The mall welcomes the VR brand to enter the market, attracting the attention of young people with a new experience.

The mall welcomes the popularity of the VR brand to attract the attention of young people with this new experience. Young fashion crowds are one of the main functions of the mall, and many people may not be familiar with the VR experience. However, this fresh experience is what young people would rather test. Hu Yuxiang, co-founder of Wonder World, said: “Many people shop at the mall according to the needs of the family or the party. VR games have interactive and entertainment attributes that fully meet the needs of this group of people. “Accepting the recognition of the mall allows the VR brand to implement the process. Enjoy more convenience. However, there are many unnecessary factors in the profitability of people who are able to pay. Recently, the reporter noticed when visiting the VR Experience Hall franchise store in Xuzhou Ancient City Plaza. Although there are many fee waiverers coming to the experience store on weekend afternoons, there are actually not many people who really walk into the game room experience. . It is understood that the VR Experience Hall franchise stores are restricted by equipment and venues during operation. Single-player games last more than half an hour, and the number of players is limited to 2-4. Suppose an experience store has 4 game rooms, which means it can be used for up to 16 people at the same time. With regard to interactive games, if you don't know much about people's things, you won't be able to choose the "spelling" experience. The smaller vr virtual reality experience hall equipment experience franchise has many restrictions on the quantity of delivery.

The mall welcomes the VR brand to enter the market, attracting the attention of young people with a new experience.

It is understood that the operating costs of VR Experience Hall franchise stores are mainly reflected in equipment protection, manpower and rent. Top Interactive vr specializes in co-volunteer performances. For example, to build a 40-square-meter VR experience single room, at least 4 sets of VR equipment are required, the price is about 250,000 yuan, and the monthly rent is about 10,000 yuan. The turnover can reach 70,000-80,000 yuan. In this regard, the profitability of the VR Experience Pavilion franchise depends mainly on the passenger flow. “The franchise of the VR Experience Center franchise is now a lot, but it is not easy to make money,” many franchise franchisee franchisees are located in office buildings and Internet cafes. Surgery is difficult; during the shopping process, the experience store will be able to enjoy the cost of the passenger flow in the mall, while also allowing the toll collector to form an impression and attract future target charges. However, some insiders also said that opening a VR experience store in a shopping mall also means greater rental pressure. In this regard, Guo Zong, the director of the operation of Top Interactive Intelligent Technology Co., Ltd., said that from the perspective of entering the mall, the vast majority of VR formats have been compared with the open position, which usually gives more favorable lease conditions. Just as the experience of older children in shopping centers is booming, the VR experience format has become the new darling of the future shopping malls. Even at the recent China Franchise Exhibition, there is no shortage of VR brands. Although the momentum is growing rapidly, it is still controversial whether the VR experience store can make money. The "China VR User Initiative Research Report" shows that the number of VR users in China is as high as 286 million.

Despite the potential potential consumer base, the VR Experience Store franchise has long wanted to have a place in the mall and need to find a more solid fee-based team. This requires the VR brand to increase the user's stickiness and attract users to consume for the second time, but it is not easy to do this. Despite the large number of potential potential people, there are still many criticisms on the status quo of VR experience museum franchise stores. "Rough picture", "Difficult to play VR head game", "The game content is too monotonous" are all factors that affect the VR experience. “Now many bad guys are entering the franchise of the VR Experience Hall franchise store, stopping the experience for the first time. Once the game content is unattractive and the body is uncomfortable, he can make him fall for a long time in VR. The taste. Hu Yuxiang believes that The agile user base puts higher demands on content. Skills, content and operations are the three major gold mines that VR companies urgently need to mine, but they are also the three binding VR industries. Huali cost partner Xu Li said that with As the VR market heats up from time to time, the entry of large-scale batch costs and the constant updating of hardware devices, the vr virtual reality experience hall equipment will move from hardware development to the driving stage of exquisite content.

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