Indonesia's VR offline experience hall market has been revealed. How can we enter the Indonesian market?

The offline entertainment market has received more and more attention in recent years. Whether it is IMAX, Bandai Namco, SEGA and other major manufacturers have joined in, and the United States, Japan, Dubai, Australia and other regions around the world have set off VR lines. Under the trend of entertainment.

On August 4th, the VRCORE Convergent Power Series Salon was held in Shanghai. At the meeting, OMNIVR (non-VR treadmill company Omni) investor Gan Junjian gave a speech at the meeting and shared the relevant situation of the Indonesian offline market.

Indonesia's VR offline experience hall market has been revealed. How can we enter the Indonesian market?

Indonesia: No. 4 in the world, less competition in the VR offline entertainment market

OMNIVR was established in 2016. Its main business is the output of offline solutions. It is also a provider of large-scale VR hardware. The current team has about 30 people.

According to Gan Junjian, Indonesia currently has a population of 266 million, ranking fourth in the world in terms of population. Indonesia is an island country consisting of more than 18,000 islands. Although Indonesia is still China 5-8 years ago, its per capita GDP is US$3,800. It is higher than that of India. Indonesians generally do not have the habit of saving money, which means that their daily entertainment consumption is relatively high. Jakarta is the capital of Indonesia with a population of more than 10 million. In terms of daily entertainment, as Indonesia is located in the equatorial circle, with high temperature all the year round, people prefer indoor activities, so shopping malls have become the most frequently visited recreational area.

According to its statistics, there are a total of 173 shopping malls in Jakarta. At present, OMNI has negotiated cooperation intentions with 35 shopping malls. There are currently 6 projects in progress. First of all, VR solutions will be added to 6 shopping malls. OMNIVR will provide equipment and content, and shopping malls will provide venues.

Gan Junjian also mentioned that the current VR offline entertainment in the Indonesian market is still at a very early stage and has hardly entered a competitive period. "There are only 3 offline VR entertainment companies in Indonesia. One of them has been acquired, and the other two. Among them, we are leading in terms of hardware and software. Many shopping malls and exhibitions are not familiar with VR. It is also through us to understand."

Indonesia's VR offline experience hall market has been revealed. How can we enter the Indonesian market?

A total of 100,000 experiences, 90% of them are children

Gan Junjian showed a group of pictures of Indonesia's VR experience stores. From the pictures, the decorations and the equipment experienced in these stores are "simplistic" compared to the domestic, European, American, and Japanese markets, but it mentions this. The store is not bad in the Indonesian market, but rather good.

In terms of fees, the average 15-minute experience is 50,000-75,000 Indonesian rupiah (about 25-35 yuan). Although it is very cheap compared to the domestic market, the domestic single chair experience is usually about 30 yuan for 5 minutes, which is relatively high-end such as a large space. The experience price starts at 100 yuan. But in Indonesia, the consumption of 25-35 yuan/time is not low. As for the experience users who come to the store, from the perspective of age group, almost 90% are children and only 10% are adults.

The most popular types of games for offline people are mainly concentrated in simulation games like "Job simulator", action, shooting games, and sports games.

In terms of traffic, it is said that the OMNIVR experience hall in Indonesia has accumulated a cumulative experience of 100,000 people, all of which are actually experienced people in the store.

How to enter the Indonesian market?

OMNIVR is looking for content cooperation in China this time. It mentioned that in Indonesia, talents are a very big problem, and it is almost difficult to find high-end talents.

It is not easy to introduce hardware to Indonesia. Starting from January 2017, the Indonesian government began to implement a new national product content rate (TKDN) policy. After its regulations take effect, electronic products such as mobile phones must meet the domestic content rate standard of at least 30%. If the regulations cannot be implemented, they cannot Sell ​​its products in the Indonesian market. This is also the reason why manufacturers such as Xiaomi, vivo, and Samsung have established local factories in Indonesia.

Therefore, Gan Junjian suggested that if it is for hardware to enter the Indonesian market, the best way is to find a strong local partner, which saves time and effort. Moreover, through the relationship between local enterprises and the government, the efficiency and success rate are much higher than that of domestic manufacturers alone.

On the other hand, if the content wants to enter the Indonesian market through the OMNIVR channel, you need to pay attention to whether the content contains sensitive information. For example, 83% of Indonesia’s population is Muslim, and they are very sensitive to violence, pornography, and religion. The content in this area needs to be localized.

Gan Junjian said that he is now looking for Chinese VR content developers and hopes to cooperate to infiltrate Chinese IP into the Indonesian market through offline channels.

OMNI also plans to cooperate with three major theaters in Indonesia in the near future to add a VR experience hall to the movie theater. It believes that simply placing the VR experience in the theater will not have a good effect, because the movies watched by the audience have nothing to do with the VR experience on site. Therefore, through the founder's personal network resources in the movie circle, it directly cooperates with film and television companies to place movie-related VR experiences in the theater, so that users can experience movie-related VR content.

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