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Mobile VR potential for ccsf15

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Guy Bendov / SIDEKICK games slides from casual connect SF 2015 , the potential of mobile VR for mobile games developers #casualconnect

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Mobile VR potential for ccsf15

  1. 1. Mapping Opportunities For Games Developers In Mobile VR The $20Bn Opportunity
  2. 2. This Presentation • What is Mobile VR • The Mobile VR opportunity – Business – Creative • Provide tools to track market changes and help with decision making
  3. 3. 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
  4. 4. 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.
  5. 5. 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
  6. 6. 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
  7. 7. 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
  8. 8. The Game That Defines the Platform
  9. 9. 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)
  10. 10. 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
  11. 11. Timing
  12. 12. New Horizons • First person “being there” sensation • Triggers emotions • Escapism / disconnect from • New perspectives in the scene • Accompanying smart phone’s growth
  13. 13. A New Handheld Console ? © Nintendo, Atlus, • Leading categories / genres • Bring forward the uniqueness • The most dedicated audience
  14. 14. 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/
  15. 15. Thank you Guy Bendov VRGuy at Sidekick.co.il www.sidekick.co.il

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