[Data Report] Gfk Virtual Reality Retail Market Overview: VR is gradually entering the mass consumer market

During the HTC VIVE Developer Summit some time ago, Cai Ling, the Director of Home Appliances Division of GfK China, specialized in the retail monitoring of consumer electronics, home appliances, IT products, communication products and other durable consumer products in the domestic market, attended the event. Shares relevant insights on China's virtual reality retail market.

According to data provided by Cai Ling, the trajectory of China's VR industry is basically the same as that of other mainstream digital products. In the early stages of development, it has attracted the attention of the scientific and technological community. After experiencing rapid growth in the past year, it gradually entered the mass consumer market.

Cai Ling said: "Although the current VR helmets need to be more in tune with the mainstream consumer demand in terms of experience and price/performance ratio, the potential VR market in China is huge, so if we can find a suitable position for Chinese consumers, we will realize it in the future." A breakthrough to the mass consumer market."

The VR network extracts some of the highlights of the report as follows:

From the perspective of market-scale growth, the European market is dominated by HMD (non-mobile VR box products). According to GfK retail monitoring data, from the third quarter of 2016 to the second quarter of 2017, the retail volume of VR helmets in the European market reached 2.2 million units, retail sales amounted to 327 million euros, of which retail sales in the fourth quarter of 2016 were 182 million euros. .

Compared to the European market, China’s online market has reached nearly 6 million units in retail sales in the past 12 months and retail sales amounted to 940 million yuan. It is estimated that the online market will reach RMB 1.2 billion in 2017.

In 2017, the reshuffle in the Chinese market has begun, and the proportion of mobile phones with poor experience is gradually shrinking.

In the future, the main driving force for the development of the Chinese market will come from HMD, which combines the advantages of both a good experience and mobile portability. The type of product is also the most suitable product for public demand.

The prosperity of the VR industry requires the joint promotion of information technology and application content. The income of virtual reality software will surpass hardware in 2020, and in VR content, audio performance is also a key factor.

The following is the complete content of "Gfk Virtual Reality Retail Market Overview" for reference:

VR will continue to focus on and report on the latest virtual reality industry analysis report, so stay tuned.

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