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.
4. 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
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7. 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
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10. CURRENT ECOSYSTEM
Product
Oculus
Rift
End users
Revenue
Dev. Kit
Revenue from
Dev. Kit Sales
+ % Revenue
from Game
Sales in
Oculus Share
Games
Revenue from
Game Sales in
Oculus Share
Game
Developers
Game Console
Manufacturers
(Sony, Nintendo,
Microsoft)
GAMING ECOSYSTEM
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12. 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
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13. A BETTER ECOSYSTEM?
Hardware
licensing
Product
Console Makers
Revenue
Oculus
Rift
Sale Revenue
% Game
Sales
Console
Development
Kit
Oculus SDK
Game
Developers
% Game
Sales
GAMING ECOSYSTEM
End users
Games
Sale Revenue
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16. STRATEGY CANVAS
PC Gaming
Console Gaming
Motion Gaming
VR Gaming
Graphics
Number of games
VALUE PROPOSITION
Intuitiveness
Interactivity
Immersiveness
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18. 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
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20. 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
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21. 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
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24. 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
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25. TARGET SEGMENTS
Gamers who enjoy first-person games
Racing
Shooting
Horror
Sandbox
CUSTOMER SELECTION
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26. CONSOLE MAKERS
Sony
Microsoft
More exclusive games
Game developer itself
(Sony Computer
Entertainment)
More support for indie
game developers
Better online experience – Complements the motionmore players
based games and motion
controls
Complements the Kinect
motion gaming
Offline multiplayer
experience generate more
More first-person games
demand of Oculus Rift
(Halo, Gears of War – Xbox
exclusive)
More interactive games
-
Developing its own VR
Headset
Conflict with Sony’s TV
business
CUSTOMER SELECTION
-
Less exclusive games
Nintendo
- Different customer
segment
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27. CONSOLE MAKERS
Sony
Microsoft
More exclusive games
Game developer itself
(Sony Computer
Entertainment)
More support for indie
game developers
Better online experience – Complements the motionmore players
based games and motion
controls
Complements the Kinect
motion gaming
Offline multiplayer
experience generate more
More first-person games
demand of Oculus Rift
(Halo, Gears of War – Xbox
exclusive)
More interactive games
-
Developing its own VR
Headset
Conflict with Sony’s TV
business
CUSTOMER SELECTION
-
Less exclusive games
Nintendo
- Different customer
segment
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28. 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
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30. NEW VALUE CAPTURE
Hardware
licensing
Product
Console Makers
Revenue
Oculus
Rift
Sale Revenue
% Game
Sales
Console
Development
Kit
Oculus SDK
Game
Developers
% Game
Sales
VALUE CAPTURE
End users
Games
Sale Revenue
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31. 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
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33. SCOPE OF ACTIVITIES
Partnership with console makers
Distribution of Oculus SDK to game developers
Hardware license
Provide SDK updates and support
R&D In-house VR technology
Hardware
Software
SCOPE OF ACTIVITIES
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36. 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
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37. 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
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40. FUTURE POSSIBILITIES
Locked-in to one console manufacturer
Diversify into other markets
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
Cinemas: immersive movie experience
Many others
Further R&D
Full coverage of human vision span (i.e. peripheral vision)
FUTURE POSSIBILITIES
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43. INDEX
Introduction to Oculus
Customer selection
Console Wars
Target Segments (1)
Revenue Model
Conventional Gaming
Target Segments (2)
Fourth Console
Virtual Reality Gaming <[ ]>
The Product
Console Makers
License Hardware Design
The Technology
The Company
Why Not PC?
Acquisition
Microsoft
Gaming ecosystem
Value capture
New Value Capture
Exclusive Games
Value Capture Methods
Backup Plan
Why Gaming
Latest Development
Current Situation
Market Situation
Flaws in Current Direction
Activities
Ocean
Better Ecosystem
Material Flow
Value proposition
Quote
Scope of activities
Strategic control
Immersive Gaming <[ ]>
Virtual Reality
Strategic Control (1)
Strategic Control (2)
Latency Demonstration <[ ]>
Complementary Assets
The Oculus Rift Advantage
Compl. Assets <[ ]>
For Console Makers
Future Possibilities
Technical Disadvantages
Conclusion
44. 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
46. 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
48. 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
49. 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
50. 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
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
Secret Ponchos - Switchblade Monkeys
Santa Monica
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
Source: http://www.neowin.net/news/list-of-xbox-one-and-playstation-4-exclusive-games
Appendix G
51. 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
52. 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
55. 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