The virtual reality (VR) market in China is expected to reach $860M in 2016 and accelerate to $8.5B by 2020. In the last six months alone, the Chinese VR market has seen a flurry of investments, partnerships and new ventures involving both local and international players. With capabilities in low cost, mass scale manufacturing, a hot investment climate and international support, China can become the epicenter of the global VR market's growth.
While the country has been seen as a copier of Western technology, VR is a new medium that could foster innovation and drive China's future market. The limited number of U.S. head-mounted device (HMD) players and the lack of their presence in China have created a vacuum that is quickly being filled by growing entrepreneurial communities, many of which are heavily focused on mobile and standalone HMDs. E-commerce behemoths Alibaba and Taobao have reported total sales of over 300K units a month from over 100 HMD makers (this number excludes offline sales), with most of these HMDs on the lower end, comparable to Google Cardboard. Early leading HMD manufacturers include 3Glasses, Deepoon and Baofeng Mojing.
During the first quarter of 2016, Baofeng sold 1M units of its $30 headset through its network of 20,000 brick-and-mortar stores and is targeting 10M headsets by the end of the year. To put this into perspective, Google Cardboard announced shipping 5M Cardboard headsets in its first 19 months. Many Chinese device makers have gone with a first-to-market strategy. With this kind of a head start, they are more quickly iterating based on market feedback and have the potential to leapfrog the U.S. in mobile VR. Baofeng, for example, is now working on its 5th generation HMD. In the last six months, major brands ZTE, LeTV and Huawei have each entered the competitive space with their own VR headsets.
With the hardware market booming, what China needs the most is compelling content. While none of China's biggest tech companies—Baidu, Alibaba and Tencent—have released a HMD yet, they each have ambitious plans for VR. Taking almost a "wait and see" approach, they have opened their platforms and are providing seed funding for China's VR startup space, especially for content creators. Subsidiary video services of all three are working with content partners and investing in VR film, TV and game content. International efforts are also fueling the content market. 500 startups will be investing in 20 early stage companies in China. Shanghai Media Group partnered with U.S.-based Jaunt to formed Jaunt China and has plans to develop 500 VR productions in the next 2 years.
Another area of growth in VR, and one that offers immediate monetization opportunities, is out-of-home and location-based entertainment. "VR stores," such as an in-mall roller coaster VR experience priced at $6, have existed across the country since last year. Because the high-end, PC-based VR experiences are not accessible to most of China, out-of-home experiences provide the average consumer with curated, high quality VR content, accessible through internet cafés, malls, other commercial venues and theme parks. China's Suning Commerce Group plans to open 300 VR experiences within the next three months across its chain stores. LA-based SPACES and Songcheng Performance Development Co, one of the world's largest theme park operators, have recently formed a joint venture to bring VR to its theme parks and also develop standalone parks in China.
These are just two of many ventures and partnerships contributing to the burgeoning VR out-of-home market and promoting overall consumer awareness. With both the proliferation of VR platforms and out-of-home experiences, there has never been a better time for great content creators to dive in.