Traditional Culture Encyclopedia - Photography and portraiture - Why do many VR experience private stores close down in less than half a year?

Why do many VR experience private stores close down in less than half a year?

First, the user experience of hardware is too poor. At present, the top VR helmets on the market include HTC Vive, Oculus Rift of Facebook and PSVR of Sony. Among these three brands, HTC VIVE has the highest user satisfaction. Experience stores use HTC helmets, and guests generally report dizziness and eye fatigue. The longer the time, the more serious the situation. This phenomenon is more serious in the VR helmet of 100 yuan. Although low-priced helmets quickly occupy the market, they are fatal to the user experience. Maybe they think VR is just like that, and it's not worth playing at all. In fact, some guests did complain that the experience of this helmet was too rubbish. If the VR helmet can't be greatly improved in the future hardware technology, it will restrict the entertainment of VR and the game to continue to develop in depth.

Second, the lack of game content is the key to the failure of VR experience store. At that time, the PC game "Red Alert" swept the country, and the installation of "Red Alert" in Internet cafes was the standard at that time. At that time, when we were middle school students, we went to Internet cafes to play Red Alert Empire online on weekends, which contributed to the rapid development of Internet cafes. After that, the classic online game "World of Warcraft" created the listing of the nine cities as an agent. Developing a VR game has a long cycle and costs millions or even tens of millions, which is unacceptable to ordinary small and medium-sized game companies. Without high-quality game content, it is difficult for guests to form high-frequency consumption and become a one-time experience.

Third, the VR helmet is too closed to form real-time social interaction. Socialization is the biggest demand of human beings besides food, clothing, housing and transportation. After 95000, the demand for social interaction is stronger. See how many people can leave WeChat now. Tencent and FACEBOOK, the world's largest Internet companies, have made their fortunes through social interaction. "

Fourth, high fees are also one of the reasons for the failure of VR experience stores. The experience store implements the pass system, 120/ person, and can experience seven games: two big (online games) and five small (stand-alone games). In the first month after opening, I cooperated with the public comment to make a 50% discount promotion, and the effect was good. After stopping the promotion, the flow of people plummeted. Many guests complained to the clerk that the charge was too high. They have experienced all the projects in an hour or two, so they might as well go to the video game hall. In the early days, Internet cafes occupied the market through "low price", charging only 4-5 yuan per hour, and there were discounts for large recharge, which was also the reason for the rapid development of Internet cafes in the 1990s. Excessive marginal cost also hinders the development of VR experience stores.