On November 16, 2017, a high-tech fair with the reputation of "China's science and technology first exhibition" officially opened in Shenzhen Convention and Exhibition Center for a period of six days. Facing the current technology-VR Virtual Reality, AR enhancement Reality, AI Artificial Intelligence, Robotics, Internet of Things, Connected Vehicles and more, although long ago not a fresh face, there are always some bright spots every year enough for the market / consumer / investor to capture, as do the VR virtual reality.
Compared to last year's rapid outbreak of VR the first year of this year, the entire VR industry has been almost calm down, for this point, whether it is the rational investors, or the virtual elimination of VR vendors, as well as the end-user sticky experience, are endless On this background, as a set of offline experience operation, peripheral hardware development and sales, content incubation as one of the comprehensive VR brand operator super captain, at the fair One day usher in the SuperV flagship new release debut.
After witnessing the ripples in this industry, the super captain received a special interview with YORK for this trip (interviewed by Chen Hongrui, the vice president of Super Captain, and Qian Qingquan, ifgames CEO of SuperV, the first chapter of China) Industry development status quo, development trends, content trends, offline VR experience shop and other issues in-depth exchange.

SuperV national first chapter game "VR warrior"
SuperV flagship new product launch and market match iteration upgrade
In the VR industry is not popular in the general trend, it seems that mentioning the VR smelly, seems far from the favor of investors and consumers embrace, it is not, the key is to do their own super captain at this year's SuperVision SuperV As the release of flagship new product is a very good proof.As Chen Hongrui said, the current is not actually the sensitive period of VR, because after the new things must be some process of accumulation, accumulation of technology, market accumulation, which takes time. Super Captain at the beginning of the creation, it has more than 100 stores over the rapid results across the country, after more than two years since the series launched an endless series and the Little Kay series. SuperV flagship is based on market feedback and comprehensive consideration, before Multiplayer interactive device morphological iteration, is to rely on the market loyalty to consumers to upgrade.
The same happens in the Little Kay series, which is derived from the Little Kay series HelloV parent-child paradise.According to Super Captain Offline statistics, more than 60% of the customer base from 0 to 12-year-old domestic customers, so Focusing on family customers aged 0 to 12, there's Hello Parent's Paradise, so the debut of SuperV and HelloV can be described as an iteration in which super captains keep their products aligned with consumer-centric consumer attitudes upgrade.
Game content plowed together ifgames R & D team
Early VR industry ushered in the market size of large-scale growth, which take a variety of different stages of people come in, and at that time investors with the capital advantage, Isaac big net way to vote a lot of small game companies simple Rough VR games, the pursuit of overdraft 'short and fast' capital outbreak effect, and thus consume the enthusiasm of consumers experience Although after two years of fierce market cultivation, consumers have a relatively simple VR understanding, but due to In the past, Chen Hongrui said: 'Some CP companies are actually not mature core team, and they do not have in-depth content mining, which is why the super captain In the content development so cautious reason, have this in depth cooperation with ifgames joint '.
As for why this time with the ifgames R & D team? Chen Hongrui mentioned in particular that ifgames team has a strong sense of innovation and rigor, because some very small user experience to make themselves become 'tangled' For example, the gun is directly in the hand, or direct users to pick up (so user experience and the game's entire play structure).
And ifgames CEO QianQuanquan expressed his great pleasure in joining forces with the Super Captain to take the lead in announcing the cooperation of DEMO, the flagship game, at the fair, saying: 'Because the ifgames R & D team, despite being new to the international production team, The application of new technologies to things faster to show the advantages of absorption, but there are also deficiencies, that is, the market shortcomings .In this regard, the work with the super captain is a good start to move the market, or to open. In addition, Qian Qingquan emphasizes product marketization is a natural thing, understand the depth of the market, face their own shortcomings in order to have a full exchange of opportunities with the market, and then make the game to avoid 'cold', and ultimately to better serve our customers and consumer.
The offline VR experience store is still the king of the market is the benchmark
In the first two years of the VR market, the involvement of capital has enabled the offline VR experience stores to spring up rapidly, but they quickly entered a certain market after the retreat of capital. The super captain, however, had more than 500 in a few months ago Based on a steady rise in branded stores, it's intentionally to control the volume ... which is actually quite different from most VR vendors, and to know that this is what Super Caps do after they've got tens of millions of dollars.
Faced with this confusion, Chen Hongrui said: "Super Captain all the decisions are based on the market based on consumer considerations and decisions, not flat white self-obscenity; the same time, firmly believe that content is the core of offline experience, good content In order to better communicate the temperature; compared to the domestic most did not bother to study the market and the consumer experience store (VR equipment developers), the super captain based on the product, based on market reality and consumer experience with sharing, with the happy Experience the environment and atmosphere, insist committed to the construction of more high-quality content experience venues - either as a VR experience store, it can be like VR HelloV This is not particularly high proportion of paradise paradise visible, the number of super captain In terms of not a priority, it can be financed, more simply to speed up the pace of steady progress. '
In addition, during the construction of off-line VR experience sites, the role playing of 'content' is the protagonist from beginning to end, not only in the end consumer's high desire for it, but also to 'urge' the VR vendors and As for the status quo of the current VR industry, Qian Qingquan said that there has been less and less speculation this year (much better than last year), which shows that everyone is attaching importance to this matter and earnestly doing so Of course, this level of emphasis is still not enough. While enhancing the atmosphere for creating high - quality content, we can also appropriately incorporate the elements of life, such as the Silver Blade Killer who draws on oriental elements.
Success is not by chance Consumers are naturally willing to pay for good things
Looking at the current VR industry from a review point of view, I believe its development is becoming more and more benign, because the previous two years of disrespect to the content of the content now, there may still be a considerable part of the offline VR experience shop to collapse. In fact, more or personal miscarriage of justice, in the absence of brand support and operational support of the case of rash choose to shop, completely do not know what kind of shop, opened in what position, in what way to show to consumers. The super captain does have its say because it has a full set of operational standardization systems and brand support that can be applied to the super captain from the point of view of storefronts design, product mastery, crowd flow arrangements, channel selection, poster design, staff clothing, standard terms, The standardization system is presented inside.
Therefore, the success of the Super Captain offline VR experience shop is not by accident.
Finally, when asked about the future development plan of the super captain, Chen Hongrui gave a firm answer: 'Currently, the two superfamily system plans for the two major product families, namely, the 0-12 year old HelloV Family Park and the 16-35 year old SuperV of youth groups Based on the feedback of the market, the super captain will focus on the parent-child section slightly in the product lineup, after all, the data shows everything, while the youth groups have less control over the product lines, of course, on the quality To be more improved, so that ingenuity to carefully create fine grinding 'concept of this product once again after the SuperV new' again, want you to play 'advertising language once again reproduce, but also with the fair' focused innovation-driven , To enhance the quality of supply 'of the theme of this' more real', in addition to the success of the achievements of the super captain, but also to the market and consumers to bring better and more superior service experience, I believe the market and consumers are willing to Good things pay.