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Title: | Circle One:成人VR內容製作及收費平台之商業計畫 Circle One VR: A Business Plan for VR Adult Content Production and Paid Content Subscription Platform |
Authors: | Li-Yuan Hsu 許瓈元 |
Advisor: | 陳炳宇(Bing-Yu Chen) |
Keyword: | 虛擬實境,成人內容,商業計畫,內容收費平台, virtual reality,adult content,business plan,subscription platform, |
Publication Year : | 2019 |
Degree: | 碩士 |
Abstract: | 自2012年,Oculus VR發布其頭戴式顯示裝置Oculus Rift DK1,並在美國線上募資平台龍頭Kickstarter獲得成功後,虛擬實境 (Virtual Reality) 在創投業者及科技產業巨頭如Google、HTC、Samsung及SONY的先後推波助瀾下,開始成為科技產業中的熱門題材,無論是Google在虛擬實境上大舉的投入,或是臉書創辦人Mark Zuckerberg以20億美元收購Oculus的新創傳奇,都讓虛擬實境成為科技產業中的明星,一直到2016年,各式各樣的虛擬實境產品如雨後春筍般接連問世,熱鬧非常,媒體普遍將之稱為「VR元年」,對消費者宣告VR虛擬實境的世代已經來臨。但與過去任何一個處於萌芽階段的新興產業一樣,虛擬實境產業在諸多期待眼光的注視下,同時也正面臨著許多技術面、市場面的障礙及產業整體發展過程中的缺失與矛盾。就本商業計劃所關注的層面來說,虛擬實境產業發展在硬體設備與內容軟體之間的供需步調失衡,造成使用者徒有設備卻無足夠內容可以觀看,直接導致了體驗不佳的結果,消費者的期待未能獲得實現,從頭部顯示裝置在2017年的出貨量來看,虛擬實境產業也確實遭遇了暫時性的頓挫。但機敏的投資者和產業參與者很快的就意識到問題所在,方向上開始往內容產製和應用開發修正,軟體部門開始獲得更多的投資比重和產業投入,各家頭戴式顯示裝置的製造商及第三方內容發布平台都開始加大內容投資力度,要重新喚回消費者對虛擬實境的興趣和期待。
內容顯然是虛擬實境發展的重要解方,但到底什麼樣的虛擬實境內容是吸引人的?什麼樣的內容足以引發消費者的動機去接近、採用及促成消費虛擬實境的目的?以及,從企業營運的角度來看,什麼樣的虛擬實境內容才是具有變現能力,足以維持企業營運,甚至達成企業獲利目標,迎向虛擬實境產業的下一波爆發點?基於本計劃營運團隊的專業經歷、產業資源及市場分析,成人虛擬實境內容的產製及其收費內容平台,將是我們所提出的解決方案。更具體來說,計劃中的新創企業:Circle One VR將是一個以自製原創成人虛擬實境內容為核心產品,以自建虛擬實境付費內容平台為主要通路的內容製造及提供商,目標是要產製具有華人圈文化特色的原創成人內容,並且結合精選自日本及歐洲等國家的授權成人內容,打造出同時兼具產品獨特銷售點、內容質量優異及高度價格競爭力的成人虛擬實境內容服務。Circle One VR的市場區域推進期程,在第一個發展階段是以台灣及日本為自有平台直接營運的首要目標市場,其他亞洲國家則以境外服務模式營運,為第一階段次要目標市場;第二個發展階段預計在產品上線後第三個年度展開,目標市場為包括美國及加拿大在內的北美區域,營運模式為自有平台營運模式為主,與當地成人內容平台版權合作模式為輔。 本計劃中針對市場機會、市場分析、產品規劃、行銷方案、團隊成員及財務預測分別進行詳細具體的敘述說明,基於Circle One VR就內容產製累積及自建內容收費平台迄今已進行近兩年的準備,產品原型階段已完成,可大幅縮短產品上線時程,因此如各輪募資可依本計畫時程完成,依序推動市場發展,預計在上線後第一年即可達成損益平衡及小幅度獲利585萬,第三年度稅後淨利預計可逾3,300萬的目標。 In 2012, Oculus VR released the virtual reality headset Oculus Rift DK1. It had a successful crowd funding campaign on Kickstarter, as virtual reality became the hottest subject in the tech industry, thanks to the heads of venture capital industries such as Google, HTC, Samsung and SONY. With Google, who put a lot of effort on virtual reality, and Mark Zuckerberg, the founder of Facebook, who spent 2 billion to acquired Oculus, which is legendary in the startup history, it’s easy to see why virtual reality is the star in the tech industry. 2016 is the year when all kinds of virtual reality products came out. This year is also called “the first year of VR”, since the market really came to life around it. Just like any other emerging industries, virtual reality is under a lot of scrutiny and expectation, meanwhile correcting its technical flaws and contradictions that come with growing up. From this business plan point of view, the reason for customers’ bad experience comes from an unbalance between supply and demand, or more precisely between hardware and software in the VR industry: the early adopters had the equipment but not the content. In other words, virtual reality should have been a chance to go mainstreaming, but a lack of content threatens to hold it back. Not to mention they didn’t have fun the way they were expecting to. The orders of virtual reality headset in 2017 really show how this business suffered a temporary failure. But the quick investors and businessmen realized the problem in no time. They put more effort and money in developing content and software. All the headset brands and the platform were investing more on content to revive the consumers’ interest for virtual reality. It’s obvious that content is the most important part of VR industry, but what kind of content is considered attractive? What kind of content would motivate the customers to want to know more, or desire to use it, or actually purchase? From a business standpoint, what kind of content would be strong enough to keep the business going, or thrive, and eventually evolve to the next technological milestone? According to our team’s expertise, our contacts in the industry, and the results of market study, we believe that adult oriented VR content through a subscription platform is the solution. To be more precise, the startup in this business plan, Circle One VR, is both content producer and provider, and our product is original adult VR content. We aim to produce this original adult content with distinctive Chinese culture and characteristics. We would also acquire authorized contents from Japan and Europe. Our goal is to create an adult service with unique and high quality content for a very competitive and affordable price. In our first phase, the first target markets for Circle One VR are Taiwan and Japan, where we run and own the platform locally. The second target markets in that phase are other Asian countries where we will only provide our service through a cross-border model. The second phase will start on the third year after our original product release. The target markets will then be North America, meaning USA and Canada. The business model will consist in having our platform there, but also collaborate with local adult content producers. The following plan is to thoroughly describe to you the opportunities in this particular market. We will share with you our market analysis, product plan, marketing program, team members, and the financial projections. Because Circle One VR has the experience in the subscription platform business, plus we’ve been producing adult content for the last two years, our product prototype is complete and the time needed to release it online is drastically shortened. Therefore, if all the crowd funding campaigns reach their goal on schedule, we will be able to hit the market as planned. We aim to attain a balance and make a profit of NT$ 5.85 Million in the first year. In the third year, the actual profit after tax will be over NT$ 33 Million. |
URI: | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/7315 |
DOI: | 10.6342/NTU201901346 |
Fulltext Rights: | 同意授權(全球公開) |
metadata.dc.date.embargo-lift: | 2024-07-31 |
Appears in Collections: | 創業創新管理碩士在職專班(EiMBA) |
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ntu-108-1.pdf | 6.32 MB | Adobe PDF | View/Open |
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