[87 points] How to find the balance between exploration and business in VR video

Judging from the current development of VR, it has reached a stage that cannot be achieved, but as far as the domestic market is concerned, it has also reached a period of dilemma. Japan successfully surpassed China to become the second largest VR market, and the number one position in the United States has not been maintained. As far as the application of VR video is concerned, this may be a widely used and more promising segmentation area so far. From the marketing, live broadcasting, film and television, to education, medical, sports and other traditional industries are all related to VR video. As a small editor who had personally experienced VR video creation, in the exploration of VR lens language, there has been little progress in this year and it is still in the stage of standing still. But we must say that people in the industry have also used some of the more mature technology to make up for this video sensory defect. Such as the green screen, special effects, motion capture, and increase the project's IP properties. These short-term effective, but long-term ineffective ways to carry out their exploration in the field of VR video. This is more or less helpless.

The commercialization of VR video has always been a concern of manufacturers. Many content teams will try to focus on exploring the possibility of VR narratives, such as finishing VR shooting language, exploring how to use VR to tell stories, and then Combine the current situation to create a product with a profit point in the short term.

This may not be a problem because VR is not the same as a traditional movie or video. It is not just a matter of content, but of content plus technology. So run together on two lines. Finding the balance between narrative and technology, there is no good experience without technical cooperation, which requires the content team to develop, open the brain hole, how to add the story of the story with VR different core technologies, from time to quality Improve a development process.

In the content section, in general, the current growth trend of the domestic VR industry is the world's leading, and China has far more various activities in the field of VR than abroad. 87 Jun participating in all kinds of activities will also find that in many of the incubation base or hardware entrepreneurship park and other places, you can see the relevant content. However, there is indeed a big gap in the development of content. From a worldwide point of view, there are many contents of VR already appearing, but China is still in its infancy.

At this stage, the content development in China's VR sector is relatively lacking. As the industry begins to develop, it is certain that some people first started to create and produce the hardware and software tools for these technologies. In addition, investors, especially domestic investors, are more likely to translate their investment into places that they can actually see, or have something that they can hold in their hands, and this piece of content development is very different. Determine the factors.

Developers of hardware and software often find it easier to obtain financing, and it may sometimes be difficult for the content team to obtain funds. Then there is a relatively short period of time for Chinese investors to expect returns, and they want to benefit in the short term, and are less patient with long-term profit models. Because each link of the whole industry chain has its own ecological or profitable model, only when different models are combined is it a complete or perfect industry. It is true that there is no more complete or complete profit model now, giving the industry a reference. Still in the middle of groping, so many investors are basically in a wait-and-see state, holding money and panicking, and looking forward to it, is also a more tangled process. This is also an advantage of the school, and the foreign team will not worry about profitability or profitability in the short term, as long as it focuses on the development of content or ideas. It is also reasonable to walk on the front end.

There is a big difference between the domestic market and the US-Japan market. The current production of the US content is mainly in several areas, such as Facebook, Google, and Microsoft, all of which will contribute to the content of the platform. There is no such platform in the country. Make such an investment. Because they want to lay out the OS platform, they will invest in content. This is the first point that China does not have.

Many large-scale trailers in the United States are done using VR. This expense is not a production cost. It is cut from the promotion fee. Each blockbuster came out and the publicity fee was about 100 million U.S. dollars. It is not a big thing to allocate tens of thousands of US dollars for VR in this respect. There is no such habit in the Chinese movie market, but now it is slowly developing. In addition, domestic commercial electronics are quite developed. 80% and 90% of them are booked on the Internet. The promotion will directly put publicity fees on online tickets, and it will not necessarily be used in VR.

The 360 ​​video market in the United States is bigger than China. They have 360 ​​videos on Facebook and Twitter, and advertisers will pay for this. Many people do VR instead of doing VR, but 360, because they have advertisers, is still at an experimental stage in the country. Even some vendors have done VR videos, and you may not even know that the C-end popularity is far from enough. Why the content production team in the United States seems to run faster, because more money, the video produced by the gap is also relatively large. This situation may not be so pessimistic. This is only a short time, because the domestic team is busy with how to live. There is not a lot to do this one. After a while, when the domestic market begins to stabilize, these problems will be better resolved.

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