With the launch of Oculus Rift, HTC Vive, and PlayStation VR, consumer virtual reality products have achieved great success and development in 2016. Although PC and console VR have become the focus of attention in the industry, mobile VR has recently gained popularity.
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The analysis of Sensor Tower's app store database, Store Intelligence, shows that during the 2016 period, global downloads of VR apps and mobile games on the App Store and Google Play Store reached approximately 226 million times, a year-on-year increase of 276%. In the first quarter of 2017, the total number of mobile VR software downloads across the two major stores exceeded 85 million, an increase of 205% from the first quarter of last year. In this report, we will explore these data in more depth and study the download growth rates of VR applications in Apple and Google app stores, respectively. Cumulative downloads and quarterly growth
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As shown in the above figure, from January 1, 2015 to March 31, 2017, cumulative downloads of mobile applications that highlighted VR functionality in the two largest stores in the world reached approximately 371 million. This data includes all mobile applications with a certain degree of VR functionality for at least 1,000 downloads during this time period, and it needs to work with a head-mounted display such as Google Cardboard or Daydream, but does not include targeting from the Oculus store. Samsung Gear VR head display design application. According to the app store, 377 million downloads include 106 million downloads from the App Store, and 265 million downloads on Google Play (application downloads from third-party Android stores are not included in this data). This cumulative download highlights quarterly growth in VR applications since the first quarter of 2015: from about 11 million Q1 in 15 years to 85 million in the first quarter of this year. During 2016, the quarterly download growth accelerated, and Q4 2016 became the largest quarter of mobile VR software downloads in our study period. The total number of mobile VR software downloads in the two major stores was nearly 109 million, which was the same as last year's Q4. Increased by 411%.
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The monthly downloads in the above chart highlight the details of the fourth quarter of last year, revealing that the vast majority of VR application downloads occurred in December. This is not unexpected, as a variety of VR devices similar to Google Cardboard that are compatible with the App Store and Google Play have already started retailing, not to mention that Google launched Daydream compatible with Android devices in November last year. Header (as shown above). In December of last year, global downloads of VR applications on the Google Play Store increased by 424% from the same period last year to approximately 38.3 million; while the global downloads from the App Store Store compared to December 2015 increased by 727% from the same period last year to approximately 21.4 million times. It is worth mentioning that the VR application expansion on the App Store occurred in the absence of an iPhone dedicated VR device; at the same time, Apple did not specialize in marketing activities for VR. Application category analysis: Games (anticipated) dominate
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PC and host VR's focus on game categories is also reflected in the mobile space, making mobile gaming the most important channel for VR applications to attract consumers. Game VR was the largest download category for our analysis period, accounting for 56% of total downloads. In iOS, game downloads account for about 57%; while in the Google Play Store, game VR application downloads account for about 55%. A more in-depth analysis revealed that VR Mobile Games had a total of 36.9 million downloads on the App Store last year, an increase of 229% since 11.2 million downloads the previous year. In the first quarter of 2017, global downloads reached 23.7 million times, a year-on-year increase of 246% from Q1 2016. In the Google Play store, VR mobile games were downloaded about 85.3 million times in 2016, which is an increase of 271% compared to about 23 million in 2015. In the first quarter of this year, there were 38.8 million downloads of VR mobile games on the Google platform, an increase of approximately 318% from the same quarter of last year. In addition to mobile game applications, entertainment accounted for 17% of the VR application category, the second largest download volume. Photography and video ranked third (10%), and tools (4%) and tourism (3%) ranked fourth and fifth respectively. All other application categories account for 10% of the total.
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