首页 > 资料专栏 > 经营 > 运营治理 > 其他资料 > 2017年VRAR创新性报告_英文版

2017年VRAR创新性报告_英文版

智盛咨询
V 实名认证
内容提供者
热门搜索
创新报告
资料大小:382KB(压缩后)
文档格式:WinRAR
资料语言:中文版/英文版/日文版
解压密码:m448
更新时间:2018/10/11(发布于辽宁)
阅读:2
类型:积分资料
积分:25分 (VIP无积分限制)
推荐:升级会员

   点此下载 ==>> 点击下载文档


文本描述
1
VR/AR
Innovation
Report
Presented by
Welcome to the second annual VRDC VR/AR Innovation
Report. The data in this report was gathered from surveying
over 600 professionals involved in the development of virtual,
augmented, and mixed reality experiences. The wealth of data it
contains is intended to offer useful insight into a rapidly growing
and diverse industry.
Some of the many interesting fndings from this survey include a clear rise in the
popularity of the HTC Vive and the Oculus Rift among industry professionals,
an increasing interest in developing platform-exclusive experiences, and an
understanding that most devs believe VR is a proftable, sustainable industry —
but only in the mid- to long-term.
This data was collected, organized and presented by the UBM Game Network,
which runs the Virtual Reality Developers Conference (VRDC) as well as the
Game Developers Conference (GDC) and Gamasutra.
VRDC's next event will take place in San Francisco from September 21-22, 2017,
bringing together creators of immersive experiences of all kinds—including
games, entertainment, brand experience, healthcare, training, design, and more.
UBMGameNetworkVR/AR Innovation Report |June 2017
Register for VRDC Fall 20172
What Kinds of Experiences are VR/AR/MR
Developers Making
Given the broad scope of possibility in VR/AR/MR development, we thought
it would be informative to survey industry professionals on what sorts of
experiences they’re focused on making.
When we asked survey respondents about the focus or focuses of their
current or potential work in VR/AR/MR development, the majority (78
percent) said Games/Entertainment.
The second most popular response proved to be Training/Education, which
was selected by 27 percent of respondents. Branded Experiences took third,
with 19 percent of respondents saying such productions (think: car showrooms
or vacation hotspots, rendered in VR) were focuses of their work.
HTC Vive Remains the Most Popular Platform Among
VR/AR/MR Devs — But Rift is Poised to Close the Gap
It’s a perennially important question: what hardware are VR/AR/MR industry
professionals targeting, and why
When we put the question to our survey respondents this year, their responses
roughly matched up with the results of our inaugural Innovation Survey last year.
Game/Entertainment78%
Training/Education 27%
Branded Experiences19%
Industrial/Product Design 15%
Medical/Healthcare 14%
Retail/Commercial 11%
Travel 7%
Real Estate 6%
Other 13%
What is the focus of your current/potential work in VR, AR, or mixed reality
UBMGameNetworkVR/AR Innovation Report |June 2017
Register for VRDC Fall 20173
When asked which VR, AR, or MR headsets they were targeting right now, more
than half (56 percent) of respondents said the HTC Vive. 49 percent said they were
targeting the Oculus Rift, and 33 percent said they were developing experiences
for Samsung’s Gear VR platform.
Compared against last year’s survey results, we see a small but notable uptick
in developer interest in the HTC Vive and the Rift. Last year, 49 percent of
survey respondents said they were targeting the HTC Vive, 43 percent said
Oculus Rift, and 34 percent said Samsung’s Gear VR.
Also, this is the frst year we asked about Magic Leap, the mixed-reality
platform that’s long been in development but has yet (at least, as of this
publication) to really be presented to the public or given any public release
date. Given how mysterious the platform yet is, it’s interesting to note that 3
percent of survey respondents (or roughly 20 people) said they were currently
focused on creating experiences for Magic Leap.
HTC Vive 56%
Oculus Rift 49%
Samsung Gear VR 33%
Google Cardboard 24%
Google Daydream 24%
PlayStation VR19%
Microsoft HoloLens 16%
Google Tango5%
Magic Leap 3%
None 19%
Other 10%
Which VR, AR, or mixed reality platform(s) are you developing for
right now (choose all that apply)
UBMGameNetworkVR/AR Innovation Report |June 2017
Register for VRDC Fall 20174
But if we look to the future, it appears as though Rift may be poised for a bit
of a resurgence among devs. When we asked our kind survey respondents
which VR/AR/MR platform(s) their next project would be released on, 52
percent said HTC Vive, 50 percent said Oculus Rift, and 26 percent said Gear
VR. This suggests dev interest in Gear VR is cooling, even as Rift is seemingly
becoming a more attractive platform.
Platform Exclusives are Becoming a Bit More Common
How many VR/AR industry professionals are making something that will
be exclusive to a single platform About a third, according to our results —
roughly 31 percent of survey respondents said their next project would be
released exclusively on a single VR/AR/MR platform.
However, that’s up 10 percent from last year, when we asked the same
question and got a “Yes” from just 21 percent of respondents. This suggests
rising interest in developing an experience for one platform frst, perhaps
because that’s where they see their greatest chance of success — or simply
because they intend to port their work to other platforms at a later date.
HTC Vive 52%
Oculus Rift 50%
Samsung Gear VR 26%
Google Daydream 22%
Google Cardboard 18%
PlayStation VR17%
Microsoft HoloLens 9%
Google Tango3%
Magic Leap 2%
None 22%
Other 14%
Which VR, AR, or mixed reality platforms will your next title be
released on (choose all that apply)
UBMGameNetworkVR/AR Innovation Report |June 2017
Register for VRDC Fall 20175
When we followed up with devs who answered in the affrmative to fnd out
which platform, exactly, their next project would be exclusively released on,
the most popular response proved to be HTC’s Vive headset.
35 percent of devs working on a platform exclusive said it would release
exclusively on Vive, 13 percent said Oculus Rift, and another 13 percent said
Samsung’s Gear VR headset. 9 percent said “Other”, and just 7 percent said
Sony’s PlayStation VR.
Most VR/AR/MR Devs are Still Self-Funding as External
Investment Dips
A lot of money has been invested in the VR/AR/MR industries over the past
few years, but according to the industry professionals we surveyed, most
projects are still being funded out of company (or personal) coffers.
When we asked our survey respondents to tell us where their funding comes
from, 39 percent said their company’s existing funds, 31 percent said they
were tapping their own personal funds, and 21 percent said they were getting
funding from a client or clients.
HTC Vive 35%
Oculus Rift 13%
Samsung Gear VR 13%
PlayStation VR7%
Google Cardboard 7%
Microsoft HoloLens 5%
Google Daydream 5%
Google Tango1%
Magic Leap 0%
None 5%
Other 9%
Which VR, AR, or mixed reality platform will your next title be
exclusively released on (choose one)
。。。以上简介无排版格式,详细内容请下载查看