Additionally, eSports focused on great VR experiences that are accessible toto build communities – and consumption – faster. Brands like Virtuix Omni and VRstudios are investing in developing eSports platforms, and even casinos are experimenting with prize pools for VR eSports tournaments. Greenlight Insights sees Korea and Japan as the current leaders in the VR eSports arena , as they are already dominant in those regions. In fact, AR eSports is also growing in popularity, with the HADO brand having garnered colossal success to date.
“We can’t underestimate the geopolitical effects finland cell phone number list on the industry ,” Dawson says. “Very supportive governments, like China’s, are associated with steeper adoption curves.” This influences the penetration of VR hardware and VR content, both in homes and in fixed-site arcades.
Yue explains that beyond consumer perceptions of HMD brands and the various content they offer, government regulation dictates the rules of the game when it comes to hardware distribution. First, standalone headsets are increasingly popular with consumers around the world, and most [original equipment manufacturers] offer their own systems like Oculus and Pico. However, Oculus is owned by Facebook, and Facebook is banned in China. Second—and most importantly—is the issue of trade protection. China protects its local brands, making it difficult for Western brands looking to break into the Chinese market.
Multiple regions are helping
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