s  fast-­‐growing  VR  market.  An  internal  research  
team  at  Shenzhen-­‐based  Tencent  has  been  developing  
both  PC-­‐based  VR  systems,  similar  to  Facebook  owned  
Oculus  Rih,  and  mobile  headsets,  akin  to  Samsung’s  
Gear  VR  or  Google’s  Daydream  
Source:  Goldman  Sachs  Global  Investment  Research  –  Bloomberg  Technology        
LEADER  IN  MOBILE  GAMING  
Tencent  first  signaled  its  interest  
in  VR  in  2015,  when  it  launched  
its  Android-­‐powered  MiniStaKon  
gaming  system,  which  it  said  
would  be  compaKble  with  a  
future  VR  headset.  
VR  SOCIAL  NETWORK  &  PAYMENT  ?  
A  sign-­‐up  page  for  developers  interested  in  creaKng  
games  for  the  plaaorm  suggested  Tencent  planned  to  
create  a  one-­‐stop  shop  for  VR,  using  its  WeChat  and  QQ  
services  for  social  networking,  as  well  as  providing  a  “fast  
and  smooth”  in-­‐app  payment  system.    
The  miniSta4on,  developed  in  partnership  
with  Lenovo,  is  an  Android-­‐powered  cube  
and  the  more  powerful  version  of  the  system  
is  said  to  connect  to  a  VR  headset.    
VR  in  China:  Going  forward  
Governmental  support  will  
conSnue  to  help  drive  the  
development  of  VR  industry  in  
China.    
  
–  With  the  emphasis  of  VR  in  the  
13th  Five-­‐year  Plan  and  the  
publicaKon  of  the  VR  White  Paper,  
more  enterprises  are  expected  to  
venture  into  the  sector.    
Source:  What  does  virtual  reality  do  to  your  body  and  mind?”  January  2016.  Wall  Street  Journal.    
Technological  advancement  will  create  more  
sophisScated  users;  and  VR  content  
development  is  the  key  differenSator  for  
winning  consumers’  heart.    
  
–  Developers  are  sKll  at  the  stage  of  improving  
the  hardware,  i.e.  the  HMD.  Once  the  technology  
becomes  more  mature,  that  is  when  the  HMD  can  
become  lighter  (on  average  the  glasses  weight  
around  250g  now)  ,  and  users  no  longer  need  to  
experience  that  much  physical  challenges  such  as  
headaches,  nausea  and  eye  strain  occur  while  
experiencing  VR,  users  can  focus  more  on  the  VR  
content  they  are  seeing  instead.    
MOBILE  VR  USAGE   GOVERNMENT  SUPPORT   TECH  DEVELOPMENT  
Mobile  VR  is  set  to  dominate  VR  usage.    
  
–    Currently,  no  mayer  whether  it  is  PC-­‐  or  
mobile-­‐  driven  VR,  there  are  certain  
requirements  on  the  hardware,  such  as  the  
screen  for  mobile-­‐driven  VR  and  the  
configuraKon  of  PC.  These  will  make  VR  less  
easy  to  reach  out  to  general  consumers.    
  
  
  –    Yet,  with  the  high  penetraKon  of  mobile  
phone,  it  will  be  much  easier  for  people  to  try  
out  the  technology  using  mobile  phones  
instead  of  PC-­‐connected  ones.    
  
For  more  informaSon    
contact  us  
  
info@coolhobo.com  

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VR Retail China Growth

  • 1. THE  REALITY  SHIFT   OPPORTUNITIES  IN  CHINA   MAY  2017  
  • 2. Table  of  contents   Overview  of  Virtual  Reality  (VR)   -­‐  What  is  VR  ?   -­‐  Difference  between  VR,  AR  and  MR   -­‐  The  different  VR  headsets   -­‐  VR  market  at  a  glance   -­‐  Investment  in  AR/VR  companies     Online  shopping  market  overview   -­‐  The  Millennials  wave   -­‐  Mobile  and  global   -­‐  Offline  needs  to  reinvent  itself   -­‐  FMCG  category  is  promising     VR  in  China   -­‐  Enormous  market  potenKal   -­‐  Public  authoriKes  pushing   -­‐  Private  players  heavily  invesKng   -­‐  Going  forward  
  • 3. OVERVIEW  OF  VIRTUAL  REALITY  (VR)   Virtual  Reality  holds  the  promise  to  be  even  more  transforma6ve  than  the  flat  Web  
  • 4. Overview  of  Virtual  Reality  (VR):  What  is  VR  ?   Oxford  dicSonary:  “VR  is  a  computer-­‐generated  simula4on  of  a  three-­‐dimensional  image  or  environment  that   can  be  interacted  with  in  a  seemingly  real  or  physical  way  by  a  person  using  special  electronic  equipment,  such  as  a   helmet  with  a  screen  inside  or  hands  tracking  sensors.”         VR  immerses  a  user  in  an  imagined  or  replicated  world,  like   videogames,  movies,  or  flight  simulaKon;  or  simulates   presence  in  the  real  world.       Dior  Fashion  Show  SS2016    Source:  nowfashion.com     Ikea  VR  Experience  –  Pilot  VR  mobile   app  launched  in  April  2016     Source:  The  verge     immersion   imaginaKon   interacKon   VR  has  3  Is:  immersion,  imaginaKon     and  interacKon.       Source:  “Profiles  in  innovaKon:  Virtual  &  Augmented  Reality  –  Understanding  the  race  for  the  next  compuKng  plaaorm”  January  2016.  Goldman  Sachs   and  "White  paper  of  VR  industry  development"  April  2016.  Ministry  of  InformaKon  and  Technology,  China.    
  • 5. Overview  of  Virtual  Reality  (VR):  Difference  between  VR,  AR,  MR     Virtual  reality  (VR)   Augmented  Reality  (AR)   Mixed  Reality  (MR)   What  is  it?       A  complete  immersion  in  the   virtual  world       An  overlay  of  digital  imagery   onto  the  real  world       An  overlay  of  digital  imagery   onto  the  real  world;  objects  can   be  viewed  from  different  angles   and  distances;  do  not  offer  any   physical  resistance  when   touched  or  pushed  because   they  do  not  have  any  mass       Users’  experience       More  on  immersion       More  on  real  Kme  interacKvity       More  on  real  Kme  interacKvity       Examples  of  HMD       HTC  Vive,  Samsung  Gear  VR,   Oculus  Rih       Google  glass       Microsoh  HoloLens,  Magic   Leap  and  Canon  MREAL  System      
  • 6. Overview  of  Virtual  Reality  (VR):  The  different  VR  headsets   To  experience  VR,  users  need  to  put  on  a  head-­‐mounted  display  (HMD)  or  a  pair  of  3D  glasses  to  view  the  projected  3D   image.    They  can  visit  virtual  places  and  experience  different  types  of  3D  content.         Currently,  there  are  two  major  types  of  VR  gears  on  the  market  and  one  AR/MR  one:     Source:  “Profiles  in  innovaKon:  Virtual  &  Augmented  Reality  –  Understanding  the  race  for  the  next  compuKng  plaaorm”  January  2016.  Goldman  Sachs   and  "White  paper  of  VR  industry  development"  April  2016.  Ministry  of  InformaKon  and  Technology,  China.     1)  VR  Mobile  Headset   2)  VR  PC-­‐powered  /  Console  Headset     3)  MR  Headset   SAMSUNG   CARDBOARD   HTC   FACEBOOK   SONY   MICROSOFT  
  • 7. Overview  of  Virtual  Reality  (VR):  The  market  at  a  glance   0   20   40   60   80   100   120   140   2016  2017  2018  2019  2020  2021  2022  2023  2024  2025   Sohware   Hardware   Revenue  (bns$)   The  progression  of  hardware  and   so]ware  forecasts  worldwide.     Source:  Goldman  Sachs  Global  Report  VR/AR  Jan  2016  –  Bloomberg  Technology  May  2016  -­‐  CiK  GPS:  Global  PerspecKves  &  SoluKons  Oct  2016     Video  games   Live  event   Video  (entertainment)   Real  Estate   E-­‐Commerce   Retail   EducaKon   Healthcare   Engineering   Military   2025  VR/AR  so]ware   assumpSons  by  use  case       8bns$   Reality  Shih   Commerce   E-­‐commerce  and  Retail  will  be  key  industries   disrupted  by  the  reality  shih  aher  video   game,  represenKng  a  cumulated  potenKal   market  of  $11  billion  in  2025.  
  • 8. Overview  of  Virtual  Reality  (VR):  The  market  at  a  glance   Source:  Deutsche  Bank  Markets  Research  -­‐  Virtual  Reality  -­‐  3  March  2016     Oculus   HTC  Vive   Sony  PSVR    Mobile  VR     0   20   40   60   80   100   120   140   2016   2017   2018   2019   2020   Total  VR  User  (Millions)   Oculus   HTC  Vive   Sony  PSVR    Mobile  VR     The  Mobile  VR  market  reached   20m  users  in  2016  and  will  grow   to  140m  by  2020  as  many   compeKtors  including  HTC,  LG,   and  many  Chinese  players   (Huawei,  Xiaomi,  Tencent..)   introduce  compeKng  products  to   GearVR.     Cradle  VR  is  the  most  popular  on  mobile  VR   currently  (80%  of  usage  Vs  light  mobile  VR   like  cardboard).  They  are  very  easy  and   comfortable  to  use  on  top  of  smartphones.   The  incremental  cost  of  buying  one   of  these  devices  for  the  consumer  is   approaching  ZERO.  While  the  experience  is   sub-­‐par  compared  to  Desktop  VR,  Cradle   HMDs  offer  the  best  immersive  experience   on  mobile  VR  currently.   90%  of  user  will  adopt  Mobile  VR  Versus  Desktop/console  equipment.  
  • 9. “The  adopKon  of  VR  and  AR  technologies  will  revoluKonize  the  high-­‐end   retail  market,  which  has  tradiKonally  been  challenging  for  the  internet  to   penetrate  […]  With  such  technology,  a  consumer  could  use  VR/AR  to  shop   around  in  virtual  stores  using  VR  devices  and  pick  items  in  the  VR   environment  without  physically  visiKng  the  malls/stores  .”       Goldman  Sachs  -­‐  February  28,  2017  -­‐  China  technology  report       Overview  of  Virtual  Reality  (VR):  The  market  at  a  glance  
  • 10. Overview  of  Virtual  Reality  (VR):  Investments  in  VR/AR  companies   Early  stage  VCs  and   corporates  invested  a   record  of  $2  billion  into   AR/VR  startups  in  2016.         Investments  may  double   within  3  years  driven  by   sohware  companies  Vs   Hardware.   Investment  figures  include  the  following  investment  types:  Crowd  funding,  seed,  angel,  Series  A/B/C  venture  rounds  or  later,  acquisi4ons  (excluding  Facebook’s   purchase  of  Oculus)  and  IPO.  THE  VIRTUAL  CONSUMER,  FEBRUARY  2017  |  ©  2017  SuperData  Research.  All  rights  reserved.    
  • 11. ONLINE  SHOPPING  MARKET  OVERVIEW   China's  digital  market  is  a  story  of  scale,  innova6on  and  raw  energy  
  • 12. 0%   20%   40%   60%   80%   100%   Online  shopping  market  overview:  The  Millennials  wave     1/5  world  internet  users   1/2  world  E-­‐commerce  Sales   China’s  467mn  online  shoppers:  mostly   young  and  urban     older   Rural   Millennial   Urban   About  75%  of  China’s  online  shoppers  are  Millennials;  the  generaKon   aged  18-­‐37.  In  parKcular,  neSzens  living  in  Ker  1  ciKes  were  early   adopters;  we  esKmate  that  c.80%  of  adults  in  Ker-­‐1  ciKes  aged  15-­‐64  are   now  already  shopping  online.   200mn  more  shoppers  will  shih  online  by  2020,  with  71%  of  new  users   coming  from  lower  Ker  cites.       By  2020  China  will  have  700mn  online  shoppers.   BUT   China  is  the  world’s  largest  retail   ecommerce  market,  with  $899.09   billion  sales  in  2016.   Source:  Goldman  Sachs  –  Feb  2017  
  • 13. “From  500  million  online  shoppers  racking  up  Rmb5.2  trillion  (US $750  billion)  in  sales  in  2016,  China  will  get  700  million  in  2020     reaching  Rmb11.7  trillion  (US$1.7  trillion).”       Online  shopping  market  overview:  The  Millennials  wave  
  • 14. 0%   20%   40%   60%   80%   100%   2015   2016   2017   2018   2019   2020   PC   Mobile   Online  shopping  market  overview:  Mobile  and  global   65%  of  the  online  shopping  transacKons  were  made  on  mobile   devices  in  2016  and  it  should  be  more  than  85%  in  2020.       Mobile-­‐based  online  shopping   conSnues  its  growth  momentum  with   85%  of  transacSons  planned  for  2020.       With  China  having  the  most  developed  ecommerce  markets  in   the  world,  it  is  expected  that  purchases  made  digitally  will   represent  a  globe-­‐topping  25%  of  the  country’s  total  retail  sales   in  2020  Vs  18%  in  2016.   Ecommerce  in  US  was  represenKng  only  9%  of  its  total  retail   sales  in  2016  and  15%  for  Europe.   Ecommerce  will  count  for  ¼  of  total   retail  sales  in  China  in  2020.   Source:  Goldman  Sachs  –  Feb  2017   0%   10%   20%   30%   2015   2016   2017   2018   2019   2020   China   Europe   US  
  • 15. Online  shopping  market  overview:  Offline  needs  to  reinvent  itself   The  rapid  growth  of  e-­‐commerce  has  posed  an  imminent  threat  to  department  store   operators  and  big  retailers  as  they  conKnue  to  lose  market  share  to  online  sales   channel  over  recent  years.  Online  retailing  offers  customers  the  advantage  of  wider   selecKons,  compeKKve  pricing,  and  easier  comparison.     Source:  “China’s  Department  Stores  Report  2015  –  March  2016  –  Fung  Group”   As  consumers  nowadays  are  becoming  more  discerning  and  looking  for  beyer  shopping  experience,  department  store  operators  which   sKll  operate  in  a  tradiKonal  and  single  format  manner  will  fail  to  meet  their  needs.  On  the  contrary,  department  store  operators  which   diversify  their  retail  business  by  operaKng  mulKple  formats  have  a  higher  chance  to  succeed.    They  have  to  turn  from  tradiKonal   retailers  into  lifestyle-­‐concept  retail  businesses  and  focus  more  on  selling  a  lifestyle  rather  than  merely  products,  so  as  to  ayract   consumers’  ayenKon  and  appeal  to  their  increasingly  sophisKcated  demands.     “Facing  the  tough  retail  environment,  the  sector  has  witnessed  a  trend  of  store   closures  for  both  local  and  foreign  players  over  the  past  few  years.”   “In  the  next  five  years  in  China,  increasing  numbers  of  dynamic  retailer  operators  will  start  to  adopt   innova6ve  technologies  to  beGer  engage  with  their  customers  and  enhance  customer  experience.”   Faced  with  losing  customers  to  online  retailers,  an   increasing  number  of  department  store  players  have   stepped  into  the  e-­‐commerce  space  –  either  by   launching  their  own  standalone  transacKonal  website   or  opening  online  store  on  third-­‐party  plaaorms.    
  • 16. 0   2   4   6   8   10   12   14   16   18   2015   2016   2017   2018   2019   2020   FMCG  Total   FMCG  Online   the  overall  (offline  +  online)  FMCG   (including  grocery)  market  to  reach   Rmb14  trillion  (US$2  trillion)  by  2020       Rmb  bn       2020E:  US$2trn     13%   According  to  Goldman  Sachs  the  biggest  opportunity  as  one  of  the  fastest   growing  segments  in  online  retail  is  Fast  Moving  Consumer  Goods  (FMCG)   and  groceries  –  a  US$2  trillion  market  in  China  by  2020E,  which  is  37%  of  all   retail  spending  today.  FMCG  and  groceries  include  fresh  food,  packaged  food,   personal  care,  beverages,  healthcare,  infant/maternity  (ex.  fashion)  etc  —  that   is,  all  the  items  that  one  would  expect  to  find  in  a  typical  supermarket.     Source:  Goldman  Sachs  –  Feb  2017   Fresh  Food   Packaged  food   beverage   Household  &   personal  care   Other  FMCG   And  online  penetraSon  to  rise  to  13%  by   2020E  from  4%  in  2016  driven  by  packaged   food,  personal  care,  beverages,  infant  etc.   Online  penetraKon  by  FMCG  categories  (2016)           Online  shopping  market  overview:  FMCG  category  is  promising   4%   Online   penetraKon       2%   Online   penetraKon       3%   Online   penetraKon       31%   Online   penetraKon       Online  penetraKon  for  FMCG   will  be  X3  in  4  years.  
  • 17. “The  biggest  opportunity  we  see  for  the  next  5  years  as  one  of   the  fastest  growing  segments  in  online  retail  in  China  is  Fast   Moving  Consumer  Goods  (FMCG)  and  groceries…all  the  items   that  one  would  expect  to  find  in  a  typical  supermarket  .”       Goldman  Sachs  -­‐  February  28,  2017  -­‐  China  technology  report       Online  shopping  market  overview:  FMCG  category  is  promising  
  • 18. VR  IN  CHINA   Chinese  Internet  companies  and  e-­‐commerce  players  jump  on  the  VR  bandwagon    
  • 19. VR  in  China:  Enormous  market  potenSal     0   20   40   60   80   100   120   140   2016  2017  2018  2019  2020  2021  2022  2023  2024  2025   Sohware  World   (Ex.China)   Hardware  World   (Ex.China)   Sohware  CHINA   Hardware  CHINA   Revenue  (bns$)   The  progression  of  hardware  and   so]ware  forecasts  in  China  Vs  worldwide.     Source:  Goldman  Sachs  Global  Investment  Research  –  Bloomberg  Technology         China  represents  30%  of   the  worldwide  VR  market  in   term  of  revenue  and  will  be   worth  $8.5  billion  in  2020.         Sohware  revenue  will  be   more  important  than   hardware  from  2020   represenKng  4.5  billions  at   that  Kme  going  up  to  $20   billions  in  2025.  
  • 20. Overview  of  Virtual  Reality  (VR):  The  market  at  a  glance   Source:  Deutsche  Bank  Markets  Research  -­‐  Virtual  Reality  -­‐  3  March  2016  //  CANALYSIS  -­‐  Jason  Low  -­‐  Chinese  VR  vendors  dominate  the  floor  at  CES  Asia  2016       Oculus   HTC  Vive   Sony  PSVR    Mobile  VR     0   10   20   30   40   50   60   70   2016   2017   2018   2019   2020   Total  VR  User  (Millions)   Oculus   HTC  Vive   Sony  PSVR    Mobile  VR     The  Mobile  VR  market  reached   9m  Chinese  users  in  2016  and   will  grow  to  65m  by  2020  thanks   to  the  high  penetraKon  of  mobile   (85%  in  2020),  the  fierce   compeKKon  among   manufacturers  (Deepon,  Pico,   Tencent,  Huawei..)  and  the   government  support.   VR  has  the  potenKal  to  thrive  in  China.   Barriers  to  enter  the  VR  market  have  been   lowered.  Local  vendors  are  releasing  VR   headsets  that  overcome  the  quality  and   performance  issues  of  simple  viewers.   Canalys  Analyst  Jason  Low  said,  ‘The   compeKKon  is  around  the  user  experience,   hardware  quality  and  content.  Currently,   there  isn’t  a  clear  leader  for  VR  content  in   China.   China  accounts  for  40%  of  virtual  reality  headset  shipments  in  2016  and  by   consequence  represents  almost  half  of  the  worldwide  VR  users  market.  
  • 21. VR  in  China:  Public  authoriSes  pushing   The  Chinese  government  and  other  official  enSSes  are  supporSve  towards  the  development  of  VR  in  China.     Source:  “China  to  set  standards  for  VR  and  AR  technology.”  All  China  Tech.  9  May,  2016  and  "White  paper  of  VR  industry  development"  April  2016.   Chinese  government:  VR  is  coined  as  one  of  the  newly   emerging  technologies  in  China’s  13th  Five-­‐year  Plan.      The  government  will  issue  a  series  of  regulaKons  on   content  producKon,  terminal  displays  and  plaaorm   development.       The  Ministry  of  Industry  and  InformaKon  Technology   (MIIT)  issued  a  White  paper  on  VR  in  April  2016,  outlining   the  development  of  VR  in  China.  It  covers  the   characterisKcs  and  features  of  VR  technology,  current   usage  of  VR  in  different  industries,  future  developments   and  suggesKons  on  government  policies  to  support  VR   development.       Apart  from  that,  the  plan  also  listed  5G  network  as  a   priority.  According  to  the  plan,  5G  network  development   and  tesKng  will  be  ready  by  2018  and  IPv6  will  in  large   scale  deployment  and  commercialize  stage.  By  2020,  5G   network  will  complete  its  research  and  begin  to   commercialize  while  the  whole  internet  will  upgrade  to   IPv6.  Also,  there  will  be  major  breakthroughs  in  future   network  structure  and  key  technologies.   White  Paper  on  VR,  issued  by  MIIT  in  April  2016      
  • 22. VR  in  China:  Public  authoriSes  pushing   Source:  “China  to  set  standards  for  VR  and  AR  technology.”  All  China  Tech.  9  May,  2016  and  "White  paper  of  VR  industry  development"  April  2016   HTC  Signs  Strategic  Partnership  with  Shenzhen  Municipal   Government.      Both  parKes  are  se}ng  up  a  joint  China  VR  Research   InsKtute  and  create  a  10  billion  RMB  Shenzhen  VR   Investment  Fund  to  accelerate  the  development  of  the  VR   industry  in  China.   Shenzhen  is  extremely  globally  compeKKve  in  terms  of   R&D,  commercializaKon  and  internaKonal  expansion.   Within  the  VR  industry  alone,  Shenzhen  boasts  many   homegrown  companies  along  various  parts  of  the  industry   chain,  from  device  manufacturing  to  content  generaKon   and  distribuKon  to  applicaKon         SHENZHEN  Hardware  capital  of  the  world  and  new  Silicon  valley  of   China  (WIRED  Magazine)  might  also  become  the  VR  worldwide  capital.   “Shenzhen  is  leading  China  in  VR  development.  Some  may  argue  that  VR  is  the  highest  poten6al  market  in  today’s   world  economy.  Judging  by  the  exis6ng  infrastructure  inclina6on,  Shenzhen  will  take  ownership  of  the  market  and   Silicon  Valley  will  trail  in  a  distant  second.”  Sean  Konieczny  -­‐  Technode  /  TechCrunch  China  -­‐  Jan  2017  
  • 23. VR  in  China:  Private  players  heavily  invesSng   Major  players  in  China  such  as  Baidu,  Alibaba  and  Tencent  are  fighSng  with  tech  startups  for  a  piece  of  the  nascent  market.   Recently,  some  Internet  giants  and  e-­‐commerce  players  (BAT)  have  put  more   focus  on  VR/  AR  technologies  and  come  up  with  related  iniKaKves  or   strategies.  They  are  eager  to  push  VR  beyond  entertainment  and  gaming.     Source:  Goldman  Sachs  Global  Investment  Research  –  Bloomberg  Technology        
  • 24. VR  in  China:  Private  players  heavily  invesSng   ALIBABA  reality  shi]  ecosystem  is  already   established.   VR  PLATFORM:  BUY+   Later  on  in  November  16,  just  ahead  of  "Single's   Day"  (a  Chinese  fesKval  where  people  literally  buy   themselves  presents  for  being  single)  e-­‐commerce   giant  Alibaba  introduced  Buy+,  a  virtual  reality  universe   where  you  can  peruse  familiar  shopping  desKnaKons   like  Macy's  and  Target.   Source:  Goldman  Sachs  Global  Investment  Research  –  Bloomberg  Technology         RESEARCH  &  DEV:  GM  Lab   Alibaba  set  up  Gnome  Magic  Lab  (GM  Lab)  for  VR/  AR   technology  development  in  March  this  year.  The  Lab   works  on  VR  and  AR  technologies  to  help  sellers  on   Alibaba  plaaorms  to  build  their  own  3D  product   inventories,  with  a  long-­‐term  goal  of  helping  businesses   set  up  VR  stores.   M&A/  INVESTMENT:   Alibaba  led  a  new  funding  round  of  US$793.5  million   for  Magic  Leap,  a  U.S.-­‐based  MR  startup  in  February   2016.  Magic  Leap  was  valued  at  US$4.5  billion.   FIRST  VR  PAYMENT  METHOD:   Ant  Financial,  Alibaba’s  financial  service  affiliate   announced  that  it  will  launch  a  VR-­‐  based  payment   services  (VR  Pay)  in  late  September.  VR  Pay  will  allow   users  to  complete  transacKons  without  removing  their   HMD.  When  users  place  an  order,  VR  Pay  will  present   them  with  a  3D  Alipay  checkout  counter.      
  • 25. VR  in  China:  Private  players  heavily  invesSng   TENCENT  reality  shi]  ecosystem  is  coming.   FUTURE  CHINESE  LEADER  FOR  HMD  ?   Tencent  is  preparing  to  launch  its  long-­‐awaited  virtual   reality  headset  later  this  year…  in  a  bid  to  dominate   China’s  fast-­‐growing  VR  market.  An  internal  research   team  at  Shenzhen-­‐based  Tencent  has  been  developing   both  PC-­‐based  VR  systems,  similar  to  Facebook  owned   Oculus  Rih,  and  mobile  headsets,  akin  to  Samsung’s   Gear  VR  or  Google’s  Daydream   Source:  Goldman  Sachs  Global  Investment  Research  –  Bloomberg  Technology         LEADER  IN  MOBILE  GAMING   Tencent  first  signaled  its  interest   in  VR  in  2015,  when  it  launched   its  Android-­‐powered  MiniStaKon   gaming  system,  which  it  said   would  be  compaKble  with  a   future  VR  headset.   VR  SOCIAL  NETWORK  &  PAYMENT  ?   A  sign-­‐up  page  for  developers  interested  in  creaKng   games  for  the  plaaorm  suggested  Tencent  planned  to   create  a  one-­‐stop  shop  for  VR,  using  its  WeChat  and  QQ   services  for  social  networking,  as  well  as  providing  a  “fast   and  smooth”  in-­‐app  payment  system.     The  miniSta4on,  developed  in  partnership   with  Lenovo,  is  an  Android-­‐powered  cube   and  the  more  powerful  version  of  the  system   is  said  to  connect  to  a  VR  headset.    
  • 26. VR  in  China:  Going  forward   Governmental  support  will   conSnue  to  help  drive  the   development  of  VR  industry  in   China.       –  With  the  emphasis  of  VR  in  the   13th  Five-­‐year  Plan  and  the   publicaKon  of  the  VR  White  Paper,   more  enterprises  are  expected  to   venture  into  the  sector.     Source:  What  does  virtual  reality  do  to  your  body  and  mind?”  January  2016.  Wall  Street  Journal.     Technological  advancement  will  create  more   sophisScated  users;  and  VR  content   development  is  the  key  differenSator  for   winning  consumers’  heart.       –  Developers  are  sKll  at  the  stage  of  improving   the  hardware,  i.e.  the  HMD.  Once  the  technology   becomes  more  mature,  that  is  when  the  HMD  can   become  lighter  (on  average  the  glasses  weight   around  250g  now)  ,  and  users  no  longer  need  to   experience  that  much  physical  challenges  such  as   headaches,  nausea  and  eye  strain  occur  while   experiencing  VR,  users  can  focus  more  on  the  VR   content  they  are  seeing  instead.     MOBILE  VR  USAGE   GOVERNMENT  SUPPORT   TECH  DEVELOPMENT   Mobile  VR  is  set  to  dominate  VR  usage.       –    Currently,  no  mayer  whether  it  is  PC-­‐  or   mobile-­‐  driven  VR,  there  are  certain   requirements  on  the  hardware,  such  as  the   screen  for  mobile-­‐driven  VR  and  the   configuraKon  of  PC.  These  will  make  VR  less   easy  to  reach  out  to  general  consumers.          –    Yet,  with  the  high  penetraKon  of  mobile   phone,  it  will  be  much  easier  for  people  to  try   out  the  technology  using  mobile  phones   instead  of  PC-­‐connected  ones.      
  • 27. For  more  informaSon     contact  us     info@coolhobo.com