Organization: China’s AR/VR headset market shipped nearly 590,000 units in the first half of the year
In the first half of this year, the AR/VR market shipped 586,000 units (28,000 for AR and 558,000 for VR), and the consumer market continued to increase its share of shipments, thanks to a wide range of leading manufacturers Offline retail promotion and powerful online marketing.
In the independent VR market, PRC independent VR shipments in the first half of this year were 502,000 units, and the structure of shipment channels has changed significantly, with e-commerce accounting for 64.4% of the total. quite. In terms of offline channels, the brand stores of manufacturers appeared for the first time, and successively entered T1 and T2 cities in the first half of the year, which improved brand awareness to a certain extent and drove online shipments; the number of comprehensive retail stores increased significantly, including over-the-counter sales in large supermarkets. Strong performance.
Pico shipped 349,000 units in the first half of the year, and has continued to increase marketing efforts to cover more audiences with the goal of large-scale deployment to mainstream social platforms; the VR Dream series (Dream & Dream Pro) has shipped nearly 100,000 units since its release. 40,000 units, and continue to expand the number of games in the app store; Nolo Q2 shipped nearly 20,000 units. In the second quarter, Noro shipped nearly 20,000 units, with a relatively high proportion of carrier channel shipments, taking a leading position in the development of cloud VR content layout. In addition to the above-mentioned brands, Skyworth, YVR, Pimax, DPVR, Lenovo, etc. have recently released new independent VR products. It is expected that from the end of the third quarter of this year, the release of Standalone VR new products will continue to accelerate, and the PANCAKE optical solution will gradually replace the Fresnel lens solution.
In the Tethered VR market, China shipped 56,000 Tethered VR units in the first half of this year, showing a downward trend compared with the VR stand-alone market. Its share of overall VR shipments has fallen from 33.2% in the second quarter of last year to 8.2% in the second quarter of this year. Offline gaming entertainment andeducateTraining is currently the most mainstream scenario, and there will be continuous demand for medical and office scenarios in the future.
Zhao Siquan, a senior analyst at IDC China, believes that the first half of this year is the first year of China’s consumer XR (mixed reality) devices, and the opening of offline retail stores and online marketing and promotion have intensified. In the coming year, we expect the pace of technology upgrades to continue to accelerate as new vendors join and new products are released. (Proofreading / Wu Shouzhe)