VR offline experience hall, making VR "nearly close"

Abstract : The development of the VR industry has attracted much attention, and the layout of the offline experience hall has become an important part of the entire VR industry.

The development of the VR industry has always been the focus of attention. As hardware and content become more abundant, the layout of the offline experience hall has become an important part of the entire VR industry, making the seemingly distant concept of VR become " It’s close at hand.” With the expansion of the market prospects, some professional platforms have also been developed. Today, ARinChina invites the CEO of VR Experience Network, Mr. Qu Zhengbo to listen to his experience in the VR Experience Pavilion industry platform .

VR offline experience hall, making VR "nearly close"

ARC: After reading your home platform, let me think of Xiangcheng, Jingdong, and Feiyu. What was your initial positioning when you were doing the platform?

Qu Zhengbo: Our platform is relatively accurate in positioning, only for the VR experience hall industry, and only to do the relevant industry chain hardware equipment supply and demand.

VR Experience Network We are positioning a B2B2C platform, the first B is the VR manufacturer, the second B is the VR experience hall, and the third C is the consumer who is likely to go to the VR experience hall. It can also be said: We are doing Alibaba in the VR industry instead of Taobao.

You can understand this way: the manufacturer is the sky, the experience hall is the land, the consumer is the person, the heaven and the earth are united, and the complete ecological chain of the VR experience hall industry is formed. One is our platform.

In the first year of VR in 16 years, when the industry was particularly hot, I knew at least 20 VR media websites, which were particularly hot, but I concluded that although the media website has a large flow, it is for manufacturers or for the VR experience hall. The store owner, for the customer, does not have much substantive benefit . For example, what is happening in Microsoft, Google or Facebook today, the acquisition or financing of tens of millions, hundreds of millions, and you have no dime. As the VR equipment manufacturer, his most real core appeal is to sell goods. If the final result is that our platform can help her sell the equipment, such a platform has real practical value for the manufacturer.

Secondly, for the experience halls in the country, their real core demand is to buy goods, they hope to buy better equipment at the same price, or the same equipment can get a lower price , a cheaper 5000 Or 10000, this is their concern and is also of interest. In addition, another hard appeal of the VR Experience Hall is to be able to drain the store and bring him customers, in order to create practical operational benefits.

Finally, as a C-side, a consumer, we can facilitate him, for example, by positioning navigation or through the Internet platform telephone consultation to enable them to find their favorite store or find their favorite VR project, so that they can browse to promote consumer entertainment. .

This is how our platform solves the core demands of these three parties in the most fundamental way, giving them the most core value output and input.

Like you are like a platform, I know that it is a VR+ industry project supply and demand platform, a wide range, mainly B2B platform; like Jingdong, I originally defined him as a B2B platform, now more inclined to B2C, and he is not aimed at a certain An industry; then salted fish is just a second-hand channel of Taobao, it is mainly C2C, not specifically for VR.

ARC: According to platform traffic and data, can you talk to us about the distribution and profitability of the current experience hall?

Qu Zhengbo: Solving the core appeals of all parties and continuously exporting the value of the platform, they will give you farther.

Others play virtual, we only play reality, this is the virtual reality in my eyes.

Others fly in the sky, I like to run on the ground, how far or how far to fly or fall down has nothing to do with me, and walk down to every step of my way.

VR experience library network, the average IP1000-2000, the flow of the small fish VR small program is relatively large, the total number of registered users is less than 30,000.

To be honest, our platform last year mainly solved the problem of the first B-end online, probably gathering more than 90% of the country's VR equipment manufacturers. Generally speaking, there are only sellers and no buyers. The main goal this year is to drive the whole country. 5000-10000 VR experience halls are launched to solve the industry's immediate needs and stimulate actual supply and demand.

VR offline experience hall, making VR "nearly close"

The distribution of the National VR Experience Hall has already collected more than 3,000 stores nationwide. In general, it is concentrated in the southeast coast. Secondly, South China and North China are relatively more , and then they are distributed like the “several” characters along the Yellow River. The development of several provinces, such as Shandong, Jiangsu, Henan, Sichuan and Guangdong , is very good in my impression, but the three provinces are a stagnant water, in short, the development of the VR experience hall and local economic development There is a great relationship.

Compared to 16 and 17 years, the development of experience stores nationwide should be relatively stable now. At the beginning of the 17th year, 90% of the experience stores were losing money, 5 percent of the experience stores were maintaining costs, and only the remaining 5 percent of the experience stores were making money. Now I see at least 30% to 40% of the experience store is profitable. One important signal is that the new equipment that was once sold on a large scale has not been circulated in the second-hand market in the country. Where is the equipment? ? Which tube sells iron, it will not be thrown at home, there is no market circulation, indicating that the equipment is still in operation.

ARC: Is it easy to disclose where the main profit points of your platform are?

Qu Zhengbo: Our platform is currently free to open to manufacturers, shopkeepers and all consumers, and has not received a penny. My main profit point is in the second-hand, by making a few second-hand goods to make money to maintain the company's operating costs, to raise this platform. For me, this second-hand is the immediate benefit, and it is relatively short and fast. But the platform is a future layout and a more promising project.

ARC: Many industries have begun to combine VR, it seems to have opened the VR+ trend, is this re-enacting the Internet+? What do you think about this phenomenon?

Qu Zhengbo: The madness of VR lies in the fact that many people have weaved a luxury dream. A beautiful gold mine is at the touch of a finger, but it is just a daydream. A normal industry is born and its development needs to be developed in accordance with the laws of the market. At present, the VR industry is not easy to get burned. At present, the VR industry does not have the basic conditions for popularization to the public. In my opinion, perhaps it is somewhat pessimistic. VR+ is a distant dream, and the realization is also 5-10 years later. Things, or maybe a dream forever.

ARC: Now whether it is AR or VR, the market is basically on the B side, and the business you are doing has landed on the C side. How far do you think it is from the AR end of ARVR?

Qu Zhengbo: AR is likely to be popular, and it is not realistic to see VR popularization. The C-side of the B-end is the market, two different directions, one for the industry and one for the individual, and the C-end has not found a valid entry point.

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