1, VR/AR industry is still in the very early embryonic period. Overall in the continued growth, but not in the current outbreak. 2016 VR similar to the smart phones industry 2006-2007 years, while the AR of the business process will be even longer.
2, VR/AR industry profit point where? VR in hardware, content, service providers, platforms, etc. all segments will make a difference, but it will start from the entertainment; AR emphatically in vertical and professional fields, such as retail, education, health care, aided engineering, military, game.
3, professional and mobiles terminal VR hardware equipment difference? Professional shipments of small, mainly the game platform, but also more subversive experience. At three big and PSVR HTC vive, oculus is this category; and mobiles terminal VR hardware equipment huge shipments, and may reach 100% penetration rate, is the future of mobiles phones industry, but also video and content platform.
4, VR/AR investment highlights where?
VR/AR the entire industry chain includes hardware, content, platforms, distribution, developer services, content producer services, vertical industry solutions, and so on. Among them: the hardware investment outlet has passed, the unicorn is difficult to appear. But the hardware is also the basis for doing good enough, there are other possibilities for the development of classification.