Mobile VR potential for ccsf15

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Mapping Opportunities For Games Developers In Mobile VR The $20Bn Opportunity

Transcript of Mobile VR potential for ccsf15

Mapping Opportunities For Games Developers In Mobile VR

The $20Bn Opportunity

This Presentation

• What is Mobile VR

• The Mobile VR opportunity – Business

– Creative

• Provide tools to track market changes and help with decision making

Guy Bendov - Side-kick Games

• The go-to team for media & tech companies for cutting edge games since 2010

• Offices in Irvine, CA, USA and Tel Aviv, Israel

• Expanded to the US to focus on mobile VR publishing

• Published Romans from Mars on Gear VR and Age of Diamonds on Google Cardboard

What is Mobile VR

• Untethered VR experience in which the technology is based (mostly) on a smart phone inserted to a VR headset.

• A.K.A. lite VR, mass market VR.

Mobile VR Promises Accessibility

• Low price

• “Big screen” experiences based on an existing small screen device

• New unparalleled viewing experience for the mass…

• …with Past success

Opportunity in Numbers

• Revenue for VR market will reach $21.8 billion worldwide by 2020

• Content sales will represent more than one-third of total VR revenue by 2017, and will grow to nearly two-thirds of all VR revenue by 2020

– Tractica

• $30 billion revenue from VR by 2020

– Digi Capital

A New Mass Market Frontier

“Each successive generation of technology has yielded different kinds of experience, and the games have fundamentally changed.….. ….VR is a reason to care, and it's going to yield this staggering orgasm of the new. ” John Riccitiello, CEO of Unity3D, former CEO of EA

The Game That Defines the

Platform

Eco System

Headsets+ Accessories

Phones Tools Publishers Services Funding

Samsung, Google & partners, Merge , Mattel, FOVE, Zeiss, Homido, Leapmotion, Sixense, Chinese

ALL phone makers Samsung OnePlus ..all if them

Game Engines (Unity), Cameras, Animation tools , OS (OSVR)

Media companies, Education, Governments, Travel, Major Consumer products, New developers

Stores / promotion , Tech services (Advertising, Analytics) , Press and research

VC ~, Incubators (River) , Strategic / corp investors (HTC, Oculus)

Challenges and Risks

• Putting the headset on people heads

• Not a sharable experience

• Not a social experience

• Frictions in usage (getting the phone in and out of the headset)

• Applications introduction velocity

• Controls

• VR sickness

• Social acceptance

Timing

New Horizons

• First person “being there” sensation

• Triggers emotions

• Escapism / disconnect from

• New perspectives in the scene

• Accompanying smart phone’s growth

A New Handheld Console ?

© Nintendo, Atlus,

• Leading categories / genres

• Bring forward the uniqueness

• The most dedicated audience

Research / References / Read

• Digi Capital http://www.digi-capital.com/reports/#augmented-virtual-reality

• KZero http://www.kzero.co.uk/blog/consumer-virtual-reality-market-worth-13bn-2018/?gclid=CNWtiKrSur4CFYXItAodu2sAow

• Superdata https://www.superdataresearch.com/blog/global-games-market-2015/

• Newzoo http://www.newzoo.com/reports/

• Roadtovr http://www.roadtovr.com/

• Uploadvr http://uploadvr.com/

Thank you

Guy Bendov

VRGuy at Sidekick.co.il

www.sidekick.co.il