Anyway how blowing black, no one can prevent the VR industry growing, especially in terms of VR entertainment content, Sniper Laser Gaming Mouse from the very beginning is the most favored part of the VR industry, although there are now many immature, but it's hard to deny that VR is about to become one of the most important media.

In 2015, even though VR consumer market is not yet clear, helmet-mounted devices isn't popular, we can still see some large commercial VR products in the form of promotion, including--Patron,Mountain Dew,Porsche,North Face, and so on.

From the consumer's point of view the traditional media, entertainment content we can roughly be divided into two categories: either free or paid.

A free content by those who need to turn viewers into consumers ' brand or television company production, another type of free content is UGC (user generated content), which usually land some free video platforms (YouTube for example), these platforms use advertising to monetize. Paid entertainment (from the consumer's point of view) a number of TV shows, movies, interactive experiences and any spots/subscribe/pay-per-content of the program (don't forget the emerging members of the various types of video platform system).

We see VR entertainment, so far for consumers, most VR entertainment is free. In addition to the above mentioned brands, we can also see the VR industry began in the embryonic stage of UGC content.

Early consumer-level hardware, for example, about Ricoh Theta s (also recently released 360 ° camera of LG and Samsung), as well as several online platforms such as Littlstar,Vrideo,MilkVR,MettaVR have also recently started to develop VR business Facebook and YouTube, which tried to lowering the threshold of VR content creation, Now even non-professionals can use these platforms above 360 ° content creation, so figure it out, there are millions of potential content creators. Although these 360 ° VR content falls far short of the real, but important values, 360 ° content for people to show their unique experience a whole new way (for example shows war zones or trackless deserts), or just for social needs, 360 ° content also brings a lot of fun.

To measure the success of this platform is still in its infancy stage, there are in fact two ways. Some platforms will survive because profits from advertising (it needs to reach a certain number of users to achieve), some pure consumption funds to enhance stickiness (like Facebook), which in the long run will lead to greater economic value.

However, we have to admit there are a lot of unknown form of entertainment has yet to be developed, may well exist in these new forms let form users willing to pay for. High quality VR is one of users showed a willingness to pay for the experience.

However, early VR faced "chicken and the egg came first," beset by such problems, there is a relationship between games and Paradox.

Lack of quality content

VR's boom is not appeared in recent years, although many people said that VR is just false needs, Oculus Rift pre-sale shipments already in the fourth quarter, each one in the VR project on Kickstarter to raise almost will earn support, as evidenced by previous users have of a VR.

In a report last October, Touchstone and GreenLight VR, 55% the user selected in 2016 buy VR equipment options, and claimed that Samsung sold 5 million sets of Gear VR,Oculus350 Rift,HTC will sell 2 million units, Sony will sell 1.5 million PSVR total will sell 12 million helmet device.

No matter how much the data credibility, even if everyone can have cool Gear VR or helmet-mounted devices, what do they see? Now fewer poor quality content, most of the content is not a documentary thriller.

The reason, and that is to tell a story in a VR is a great challenge, it's a bit like going back to 100 years ago, when movies first came out, how to make films and Visual languages are blank. Now screen is not a plane, but the 360 ° sphere of wrap around the audience, how to use the spherical space, how to attract the audience's attention, how to use audition languages require entirely new experience.

Look for stories about the VR is a process of trial and error, you need to spend a lot of manpower and money. Although there are a some video available on the 360 ° shooting equipment, high-end equipment is expensive and still to be developed. And is now difficult to output high-quality 360 ° panorama camera video, this is to a large extent hampered the 360 ° content development as well as new Visual language.

The lack of high quality platform

Released in 1995 's toy story earned $ 362 million at the box office, even though we created a VR content of toy story and the works of masters like Citizen Kane, in today's income may only be ignored at the box office. Little is currently involved in related fields of application, now basically no pay channel can see high quality VR content (channels here does not refer to all types of store, but a similar TV channel or video site).

There is no VR Netflix (online movie rental provider) and Hulu (a United States video site), but according to various rumors, already have platforms at the ready, running abroad is WEVR Wevr recent Transport ™ (which is a platform for independent VR content creators to share works).

Resolve the paradox between platform-content issues

Platform, and there is a dynamic balance between premium content and interdependence between them, just as we can't tell which came first, the chicken or the egg. Quality content needs to be based on the user's paid support, and you want to open this market, we need channels for professional operations.

Those who call themselves "VR Pixar" companies haven't recognized that Pixar was established in mature markets and sophisticated distribution platform (the cinema) on the basis of the fact that Pixar knows how many will go to the cinema to watch the movie's potential audience, in order to achieve box office success need to be put in. For the VR we know very little, but we still have to explore technology and hear the language, while established channels, charging mode and the content distribution system.

If the cinema and television system took 90 years to build (and this was in the United States, in China the situation is not the same) 6d LED light wired gaming mouse, we can't rely on just one year's time to mature established VR systems.

To solve the paradox of the platform and high-quality content, we must invest in two ways, rather than depend upon which to suddenly matured.

On one hand, studios and investment agencies should be put on the train VR Director/author. For example, invest heavily in VR studios like Disney, Jaunt into the $ 66 million, Comcast (United States major cable television company), HTC, Samsung joint Baobab invested $ 6 million in VR animation, well-known Silicon Valley venture capital Formation 8 in NextVR invested 35 million dollars, these investments to boost output of high quality content plays a vital role.

The other hand, we also need some platform to join the VR field with large user groups. Such as Netflix,Hulu and Amazon (not mentioned in the article Youtube, may be based on Youtube is a free platform, and platform are some of the fees mentioned in the article, the replacement to the Chinese context, aiqi art, music video and other video sites may be applicable), in the relevant technology until fully mature, these platforms will encourage users to discover and to spend some quality VR content.