VR/AR is considered to be the next generation computing platform, and is the most important entertainment terminal after TV, PC and mobile phones. Although the current industry technology and content ecology is still at an early stage, giants at home and abroad have already begun to rush to the pace of layout, and the iQIYI with both content and hardware is also one of them.
On March 16th, the VR+ Industrial Ecology Alliance Conference will be held in Beijing. At this grand gathering of coffee lovers, many veteran practitioners in the VR industry will use the theme of “VR+†to talk about the profound insights of the VR industry. Wang Shiying, vice president of Iqiyi's strategic planning department, will attend the VR+Eco-Ecological Union Conference and bring a wonderful speech on the theme of "VR + Pan-entertainment".
Before the conference, Wang Shiying also accepted an exclusive interview and introduced Iggy Art’s VR ecological layout in a comprehensive way. She is a profound analysis of the present and future of VR games.
The content of the hardware grasps the iqiyi art with the intention of firmly grasping the user entrance
At the recent CES, iQiyi released its first VR hardware - a VR all-in-one product supporting 4K resolution. When asked why iQiyi launched hardware products in 2017 when it was considered that the hardware outlet had passed, Wang Shiying answered that as long as VR has not yet become the mainstream entertainment presentation method, outlets will always be in place. iQIYI does VR hardware not by the hardware itself, but through the hardware and software integration to make the best user experience, and at the same time firmly grasp the user portal and develop the soft and hard integrated business model.
In fact, the iQiyi VR business was officially launched in 2016 and its layout on VR content is a big deal. On the one hand, iQiyi aims at professional content producers and builds VR content production, distribution, promotion and realization platforms, and strives to promote independent VR zones and VR plug-ins on the iQiyi App by launching independent iQiyi VR app. The VR area on the PC side makes the full-end VR Ready, and thus becomes the link connecting the VR content and the user. On the other hand, iQiyi also established professional VR game planners, VR film directors and screenwriter teams, and teamed up with external top VR team to make VR content of the station's super IP (including TV series, movies, and variety shows).
At present, iQIYI's independent APP "iqiyi VR" has become one of the largest VR platforms in China. It not only gathers a large amount of high-quality VR content, but also accesses most of the mainstream VR hardware on the market. According to Wang Shiying, some of iQiyi's self-made VR content has achieved good results. "The soul of the ferry" VR lead chapter, on-line breakthrough of 200 million over 12 hours, becoming the highest number of VR movies in China at the time. Long VR thriller drama "Urban strange talk" by "same bed", "classmates", "same" three The composition of the song is the world's first full-length VR episode. It has been on-line for 3 days, and the number of hits has exceeded 4.32 million.
VR content consumption is still in its infancy. Phenomenon-level products will become the biggest driving force.
At present, the user of "IQIQI VR", an independent APP, has nearly 3 million users and more than 5 million plug-in users. However, in terms of user volume, the VR industry is still in its infancy.
For VR hardware outbreak time, many VR industry insiders are not optimistic about the majority of people believe that the final outbreak time is 5 to 10 years. In Wang Shiying's view, it takes two to three years for VR terminals to become widespread. In this process, phenomenal products will become the biggest driving force. “Each phenomenon-level product will inevitably pull a large number of users into the VR field. The special nature of the VR experience will result in a very high retention rate, which will drive the entire industry to continue to expand.â€
When asked what kind of VR content is currently more attractive to users, Wang Shiying said that based on the particularity of VR in experience and interaction, those who are more immersive and immersive will give users a refreshing feeling. Will allow users to appreciate the unique charm of VR.
Wang Shiying also detailed the content types that are currently more attractive to her. “The movies and games with rich plots and cultural connotations are the most attractive to users. The second is games and entertainment content with special interactive experiences. From the type point of view, the contents of horror suspense and intimate contacts are more in line with VR. SF, fantasy and fantasy content are also very suitable for performance using VR." Privacy is stronger VR leads the game from human interaction to human-computer interaction
As one of the earliest independent game producers in the country, Wang Shiying has a high reputation in the game industry. Some of the games that he had participated in management and planning, including "Valentine's Day, No See, No See", "Sword and Swordsman", and "The Legend Swords Inn" were all enthusiastically sought after by players. Wang Shiying, who pays close attention to cutting-edge technology, also has deep insight into what subversion of VR will bring to the game.
Wang Shiying said that VR is a more private carrier than PCs and mobile phones. This special experience and interactive approach will lead the game to return from human interaction to human-computer interaction and return to the stand-alone from online gaming. “More emphasis on the plot, more attention to design details, more emphasis on experience and rhythm, will be VR brings new changes to the game. The previously marginalized game types such as puzzles, cultivating, and e-fiction will use VR to win. New opportunities: VR will also drive the entire industry to pay more attention to the artistic expression of the game, and the integration of various products in the game filmization, film gamification, and cultural industries will also be accelerated through the VR carrier."
Before the VR hardware and the entrance are in a mess and industry standards are completely unable to be unified, it is the consensus of the industry that content cannot be won. It may take several years for VR to enter the fast-paced fast line, but in the process, a series of landmark products will emerge. They will try the possibility of VR from different perspectives and achieve certain market benefits.
Wang Shiying predicted that there will be a number of quality VR games in 2017. These games will not only be hot in the industry, but will also have a group of core users and loyal fans. According to Wang Shiying, iQiyi will also launch a series of big IP VR games such as "Infernal Affairs" and "Ghost Blowing the Makino Anecdotes" this year.
McLuhan proposed the concept of hot and cold media in the last century. He believes that cold media is low-resolution and high-involvement. Including manuscripts, comics, telephones, television, spoken language and so on. The hot media are high-resolution and low-involved, including books, newspapers, radio, movies, photos, etc. The definition is not the resolution, but the degree of information mixing and the degree of user's focus. In addition to the interaction, the participation also includes the user's brain supplement to the media.
According to Wang Shiying, VR is a new type of media. It not only has high definition, but also has high participation. It can be said to be a perfect medium. "VR is the future. VR will continue to infiltrate with other media, completely subverting people's access to information and interactive methods."
At the VR+ Industry Ecology Alliance Conference held on March 16th, Wang Shiying will also bring more exciting views on VR. Please stay tuned.
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