The illusion of VR social beauty.

Editor’s note: This article is from WeChat public account “Brain pole body” (ID: unity007), the author I am a panda. Authorized to reprint.

No one expected that VR socialization was fired in China through video bloggers.

A second-level domain blogger on Weibo released a video in a game called “VRChat” in which two foreigners inexplicably communicated in Chinese. Through the release of subsequent videos, not only many people realized the game, but even the two international friends in the video became net red.

In 2018, both Google and Facebook have focused on the concept of “VR socialization”. People have their own image in the virtual world and can communicate with strangers.

And VRChat fits the concept almost perfectly. In this game, players can have their own image, design their own room, communicate with people from all over the world in the public square, and in the game module. Friends watch movies and bowling together.

The data at the beginning of this year showed that the number of VRChat users has reached 4 million, and recently received a $10 million Series C financing. In addition to VRChat, Somnium Space, Rec room and many other products that focus on VR socialization have also received financing this year.

After 5G reawakens VR enthusiasm, is VR social networking a suitable entry point?

The fatal attraction of virtual identity is the beauty illusion of VR social

To figure this out, let’s start with the classic VRChat sample.

As with most VR social games, VRChat’s focus is on creating a virtual space where people can have their own avatars, virtual rooms, chat with friends on a virtual square, play a virtual bowling or in a virtual cinema. Watch a movie with friends. In fact, the logic of most VR social products is this, with a virtual personal image to connect social, audio and video content and various VR games.

VRChat is on fire, but VR social has not yet ushered in the best of times

But VRChAn important reason for the hot is that unlike many VR products, VRChat allows players to create models to import into the game, making the game more creative and more free. So we can see the VR of various producers in the game, it is much more fun to buy the appearance mode than other games manually pinch the face.

At the same time, people can find an interesting phenomenon in VRChat. In VR social games, users seem to have little interest in the game, and the usage rate of modules such as theaters and bowling is much lower than that of public squares and users. Perhaps the reason for this is that the data shows that only 30% of VRChat’s 4 million users are VR users.

In other words, virtual bowling or virtual cinema functions are not useful for most users. Everyone likes to dress up the room with various materials and create their own avatar.

Sure enough, I finally returned to the old saying, just like the “face” and the zebrao in recent years, after all, you just like the QQ show.

VRChat is on fire, but VR social has not yet ushered in the best era

Since the first appearance of BBS in 1978, “virtual identity” has become an important part of Internet socialization. In the beginning, people used a string of characters to express their identity.

In an arcade game, the player is desperate to break the record in order to have his name code on the leaderboard. With the introduction of 90 years, computers have begun to improve in image expression. Our avatar has evolved from a wide variety of avatars to a model that is highly creative and creates huge gains from the QQ show.

Until today, virtual identity still makes people obsessed. The most typical case is the paid appearance customization service launched by the popular game Fortnite. The appearance of the wear will not give the player any numerical gain, but will bring 2 to Fortnite every month. – $300 million in revenue.

When is the golden age of VR social coming from the main course to the condiments?

But at the same time, we can also notice that virtual identity has never been the main dish in Internet products, but a forum, communication tool, and game flavoring. As for the product of face, ZEPETO and other simple virtual identity images, the life cycle is usually short, and the fire is over.

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