svvr 2016 - the business of vr (4.28.16)

12
THE BUSINESS OF VR APRIL 2016 Sivan Iram [email protected] @sivaniram

Upload: sivan-iram

Post on 07-Apr-2017

456 views

Category:

Technology


0 download

TRANSCRIPT

Page 1: SVVR 2016 - The Business Of VR (4.28.16)

THE BUSINESS OF VRAPRIL 2016Sivan I ram

s i van @r i ve r. co@s ivan i r am

Page 2: SVVR 2016 - The Business Of VR (4.28.16)

“…a new computing platform always

emerges every 10 or 15 years…”—Mark Zuckerberg, 2/28/16

Internet1995

Mobile2006

VR2016

Page 3: SVVR 2016 - The Business Of VR (4.28.16)

APPLICATIONS

Music Social Live Sports Games Journalism Real Estate

Entertainment Training Retail Health Education Productivity

Page 4: SVVR 2016 - The Business Of VR (4.28.16)

Virtual Reality Market Forecast

$150Bnmarket

Augmented and Virtual Reality market to hit $150 billion revenue by 2020. [Digi=Capital Report]

13,000%growth

Virtual Reality Market Expected to Grow by Over 13,000% in next 3 Years, Nearly 5 Times faster than the iPhone. [Kzero.co.uk]

12.2mheadsets

12.2 million VR headset devices to be sold in 2016. [Piper Jaffray] 7.7bn

software

Cumulative VR software revenue from 2014 to 2018 estimated at 7.7bn. [Kzero Report]

References: www.digi-capital.com piper2.bluematrix.com www.kzero.co.uk

Page 5: SVVR 2016 - The Business Of VR (4.28.16)

INVESTORS ARE MOVING IN

AR/VR Investment ActivityQ1’12-Q4-15

Stock Changes In Last 3 Months

17%

30%

13%

16%

42%

$2B $56M $35.5M

$100M $38M $22M

BIGGEST Deal

Page 6: SVVR 2016 - The Business Of VR (4.28.16)

TECHNOLOGY ADOPTION RATE

Electricity Telephone Radio TV PC Mobile Phones

Internet Smart Phones0

5

10

15

20

25

30

35

40

45

50Time To 25% Market Adoption (US)

1900 1950 2000

Page 7: SVVR 2016 - The Business Of VR (4.28.16)

• First mobile phone invented

in 1983, it took 13 (!) years to

become commercially available.

• It took smartphones 6 years to reach the early majority.

• If we begin the count with the

release of the Oculus DK1 (3/13), it

early majority adoption will occur in

2019.

• We believe VR would be sooner.

SMARTPHONES ADOPTION RATE

Page 8: SVVR 2016 - The Business Of VR (4.28.16)

CONSUMER PRICE POINTSHeadsets Content

$800

$400

$99

$30

$10

Free

Vive

Rift

PSVR

Gear VR, Merge VRSmart VR

Cardboard, Go4D

Magic Window

ViveViveRift, ViveRift, Gear VR

Cardboard, All

Page 9: SVVR 2016 - The Business Of VR (4.28.16)

“The High Cost Of Pricing Low”• Don’t only think about device cost, think Customer

Lifetime Value

• Consumer $ supports content development

• Apple users spend on content 4x compared to Android users - $200 vs. $50 (Fortune 2014)

• Premium prices on devices preserved on content and accessories

Pricing headsets low democratizes access, but also anchors low perceived value.

Page 10: SVVR 2016 - The Business Of VR (4.28.16)

VR ENTERTAINMENT DISTRIBUTION

• Free for users• Maximum exposure

• Ad-rev model• Requires user volume

User Generated Content (UGC)Marketing

Free Content For Consumers

• Paid by consumers• VOD/Subscription

Film, Music, Sports

Premium Content (Paid)

Page 11: SVVR 2016 - The Business Of VR (4.28.16)

SUMMARY• Every major tech company is investing in VR, and the

market values it. Early consumer signals are STRONG

• The fact that mass consumer adoption is “4-5” years away, doesn’t mean we can’t build great valuable businesses TODAY

• Not all content is equal. Some content should NOT be free.

• Don’t be pressured to eliminate margins to “force” adoption

• Build KILLER apps. Think 10x experiences

Page 12: SVVR 2016 - The Business Of VR (4.28.16)

Q&A1. Reach out: [email protected], @sivaniram2. Download our app: RiverStudios (Available via AppStore & Google Play)

3. Visit our website: www.river.co4. Tweet about us: @RiverVR