“Promote consumption upgrade”, “Accelerate the development of new-type manufacturing industry” and “Support the development of strategic emerging industries”. The “13th Five-Year Plan” determines the direction of China’s economic development in the next five years and the direction of supply-side structural reforms, followed by a series of Industrial development planning and supporting policies and measures were successively introduced. Sharp financial capital and industrial capital began to swell. They generously invested in new industries, new technologies, and new formats that met the national development prospects, virtual reality, artificial intelligence, culture and entertainment, medical and health, and sharing economy. In the industrial field, new investment outlets have emerged.

At the CES (Consumer Electronics Show) earlier this year, VR helmets were hot for a while. People are beginning to realize that immersive VR experiences may become commonplace in the future. With Facebook, Google, Samsung and Ali and other giants at home and abroad have announced the over-investment in VR, the industry is even more in 2016 as "VR first year."


Warm and cold industry, capital prophet. According to Goldman Sachs, the VR market will reach 80 billion U.S. dollars by 2025. In China, there are data showing that only in March 2016, there were 14 VR companies that got financing, and 12 of them had a financing amount of more than 10 million yuan.

On April 14, the “Virtual Reality Industry Development White Paper 5.0” issued by the Institute of Electronic Technology Standardization of the Ministry of Industry and Information Technology pointed out that virtual reality is on the eve of the industrial outbreak and is about to enter the window period of sustained high-speed development. In the next six months to one year, the virtual reality consumer market will explode rapidly.

When interviewed by Nanfang Daily, a number of VR industry figures and investors said that the VR industry will usher in a geometric outbreak, the capital layout will extend from the hardware market to content technology, and the VR industry chain and surrounding areas will also be in this round of technological revolution. Welcome us.

The industry's development market is in an embryonic stage

According to Goldman Sachs recently published "VR and AR: Interpretation of the Next Universal Computing Platform", over the past two years, VR/AR has conducted a total of 225 venture capital transactions, with a total investment of 3.5 billion U.S. dollars.

According to the “China Virtual Reality Industry Research Report 2015” of China's third-party consulting agency, Ai Media Consulting, the market size of China's virtual reality industry in 2015 was 1.54 billion yuan, and it is expected to reach 5.66 billion yuan in 2016. The market size is expected to exceed 550 in 2020. 100 million yuan. Deloitte's "Science, Media and Telecommunications Industry Forecast" pointed out that 2016 will be the first year of VR industrialization.

With the prospect of a market scale of 10 billion RMB, VR will undoubtedly become the hottest spot for current capital competition. According to statistics, there are nearly 60 listed companies in the A-share market that involve the VR industry chain. Hejun Capital's VR Industry Research Report pointed out that 90% of listed company investment cases occurred in the second half of 2015 to early 2016, with equity participation as the mainstay.

Schumann, senior investment manager of Hejun Capital's VR Industry Fund, told reporters that listed companies currently involved in the VR field come from different business fields, including hardware manufacturing, technical support, content development, and industrial applications. In addition, there are a number of listed companies that have entered through investment.

“Most of the VC institutional investments are concentrated in the Angels and A rounds, which shows that the development of the VR industry is still in its infancy.” Yi Yi founder and CEO Zhang Yi believes that the VR market is still in its embryonic stage. The immature level of technology, the lack of explosive content, and the shortage of talent in the industry have become the bottleneck restricting the development of the VR industry. It takes two to three years for VR to move from the bud to maturity.

Company layout giants at home and abroad have hugely invested

As the world's first tech company in the field of layout VR, Facebook acquired $2 billion in virtual reality company Oculus VR in 2014. In February 2016, Facebook announced the establishment of the social VR division.

After the VR boom was detonated, companies such as Google, Microsoft, Sony, and Samsung also fell on VR boards. Domestic storm technology, LeTV, Xiaomi and other companies also launched VR products. Zhao Xiaoguang, director of the Shunshen Securities Research Institute, once said that “the inflection point in the VR industry has arrived. In 2015, the world sold 1 million VR devices. It is expected that there will be 10 million units in 2016.”

The rapid deployment of hardware makes good content a scarce resource. The domestic giants began to get involved in the blue ocean market of VR, extending from the hardware market to content technology. On March 17, Alibaba first publicized the VR plan, covering R&D, content platform, investment, and hardware. At the same time, it launched the new shopping method “Buy+”.

At the same time, Tencent's VR developer program gives a comprehensive business sharing model. In the future, resources such as the Tencent social system will be introduced, and various developer activities and VR content incubator support will be held for VR entrepreneurs.

On April 15, Huawei publicly reached a VR content software partnership with Storm Mirror. People in the VR industry believe that the giants of the mobile internet era have basically been assembled, and the “Internet+” era has gradually given way to the “VR+” era.

With regard to the entry of giant companies, many industry investors have the same view and believe that the possibility of forming a monopoly giant in the “big VR” field is extremely small, but there may be giants in vertical segmentation, and small and medium-sized startup companies with accurate positioning In the "VR +" era still has a place. Hejun Capital Schumann stated that “the arrival of giants will intensify competition, but it is difficult to form monopolies in a short period of time”.

Investment Opportunities Focus on Upstream, Downstream and Surrounding Investment in the Industrial Chain

The wave of VR technology has also brought opportunities to investors while driving the industry's market value to rise.

The China Investment Advisor pointed out that from the perspective of the entire industry chain, investment opportunities will appear in various links such as equipment, content, channels, platforms, and applications. According to statistics, at present, there are at least 61 A-share companies related to VR products.

Industrial Securities analyst Lin Yang said that with the advent of high-speed development of virtual reality, investment in hardware products and content will be significantly increased, the industry growth rate is expected to rise to 30%. It is optimistic about the upstream hardware equipment sector, because the upstream hardware equipment is a part that develops rapidly, has a relatively hot investment, and has a relatively high return. The development of upstream hardware will take the lead in opening the customer base in the field of virtual reality technology to form an attractive market and investment growth point.

In addition, a number of industry sources also told reporters that the industry downstream of VR and its surrounding industries are also worth investing in. Zhang Yi believes that in addition to focusing on VR applications in the A-share market, it can also focus on external investment opportunities, including VR hardware such as optical hardware, production support, education market for VR professionals, and peripheral products.

In industry applications, the Goldman Sachs report pointed out that VR/AR will subvert some of the current market, the technology can be applied to 9 areas: video games, live events, video entertainment, health care, real estate, retail, education, engineering and military.

expert's point

Industrial standards are not uniform Industrial applications are limited

Liu Huayi, deputy director of Electronic Equipment and Systems Research Center of Electronic Technology Standardization Institute of the Ministry of Industry and Information Technology:

"Some manufacturers hype the concept and will establish industry standards as soon as possible."

Under low-price competition, some manufacturers are eager to release products when there are obvious flaws in their products. Some manufacturers speculate on VR concepts. At present, domestic VR has not established a unified standard on software and hardware. There are various ways of presenting content, and it is impossible to achieve common use among various types of virtual reality devices, which makes it difficult to form large-scale industrial applications. It is recommended to establish and improve the relevant standards system, through the requirements of equipment standards, to eliminate the concept of market confusion and low-quality products, and promote the reasonable competition of products.

The digital CEO Liang Yinghong:

"VR consumer applications are expected to take the lead in the entertainment industry"

The areas where consumer applications are most likely to occur are the entertainment sector, which is divided into three categories: first, experiences like VR experience halls, second, viewing-like VR movies, and third, immersive games like VR. In addition, the automobile, real estate, medical, education and other fields will follow closely and usher in an outbreak.

Analyst of Analysys Think Tank Research Institute of Entrance Terminals Shuang Shuanglin:

"For consumers lacking sustained attractiveness, the profit model is not yet clear."

Whether it is hardware or content, or even consumer perception, there are many problems in the current VR industry. On the hardware, the user experience is not good, many products will have a vertigo, and the user experience is better and the price of the product is high. In terms of content, there is a lack of continuous appeal to consumers and the profit model is not yet clear. More importantly, the content did not form a development standard and there were problems with the content and hardware adaptation. From the user's point of view, the base number of consumers is less, and most of the VR products are for early adopters, and there is no form of payment habits, which is detrimental to the industry's profitability exploration in the later period.


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