Although the VR industry is developing at a high speed, there are still many challenges to the current popularity. For consumers, the biggest problem before them is three, cost, content and space. This also gave birth to a new industry, VR offline experience stores, at present, there are many experience shops in China are indeed real money to make money. However, in terms of offline experience shops, we can find that the attitude of different countries to offline stores can be said to have taken a very different path.
The VRZONE offline experience store previously released by Bandai Namamiya
In April of this year, Bandai Namamiya (hereinafter referred to as BNE) opened a special VR offline experience shop “VR ZONE Project i Can†(hereinafter referred to as VRZONE) in the Odaiba shopping mall in Tokyo, according to Xiao Bian. It is understood that the daily turnover of this offline experience store is approximately 40,000 to 50,000 yuan during the business hours, and approximately 700,000 yen when converted into Japanese yen.
Revealed the VRZONE of Bandai Japan VR Experience Store: All games are self-developed and exclusive
According to statistics, VRZONE operates daily from 10 in the morning until 9 in the evening. In fact, at the beginning of the event, there were only five projects for the entire event. With the update in July and August, it gradually became the current scale. It is worth mentioning that all the games that are provided on site for trial play are all developed by BNE and are only available at the event site and have not been publicly released. Specific experience items and time and unit prices are as follows:
From the order of the game update, we can see that VRZONE has only started to show BNE's technology in VR, and it has begun to develop into a more entertaining direction. Even VRZONE has moved IPs such as “Ganda†and “Armored Cavalry†VR platform. It is worth mentioning that the game uses all of Vive's heads, but both the game content and the external controller are all self-developed by Bandai.
The picture on "Ski Rodeo" is a game screen, the picture below is the actual experience photo
"Ski Rodeo" is based on Namco's classic arcade game "Alpine Racer." When you experience this game, just like skiing in the field, you can move your feet while holding a skateboard. With the addition of VR elements, players can freely watch the surrounding scenery while skiing and add extra aids to make players feel like they are on the real snow mountain.
"Horror Heights SHOW" is not so much a game as it is a simulation application. At the top of the skyscraper, a wooden board is stretched out. At the end of the board there is a kitten. The player is to rescue the kitten at this simulated altitude. And in the actual experience room, there is also a real wooden board to simulate the experience when walking in high altitude.
The escape from the ward is a horror VR game. Compared with the light interaction game on the horror games on the market, the biggest feature is that it requires at least 2 players to play the game, and supports up to 4 people. Also online. The game itself also provides the player with multiple endings to choose from, and eventually it will become which of the outcomes will be judged based on the players' actions.
The Train Cab is a train driving simulation device approved by the Japan Railway Administration. It is more popular in Japan than the Densha de Go series of train simulation games. The virtual component of this experience game is limited to the cockpit where you can look around the train. It is mainly controlled by a lever and buttons to control the driving of the vehicle, which means that you only need to operate the two parts with the left hand to control the speed.
The picture on Argyle Shift is the game screen, the picture below is the actual experience photo
"Argyle Shift" is a shooting game where the player will act as a test driver for the giant robot "Lucifer" and control it for a series of startup tests. At the same time, the cockpit's built-in AI robot "Audio" will guide the player through the game step by step.
"Armored Cavalry" is similar to "Grant up to VR", except that one is PVP and the other is PVE. In "Armored Cavalry", players will play the mech in the original game, and "Gamatsu VR" selects the story of "Gandant stands on the earth." The player plays as Amro to fight back. Invaded by Zagu.
"MAX VOLTAGE" is a game similar to the VR version of Hatsune Miku, except that the player does not enter the stage as a cheerleader, but as a star singing on the stage, through the 360 ​​° all-round mobile experience star on the stage On the spot. At the same time, the audience of the audience will also lock in the player's singing voice and act accordingly.
It is understood that VRZONE adopts a time-limited reservation system and the activity takes 90 minutes as a cycle. Players can only enter the venue after the appointment (usually 5 minutes before the start of the round). Although there are 80 minutes for the entire experience (5 minutes wear, 5 minutes detachment equipment), but there are a total of 8 different projects on site, even if you do not need to line up, all the projects need to play down 66 minutes, not to mention the experience of each project The time varies from 7 to 12 minutes, and some of the popular items may still need some time to line up. According to the actual experience of the classmates, only about 4 to 5 items can be played within a limited period of time.
Single player pays 200 yuan from the venue limit to force players to experience the shop
Here, we also need to specifically mention the price issue. The price of a single experience ranges from 700 to 1,000 yen. The total price for all eight items is 6,400 yen (about 400 yuan). The event's project manager, Yuki Tamiya, also stated on this year's CEDEC that the amount of money paid to VRZONE users is at least 3,000 yen (about 200 yuan).
Incidentally, the event site does not accept cash. The player who comes for the first time needs to purchase a BANA PASSPORT (Bandei's point card) in advance on the off-site and recharge it in advance before it can be used on-site. There are even Japanese players who spit, and if more than a few times can basically buy a VR head.
In fact, the reason why the single offline payment shop can pay more than 200 yuan is also based on evidence. On the one hand, there is a demand for space. Above, we also said that many Japanese game companies use Vive's head display. The biggest problem for Vive is that it requires a larger experience space to get a good experience.
34.3% of Japanese VR users say that VR is only interesting when playing outside
However, as we all know, the developed areas in Japan, especially in Japan, can be said to be very affordable. The office workers who normally live in apartments are unlikely to have such a large room for games, so the experience store has also become a Japanese player. The first choice. According to a report released by MMD at the end of last month, over 30% of players who have experienced VR games have said that VR games only have fun outdoors (playground, experience shop).
On the other hand, for the Japanese market, there is already an arcade culture. For them, paying for games is also quite common. There are even some companies that combine VR devices with arcade halls. For example, Sega pointed out in this quarter's financial report that its JOYPOLIS (Sega Happy City) main push VR project this quarter, traffic volume rose 6%, single-person payment rose 7%.
China and Japan Deviation from Experience Stores under VR Line
At present, the domestic VR experience stores are still using the mode of operation of small workshops. Many experience stores may open as long as they invest 10 to 200,000 yuan. Instead, it is difficult to recover costs because of the operating costs and the pressure of rent.
In contrast, the Japanese market has evolved into a road that is largely dominated by game giants. In addition to the above-mentioned BNE and SEGA, COLOPL, IBM, GREE and other large companies have all laid out in this regard.
There is also a relatively large deviation here. The domestic experience stores mostly use manufacturers' ready-made equipment and content for trials, while Japanese manufacturers are more optimized on the basis of ready-made VR equipment, including making new ones. Experience gaming and customized design of new peripherals for a better game experience.
But here we have to say, BNE is more for VRZONE actually do a test user role, since the beginning of April 15 this year, limited time operation, to October 10 officially closed down, VRZONE operating period of up to six months. Calculated at a turnover of 40,000 yuan a day, this experience shop alone generated at least 7.2 million yuan in income for Bandai. But considering the site and the cost of labor, the actual profit is not high.
For large manufacturers like BNE, it is actually a secondary business to open an offline experience shop, and more is to prove the test market and test the player's acceptance. This point we have previously said during the TGS (Tokyo Game Show), although this year's TGS specifically added a VR zone, but the Japanese first-line game developers are all absent. This is because the Japanese game market currently has a consensus that VR games will only take 3 to 5 years to glow. For this unfamiliar market, Japanese first-line game developers are reluctant to invest resources prematurely.
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