With the further development and popularization of VR technology, it is estimated that the market scale of VR content in China will reach 83.27 billion yuan in 2025
In the next five years, the fastest growth is the VR content of enterprise training, with a growth rate of 55%. Some large industrial enterprises need to apply VR for vocational induction training or professional operation training. Secondly, the game field grew rapidly, with a growth rate of 50%. With the further promotion and popularization of VR on the consumer side, VR game content will grow rapidly.
In the future, due to the problems in the liquidity of hardware and software, capital will prefer to invest in VR content and application fields
The rapid growth in the number of financing mergers and acquisitions in the content sector is mainly due to the gradual maturity of the VR industrial chain, which promotes the diversified development of VR content. VR content gradually covers games, film and television, education and other fields. At the same time, there are no Unicorn enterprises in the VR content industry, and most enterprises in the industry are on parallel tracks with each other, so investors may invest in VR content enterprises in multiple fields.
The continuous updating and development of hardware and software in the upstream of the industrial chain and the improvement of VR penetration in the downstream of the industrial chain will promote the growth of the number and diversification of VR content in the midstream of the industrial chain
With the development and popularization of VR industry, the application fields of VR content at the commercial end are gradually extended to medical treatment, education, real estate, etc. Although the application of VR content on the consumer side has gradually expanded to music and social networking, due to the problems of VR technology and user popularity, the application of VR content on the consumer side is still dominated by games, followed by film and television.