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VIRTUAL REALITY GAMING OCULUS RIFT BUSINESS MODEL Chua Ping Shiuan Priscilla Mariani William Suryadiputra Yeo Kiat Hwee

Virtual Reality, Oculus Rift, Business Model

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These slides use ideas from my class to develop a business model for Oculus Rift’s headset. This headset creates the perception among users that they are in a different reality as they play video games. It has much higher resolution and faster response time than do previous headsets. Although Oculus hopes to develop its own console, these slides recommend that Oculus partner with a console maker such as Sony, Microsoft, or Nintendo in order to reduce development cost and gain access to existing users and game software. Hopefully it can receive a portion of hardware and game software revenues as its headset enables console makers to increase their market share and charge more for game software.

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Page 1: Virtual Reality, Oculus Rift, Business Model

VIRTUAL REALITY GAMING OCULUS RIFT

BUSINESS MODEL

Chua Ping Shiuan

Priscilla Mariani

William Suryadiputra

Yeo Kiat Hwee

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AGENDA

1. Introduction to Oculus

2. Gaming ecosystem

3. Value proposition

4. Customer selection

5. Value capture

6. Scope of activities

7. Strategic control

8. Future Possibilities

2

Page 3: Virtual Reality, Oculus Rift, Business Model

INTRODUCTION TO OCULUS

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THE TECHNOLOGY:

VIRTUAL REALITY

Virtual reality

Use of computer modelling and simulation to enable a person

to interact with an artificial three-dimensional visual or

other sensory environment.

The illusion of being in the created environment

(telepresence) is accomplished by motion sensors that pick

up user’s movements... usually in real time.

INTRODUCTION TO OCULUS 4

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CONVENTIONAL GAMING

INTRODUCTION TO OCULUS 5

Page 6: Virtual Reality, Oculus Rift, Business Model

VIRTUAL REALITY GAMING

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THE PRODUCT: OCULUS RIFT

VR head-mounted display

Fast head tracking

Large Field of View

HD screen and 3D vision

Adjustable focus

Price: 300 USD

INTRODUCTION TO OCULUS 7

Page 8: Virtual Reality, Oculus Rift, Business Model

GAMING ECOSYSTEM

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GAMING ECOSYSTEM 10

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CURRENT ECOSYSTEM

GAMING ECOSYSTEM 11

Revenue from

Dev. Kit Sales

+ % Revenue

from Game

Sales in

Oculus Share

Dev. Kit

Revenue from

Game Sales in

Oculus Share

Games

Product

Revenue

Oculus Rift

Game Developers

End users

Game Console Manufacturers (Sony, Nintendo,

Microsoft)

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MARKET SITUATION

Current Competitors

Microsoft Xbox

Sony Playstation

Nintendo Wii

Rising competitors

Sony VR Headset

Zeiss Cinemizer OLED

GAMING ECOSYSTEM 12

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FLAWS IN CURRENT DIRECTION ?

● Difficult to compete No suitable control consoles and the market has stiff competition

between three large game console makers (Sony Playstation,

Nintendo Wii, Microsoft Xbox)

● Technology can be easily copied Sony is in the process of developing its own VR kit

● Still limited games can be played using Oculus Will get even harder to attract game developers with the existing

“incomplete” console

GAMING ECOSYSTEM 13

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A BETTER ECOSYSTEM?

GAMING ECOSYSTEM 14

Product

Sale Revenue Revenue

Hardware

licensing

Games

Sale Revenue

Console

Development

Kit

% Game

Sales

Oculus SDK

% Game

Sales

Oculus Rift

End users

Console Makers

Game Developers

Page 14: Virtual Reality, Oculus Rift, Business Model

VALUE PROPOSITION

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VIRTUAL REALITY

Immersive gaming

Allow new possibilities of gaming

VALUE PROPOSITION 16

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STRATEGY CANVAS

17 VALUE PROPOSITION

Graphics Number of games Intuitiveness Interactivity Immersiveness

PC Gaming

Console Gaming

Motion Gaming

VR Gaming

Page 17: Virtual Reality, Oculus Rift, Business Model

IMMERSIVE GAMING

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OCULUS RIFT

“The magic that sets the Rift apart is

immersive stereoscopic 3D rendering, a

massive field of view, and ultra low

latency head tracking.”

- Palmer Luckey, Founder of Oculus

VALUE PROPOSITION 19

Page 19: Virtual Reality, Oculus Rift, Business Model

OCULUS RIFT

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THE OCULUS RIFT

ADVANTAGE

Better gaming experience whereby visual display is

instinctive

Gamers can orientate their perspective base on head motion

Create the impression of an immense environment

within a small physical space

Large field of view

Oculus offers low latency, fast head-tracking

performance

Head movement tracking without motion sickness

Adjustable focus for near- or far-sighted gamers

VALUE PROPOSITION 21

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FOR CONSOLE MAKERS

Attract more gamers because of more immersive gaming

experience

Charge higher price for VR games

Large hype and demand in the market

There is already much hype from developers, media

$2,437,429 pledged of $250,000 goal in Kickstarter shows

demand

Guaranteed reputation

People in the company are experts in their field

Oculus as a leader in the VR game industry

Save time and money from R&D

VALUE PROPOSITION 22

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TECHNICAL

DISADVANTAGES

Lack of compatible games

Not enough content

VALUE PROPOSITION 23

Page 23: Virtual Reality, Oculus Rift, Business Model

CUSTOMER SELECTION

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TARGET SEGMENTS

Early adopters of novel game technologies

Have the latest games and consoles

Doesn’t mind lack of support

Age group 20-30 years old

Gamers who frequent gaming conventions

Mostly males

People with willingness and ability to spend on game, consoles and

accessories.

Adventurous

Explore new gaming experiences

Loves to explore game worlds

CUSTOMER SELECTION 25

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TARGET SEGMENTS

Gamers who enjoy first-person games

Racing

Shooting

Horror

Sandbox

CUSTOMER SELECTION 26

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CONSOLE MAKERS

CUSTOMER SELECTION 27

Sony Microsoft Nintendo

More exclusive games

Game developer itself (Sony Computer Entertainment)

More support for indie game developers

- Developing its own VR Headset

- Conflict with Sony’s TV business

Better online experience – more players

Complements the Kinect motion gaming

More first-person games (Halo, Gears of War – Xbox exclusive)

- Less exclusive games

Complements the motion-based games and motion controls

Offline multiplayer experience generate more demand of Oculus Rift

More interactive games

- Different customer

segment

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CONSOLE MAKERS

CUSTOMER SELECTION 28

Sony Microsoft Nintendo

More exclusive games

Game developer itself (Sony Computer Entertainment)

More support for indie game developers

- Developing its own VR Headset

- Conflict with Sony’s TV business

Better online experience – more players

Complements the Kinect motion gaming

More first-person games (Halo, Gears of War – Xbox exclusive)

- Less exclusive games

Complements the motion-based games and motion controls

Offline multiplayer experience generate more demand of Oculus Rift

More interactive games

- Different customer

segment

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WHY NOT ON THE PC

PLATFORM

Native PC controllers are not suitable for VR

Less game developers on PC

Less gamers on PC

Difficult to have exclusive contract in PC

market

CUSTOMER SELECTION 29

Page 29: Virtual Reality, Oculus Rift, Business Model

VALUE CAPTURE

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NEW VALUE CAPTURE

VALUE CAPTURE 31

Product

Sale Revenue Revenue

Hardware

licensing

Games

Sale Revenue

Console

Development

Kit

% Game

Sales

Oculus SDK

% Game

Sales

Oculus Rift

End users

Console Makers

Game Developers

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VALUE CAPTURE

METHODS

Sources of revenue can be through the

Licensing of hardware to other game

console makers

Percentage game sales from game

developers

VALUE CAPTURE 32

Page 32: Virtual Reality, Oculus Rift, Business Model

SCOPE OF ACTIVITIES

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SCOPE OF ACTIVITIES

Partnership with console makers

Hardware license

Distribution of Oculus SDK to game developers

Provide SDK updates and support

R&D In-house VR technology

Hardware

Software

SCOPE OF ACTIVITIES 34

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PROCESS FLOW

SCOPE OF ACTIVITIES 35

DESIGN PRODUCTION MARKETING SALES DISTRIBUTION

CONCEPTUALISATION DEVELOPMENT TESTING MARKETING DISTRIBUTION

END USERS

(GAMERS)

OCULUS

Oculus SDK

Hardware License

Game Developers

Console Makers

R&D

Page 35: Virtual Reality, Oculus Rift, Business Model

STRATEGIC CONTROL

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STRATEGIC CONTROL

Exclusive contract with game console

companies

Don’t allow partnership with other VR-related

companies

Continued usage of Oculus brand name

Intellectual Property Rights

Patent

Trademark

STRATEGIC CONTROL 37

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STRATEGIC CONTROL

Leverage on network effect

More game developers on Oculus platform ⇔ More Oculus gamers

Create more community and online games

Continuous in-house R&D

ensure leadership in VR

HR management

Non-disclosure agreements (NDA)

Non-competition contracts

Work with complementary assets

Improving the game experience

STRATEGIC CONTROL 38

Page 38: Virtual Reality, Oculus Rift, Business Model

COMPLEMENTARY ASSETS

Page 39: Virtual Reality, Oculus Rift, Business Model

FUTURE POSSIBILITIES

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FUTURE POSSIBILITIES

Locked-in to one console manufacturer

Diversify into other markets

Cinemas: immersive movie experience

Theme parks: interactive cinemas, simulations and digital games

Training camps: military training, olympic training, pilot training, etc.

Schools: immersive learning experience

Property agents and interior designers: immersive design visualization

Many others

Further R&D

Full coverage of human vision span (i.e. peripheral vision)

FUTURE POSSIBILITIES 41

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CONCLUSION

42

Value Proposition

Customer selection

Value Capture

Scope of activities

Strategic Control

Page 42: Virtual Reality, Oculus Rift, Business Model
Page 43: Virtual Reality, Oculus Rift, Business Model

INDEX Introduction to Oculus

The Technology

Conventional Gaming

Virtual Reality Gaming <[ ]>

The Product

The Company

Gaming ecosystem

Ocean

Current Situation

Market Situation

Flaws in Current Direction

Better Ecosystem

Value proposition

Virtual Reality

Immersive Gaming <[ ]>

Quote

Latency Demonstration <[ ]>

The Oculus Rift Advantage

For Console Makers

Technical Disadvantages

Customer selection

Target Segments (1)

Target Segments (2)

Console Makers

Why Not PC?

Value capture

New Value Capture

Value Capture Methods

Scope of activities

Activities

Material Flow

Strategic control

Strategic Control (1)

Strategic Control (2)

Complementary Assets

Compl. Assets <[ ]>

Future Possibilities

Conclusion

Console Wars

Revenue Model

Fourth Console

License Hardware Design

Acquisition

Microsoft

Exclusive Games

Backup Plan

Why Gaming

Latest Development

Page 44: Virtual Reality, Oculus Rift, Business Model

CONSOLE WARS Currently at 8th Generation

Infamously led to death of SEGA as console maker

SEGA tried to compete graphics with Sony PS2

Long-time players Nintendo and Sony

Since 1990s after American Video Game Crash 1983

Microsoft is the only successful late entrant

Tug-of-war to get Game Developers

Aim to strike exclusive deals with developers

Appendix A

Page 45: Virtual Reality, Oculus Rift, Business Model

REVENUE MODEL

Profitability Stable Continuous

Revenue

For Large Game Companies

For Independent Developers

One-off

Subscription

% Game Sales

Appendix B

Page 46: Virtual Reality, Oculus Rift, Business Model

FOURTH CONSOLE

Sony developing their VR headset

Easily copied technology

Competitive console market

Competing for games

Timing is utmost importance

Difficult to create network effect

Game developers need to learn to develop for a new

console

Consumer switching cost

No suitable control system

Appendix C

Page 47: Virtual Reality, Oculus Rift, Business Model

HARDWARE DESIGN

LICENSE

Retain operating software

Prevent console maker from imitating the

full product

Appendix D

Page 48: Virtual Reality, Oculus Rift, Business Model

ACQUISITION

NO Free to penetrate other markets

Can still push for own console

Other markets potentially more profitable

High capital markets – Medical and Military

Large user base – Cinema and Theme Parks

Appendix E

Page 49: Virtual Reality, Oculus Rift, Business Model

WHY MICROSOFT NEEDS

OCULUS

Competition with Sony

Graphics battle goes to the next level on VR

Losing the exclusive games battle to Sony

Oculus Rift will attract game developers to build on VR

Microsoft needs to dive into VR earlier than Sony to win

Realise the importance of first-mover in gaming industry

Appendix F

Page 50: Virtual Reality, Oculus Rift, Business Model

PLAYSTATION 4 Assault Android Cactus - Witch Beam Octodad: Dadliest Catch - Young Horses, Inc

Basement Crawl - Bloober Team Onigiri - Cyberstep (free-to-play)

Blast 'Em Bunnies - Nnooo Outlast - Red Barrels Studio Cosmic Star Heroine - Zeboyd Games Pavillion - Visiontrick Media

CounterSpy - Dynamighty Phantom Breaker: Battle Grounds Overdrive - 5pb Daylight - Zombie Studios PlanetSide 2 - Sony Online Entertainment

Deep Down - Capcom Pool Nation Extreme/FX - Cherry Pop Games Divekick - Iron Galaxy Primal Carnage: Genesis - Lukewarm Media

Doki-Doki Universe - HumaNature Studios Project Phoenix - Creative Intelligence Arts

Don't Starve - Klei Entertainment Project: Heart and Soul - Reach Game Studios Dragon's Prophet - Sony Online Entertainment (free-to-play) Putty Squad - System 3

Dream Club: Host Girls on Stage - Tamsoft QuickDraw - Greenfly Studios DriveClub - Evolution Studios Ray's the Dead - Ragtag Studios

DUST 514 - CCP (free-to-play) Rime - Tequila Works Dynasty Warriors 8 w/ Xtreme Legends Bundle - Tecmo Koei Road Not Taken - Spry Fox

Earth Defense Force Rocketbirds 2: Evolution - Ratloop Escape Plan - Fun Bits Interactive Rogue Legacy - Cellar Door Games

Everquest Next - Sony Online Entertainment (free-to-play) Samurai Gunn - Maxistentialism

Everybody's Gone to the Rapture - The Chinese Room / Sony Santa Monica

Secret Ponchos - Switchblade Monkeys

Fez - Polytron Corporation Shadow of the Beast - Heavy Spectrum

Final Fantasy XIV: A Realm Reborn - Square Enix Sherlock Holmes: Crimes and Punishments - Frogwares Final Horizon - Eiconic Games SOMA - Frictional Games

flOw - Thatgamecompany Sportsfriends - Die Gute Fabrik Galak-Z: The Dimensional 17-BIT Starbound - Chucklefish

GlowTag - Greenfly Studios Super Exploding Zoo - Honeyslug Guns of Icarus Online - Muse Games Switch Galaxy Ultra - Atomicom H-Hour: World's Elite - SOF Studios The Binding of Isaac: Rebirth - Nicalis

Helldivers - Arrowhead Studios The Idolm@ster - Namco Bandai Games

Hohokum - Honeyslug The Order: 1886 - Ready at Dawn / Sony Santa Monica Hotline Miami 2: Wrong Number - Dennaton Games The Playroom - Sony

Hyper Light Drifter - Heart Machine The Witness - Jonathan Blow Joysound Drive 2 - Xing Entertainment Tiny Brains - Spearhead Games

Lily Bergamo - Grasshopper Manufacture Tottemo E Mahjong Plus - Arc System Works Mercenary Kings - Tribute Games Transistor - Supergiant Games

MLB 14: The Show - Sony San Diego Velocity 2X - FuturLab

Mobile Suit Gundam - Namco Bandai Games Volume - Mike Bithell Games N++ - Metanet Software War Thunder - Gaijin Entertainment (free-to-play)

Natural Doctrine - Kadokawa Games Wasteland Kings - Vlambeer Nikoli no Puzzle 4: Sudoku - Hamster Yakuza Ishin - Sega

Nuclear Throne - Vlambeer

XBOX One Below - Capybara Games

Cobalt - Mojang D4: Dark Dreams Don't Die - Access Games

Fable Legends - Lionhead Studios Fantasia: Music Evolved Halo 5 - 343 Industries

Halo: Spartan Assault - Vanguard Entertainment / 343 Industries

Kinect Sports Rivals - Rare LocoCycle

Max: The Curse of Brotherhood Peggle 2

Plants vs. Zombies: Garden Warfare Project Spark - Team Dakota

Quantum Break - Remedy Entertainment Sunset Overdrive - Insomniac Games

Titanfall - Respawn Entertainment Xbox Fitness - Microsoft Studios

Zoo Tycoon EXCLUSI

VE

GAMES

XBOX

ONE

vs PS4

Source: http://www.neowin.net/news/list-of-xbox-one-and-playstation-4-exclusive-games Appendix G

Page 51: Virtual Reality, Oculus Rift, Business Model

BACKUP PLAN

Develop own game console

Approach as many game developers as possible

A chance to create a new gaming experience

Preferably first-person game developers

Strike partnership with vital accessories

Razer Hydra – motion controller perfect for shooter games

Virtuix Omni Treadmill

Intensive marketing effort

Appendix H

Page 52: Virtual Reality, Oculus Rift, Business Model

WHY GAMING

Virtuality is something gamers have been wanting

More adapters of new tech

E.g. motion gaming caught on within less than a year

(2011)

Large pool of tech enthusiasts

Large portion of adventurous individuals

But, there is a danger of price buyers

Appendix H

Page 53: Virtual Reality, Oculus Rift, Business Model

LATEST DEVELOPMENT Nov 11, 2013

Source: http://www.techradar.com/news/gaming/oc

ulus-rift-creator-xbox-one-and-ps4-are-far-too-limited-for-what-we-re-planning-

1198420

Appendix I

Page 54: Virtual Reality, Oculus Rift, Business Model

LATEST DEVELOPMENT Nov 11, 2013

Source: http://www.techradar.com/news/gaming/oc

ulus-rift-creator-xbox-one-and-ps4-are-far-too-limited-for-what-we-re-planning-

1198420

"Consoles are too limited for what we want to do," he says. "We're

trying to make the best virtual reality device in the world and we want to

continue to innovate and upgrade every year - continue making

progress internally - and whenever we make big jumps we want to push

that to the public.”

- Palmer Luckey, founder of Oculus

Appendix I

Page 55: Virtual Reality, Oculus Rift, Business Model

WHY OCULUS IS PUSHING

Dislikes the long life cycle of consoles

Prevent them from continuously improving

Graphical performance bound by graphics processors

(hardware)

Eager to disrupt the video game business

Shorter life cycle of consoles

Full-fledged VR gaming

On the lookout for Valve

Steam Box and SteamOS

Appendix I