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ULTIMATE VIRTUAL REALITY
GAMING
Cyberith – Gaming at a whole new level....
Group members: Pasi Toeyraes, Christian Horn, Simon Christensen,
Mads Dalsgaard & Jakob Thorup Hansen
Business models for other technologies can be found here:
http://www.slideshare.net/Funk97/presentations
Table of content:
• Introduction
• Gaming Timeline
• Presentation of Cyberith
• Value Proposition & Competitors
• Customers
• Key activities and resources
• Revenue model
• Business model canvas
• VR in Future
INTRODUCTION TO
VIRTUAL REALITY
“What is real? How do you define real? If you're
talking about what you can feel, what you can smell,
what you can taste and see, then real is simply
electrical signals interpreted by your brain.”
- Morpheus (The Matrix)
GAMING TIMELINE
c. 3100 BC
First boardgame: SENET
Egypt game, played
in the tomb of Merknera
c. 3200 BC
Invention of the Dice
c. 600 AD
Manacala
Invented in Ethiopia
1896 AD
Ludo
Chess
Invented in Persia
c. 700 AD
Magnavox
First gaming console
c. 1972 AD
2015 AD
Cyberith
CONSOLE GAMING TIMELINE
c. 1983
Nintendo
1972 1994
PlayStation
2012
Nintendo Wii U
XBOX
2001
Magnavox
First gaming console
2013
2015
Cyberith1996
Nintendo 64
2000
PlayStation 2
2005
XBOX 360
PlayStation 3
2006
Nintendo Wii
XBOX One
PlayStation 4
CONSOLE GAMING
MARKET SHARE
Source: ITCandor, 2014
Nintendo:
Leader within interactive gaming (Wii)
Sony:
Develop their own product:
Sony VR Headset
CYBERTIH & OCULUS RIFT
CYBERTIH & OCULUS RIFT
GAMING
VR GAMING
ULTIMATE
VR GAMING
CYBERITH
VALUE PROPOSITION
Gaming is not enough ...
VALUE PROPOSITION
CYBERITH VIRTUALIZER
”Reality is not enough - Be Part of the Game”
Next Level of VR
Step inside the game
and become your
character …
Full Immersion
Control your game
character with your own
movements – walk, run, …
No Restrictions
You decide how you move
free of restrictions. The
ultimate gaming freedom!
VALUE PROPOSITION
CYBERITH VIRTUALIZER
”Affordable High-Tech Hardware Made in Europe”
FULL
COMPATIBILITY
Game Revolution
Throw away your mouse
and keyboard …
Smart Sensors
Sensors in the base plate,
pillars and ring track the
movement of your body
Strong Material
A strong metal
construction is built to last
guaranteeing a long-
lasting product
Flat Base Plate
The flat base guarantees
walking like in the real
world
No Noise
As you play in your socks,
there is no noise
No Shoes Needed
The low-friction base plate
allows you to play in your
socks
USB-Plug & Play,
no additional power supply,
compatible with all software that allows
controller or keyboard input,
SDK for developers will be available soon
* Pre Order Starting Soon – Cyberith Virtualizer 999$
PLAYERS ON THE MARKET
VIRTUAL REALITY GAMING
Visual Movement
Hand device &
Joystick
VALUE PROPOSITION
CYBERITHS COMPETITORS – VIRTUIX OMNI
Virtuix Omni - Step into the Ultimate Virtual World -
The Ultimate Immersive Experience
First of-its-kind virtual reality system,
Step into your favorite game and experience
a whole new level
Freedom of Movement
Walk, run, strafe, sit, or jump 360° without
restraints
Full VR Gaming Platform
The first, most compact, easily assembled and affordable
VR gaming platform
* Pre Order Available – Omni Package 699$
VALUE PROPOSITION
CYBERITHS COMPETITORS – PRIOVR
PrioVR - Suit Up. Game on. -
* Pre Order Available – PrioVR 289$ to 429$
All PrioVR Needs is You!
Uses high-performance inertial sensors to
provide 360° of low-latency, real-time motion
tracking without cameras, optics, line-of-sight,
or large equipment
PrioVR is wireless, allows multiple simultaneous
users and will work anywhere – indoor and
outdoor
All PrioVR suits come with demo games so you
can experience the freedom of full-body
gaming from day 1.
VALUE PROPOSITION
OVERVIEW
• Run, jump, rotate (360°), sit
• No noise
• Compatible (Soft & Hardware)
• Easy to use
• Space requirements
• Additional equipment required
• Lifelike gaming experience
• Price
Advantages
and
Disadvantages
++
++
++
++
-
-
++
-
+
-
++
-
-
--
++
--
-
+++
+
+
+
-
++
++
CUSTOMERS
Markets to target and potentiel markets
Customer
Segments
Potential Markets
Business Markets
Privat Markets
CyberCafé
Funparks, Bowling
halls, etc.
Gamehalls
KT&T (Boys)
Military
Hardcore Gamers
• Private Markets are the largest
and most obviously customer
semgent.
• Business Markets will be a smaller
part of the totally sale revenue.
However, the markets can brand
the product and lead to more
sells in the private.
• The product is new and therefore
CYBERITH should be aware of
new potential markets
CUSTOMERS
CYBERITH VIRTUALIZER
CUSTOMERS
CYBERITH VIRTUALIZER
Private Markets
Boys (15-20)• The products VP targets young boys and hard core
gamers
• The product is cheap enough to private customers.
Challenge
• The size of the product. (Mothers do not allow such a
big machine in the living room, like they do for
products as Nitendoo Wii.)
Solution
• Teenager Boys often have their own rooms where they
decide what matters.
• Hard Core Gamers priotize the VP so much, so it
overrule issues such as design and size of the product.
CUSTOMERS
CYBERITH VIRTUALIZER
Business Markets
Gamehalls• The product fits perfect to gamehalls.
• Gamehalls can be seperate units or be in places such
as bowling halls and fun parks.
• The amount of gamehalls is releatively small, therefore
is the sales revenue for this market small as well.
Side Benefits
• Gamehalls attract different kind of people.
• Gamehalls introduce the product to people (also
people which normally would not buy the product).
Therefore the product will be branded more broadly.
• Gamehalls can create new customers in the private
market.
CUSTOMERS
CYBERITH VIRTUALIZER
Potential Markets
• Two examples for potential new markets are the Military and
Cybercafés.
Military
• Governemnt spents lot of money on military training.
- Equipment, granates and gunpowder is expensive.
• Cyberith Virtualizer could simulate training exercises and safe
money on training and bullets.
• Challenge – The product needs improvements for the purpose.
Cybercafé
• History has shown that gamers like ”gaming” together in so-
called Cybercafés. The trend still exists, but gamers can now
easy connect their computers in the same room.
• Cyberith Virtualizer is a big machine so perhaps it is time for
Cyberith-cafés.
Cybercafé
KEY ACTIVITIES AND
RESOURCES
• Launched in July 2014
• For promoting and funding
• 577 backers pledged $361,452
• $799 for standard product
• $999 for product with haptic feedback
DEVELOPMENT
• Development started in 2013 for a product with no
restrictions and full immersion
• Small team based in Austria
• Intellectual property:
• 1 published patent for a device accommodating
person and partially limiting the freedom of movement
of the person
Patent WO2014166814A1
PRODUCTION
• Production, shipping and logistics are outsourced to
experts for the respective areas.
• Some materials and parts also subcontracted
• Launching postponed to August 2015
• Assuring maximum compatibility to other VR devices
• Makeover of the tracking system integrated in the
pillars
REVENUE MODEL
MARGET SEGMENTATION
Asia 45.1 %
North America 27.2 %
Western Europe 18.9%
Others 8.8%
http://www.newzoo.com/insights/top-100-countries-represent-99-6-81-5bn-global-games-market/
Target Market
Total Available Market
1,7 billion gamers
Serviceable Market
POTENTIAL MARKET / TARGET MARKET
http://www.kzero.co.uk/blog/consumer-virtual-reality-market-worth-13bn-2018/
REVENUE MODELS
• Production model
• Licensing model
Revenues
Product End users
Game developers
% Game
sales Development
Kit
REVENUE MODEL
= Shared revenue
$
$
$
$ = One time payment
$
Customers
Game developers
Game halls
BUSINESS MODEL
Business Model Canvas
Key Partners:
• PrioVR
• Game
developers
Value
Propositions:
• More realistic
(gaming)
experience
Customer
Segment:
• KT&T who
play on
gaming
consoles.
• Gamehalls
etc.
Key Resources:
• Interllectual
(Know how)
Key Activities:
• Development
• Game
development
Channels:
• Retailers
• Advertice-
ments
Customer
Relationsships:
• Purchase
• Maintainance
Revenue Streams:
• B2B & B2C
• One time payments (The product)
• Shared revenue (% of game sales)
Cost Structure:
• Value driven
• Manufacturing costs
VIRTUAL REALITY IN THE FUTURE
• Surgery
• Transportation
• Vertebrane – Brain computer interface
VIRTUAL REALITY IN THE FUTURE
• Surgery
• Used to train new surgeons
• No risk of damage – yet realistic experience
• Robotics surgery with virtual reality inputs
To some degree already possible
• In near future surgery on a patient can be
performed from another location
• The best surgeons are available all time when distance is no longer an issue
• Need exact force feedback from the robotic equipment before the scenario can
come true
VIRTUAL REALITY IN THE FUTURE
• Transportation
• Car, trains, airplanes
• Using displays as doors, wall, windows etc.,
makes it possible to show the outside world
in real time
• Airlines
• Ethihad and Emirates have already made som speculations in VR airplanes
VIRTUAL REALITY IN THE FUTURE
• Vertebrane – Brain computer interface
• Upper cervical vertebrae replaced by super nanocomputer
• When turned off – Their will be no effect and the brain will
function normally
• When turned on – All biological impressions will be stopped
and only signals from the nanocomputer will be perceived
• When the brain is totally cut off from the real world – The Ultimate
virtual reality experience comes to life – The brain lives in an avatar
World
• You can create the perfect world
• You can fly, you can be the richest person on earth – you can do whatever you want
• Examples of brain computer interface: The Matrix, Surrogates and Avatar
VIRTUAL REALITY IN THE FUTURE
• Vertebrane – Brain computer interface – The downside
• The Avatar world is much better than the real world
• Everything is possible – impressions, feeling etc. Seems just as real as in real life
• Nobody wants to live in the real world anymore
• The human body becomes redundant
• Only the brain is needed
• Stored in a so called brain bank
• No more human interaction – everything happens
In the avatar world
VIRTUAL REALITY IN THE FUTURE
• Vertebrane – Brain computer interface
• End of humanity as we know it ???
?
Cyberith Virtual Reality Biz Model

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Cyberith Virtual Reality Biz Model

  • 1. ULTIMATE VIRTUAL REALITY GAMING Cyberith – Gaming at a whole new level.... Group members: Pasi Toeyraes, Christian Horn, Simon Christensen, Mads Dalsgaard & Jakob Thorup Hansen Business models for other technologies can be found here: http://www.slideshare.net/Funk97/presentations
  • 2. Table of content: • Introduction • Gaming Timeline • Presentation of Cyberith • Value Proposition & Competitors • Customers • Key activities and resources • Revenue model • Business model canvas • VR in Future
  • 3. INTRODUCTION TO VIRTUAL REALITY “What is real? How do you define real? If you're talking about what you can feel, what you can smell, what you can taste and see, then real is simply electrical signals interpreted by your brain.” - Morpheus (The Matrix)
  • 4. GAMING TIMELINE c. 3100 BC First boardgame: SENET Egypt game, played in the tomb of Merknera c. 3200 BC Invention of the Dice c. 600 AD Manacala Invented in Ethiopia 1896 AD Ludo Chess Invented in Persia c. 700 AD Magnavox First gaming console c. 1972 AD 2015 AD Cyberith
  • 5. CONSOLE GAMING TIMELINE c. 1983 Nintendo 1972 1994 PlayStation 2012 Nintendo Wii U XBOX 2001 Magnavox First gaming console 2013 2015 Cyberith1996 Nintendo 64 2000 PlayStation 2 2005 XBOX 360 PlayStation 3 2006 Nintendo Wii XBOX One PlayStation 4
  • 6. CONSOLE GAMING MARKET SHARE Source: ITCandor, 2014 Nintendo: Leader within interactive gaming (Wii) Sony: Develop their own product: Sony VR Headset
  • 8. CYBERTIH & OCULUS RIFT GAMING VR GAMING ULTIMATE VR GAMING
  • 10. VALUE PROPOSITION Gaming is not enough ...
  • 11. VALUE PROPOSITION CYBERITH VIRTUALIZER ”Reality is not enough - Be Part of the Game” Next Level of VR Step inside the game and become your character … Full Immersion Control your game character with your own movements – walk, run, … No Restrictions You decide how you move free of restrictions. The ultimate gaming freedom!
  • 12. VALUE PROPOSITION CYBERITH VIRTUALIZER ”Affordable High-Tech Hardware Made in Europe” FULL COMPATIBILITY Game Revolution Throw away your mouse and keyboard … Smart Sensors Sensors in the base plate, pillars and ring track the movement of your body Strong Material A strong metal construction is built to last guaranteeing a long- lasting product Flat Base Plate The flat base guarantees walking like in the real world No Noise As you play in your socks, there is no noise No Shoes Needed The low-friction base plate allows you to play in your socks USB-Plug & Play, no additional power supply, compatible with all software that allows controller or keyboard input, SDK for developers will be available soon * Pre Order Starting Soon – Cyberith Virtualizer 999$
  • 13. PLAYERS ON THE MARKET VIRTUAL REALITY GAMING Visual Movement Hand device & Joystick
  • 14. VALUE PROPOSITION CYBERITHS COMPETITORS – VIRTUIX OMNI Virtuix Omni - Step into the Ultimate Virtual World - The Ultimate Immersive Experience First of-its-kind virtual reality system, Step into your favorite game and experience a whole new level Freedom of Movement Walk, run, strafe, sit, or jump 360° without restraints Full VR Gaming Platform The first, most compact, easily assembled and affordable VR gaming platform * Pre Order Available – Omni Package 699$
  • 15. VALUE PROPOSITION CYBERITHS COMPETITORS – PRIOVR PrioVR - Suit Up. Game on. - * Pre Order Available – PrioVR 289$ to 429$ All PrioVR Needs is You! Uses high-performance inertial sensors to provide 360° of low-latency, real-time motion tracking without cameras, optics, line-of-sight, or large equipment PrioVR is wireless, allows multiple simultaneous users and will work anywhere – indoor and outdoor All PrioVR suits come with demo games so you can experience the freedom of full-body gaming from day 1.
  • 16. VALUE PROPOSITION OVERVIEW • Run, jump, rotate (360°), sit • No noise • Compatible (Soft & Hardware) • Easy to use • Space requirements • Additional equipment required • Lifelike gaming experience • Price Advantages and Disadvantages ++ ++ ++ ++ - - ++ - + - ++ - - -- ++ -- - +++ + + + - ++ ++
  • 17. CUSTOMERS Markets to target and potentiel markets
  • 18. Customer Segments Potential Markets Business Markets Privat Markets CyberCafé Funparks, Bowling halls, etc. Gamehalls KT&T (Boys) Military Hardcore Gamers • Private Markets are the largest and most obviously customer semgent. • Business Markets will be a smaller part of the totally sale revenue. However, the markets can brand the product and lead to more sells in the private. • The product is new and therefore CYBERITH should be aware of new potential markets CUSTOMERS CYBERITH VIRTUALIZER
  • 19. CUSTOMERS CYBERITH VIRTUALIZER Private Markets Boys (15-20)• The products VP targets young boys and hard core gamers • The product is cheap enough to private customers. Challenge • The size of the product. (Mothers do not allow such a big machine in the living room, like they do for products as Nitendoo Wii.) Solution • Teenager Boys often have their own rooms where they decide what matters. • Hard Core Gamers priotize the VP so much, so it overrule issues such as design and size of the product.
  • 20. CUSTOMERS CYBERITH VIRTUALIZER Business Markets Gamehalls• The product fits perfect to gamehalls. • Gamehalls can be seperate units or be in places such as bowling halls and fun parks. • The amount of gamehalls is releatively small, therefore is the sales revenue for this market small as well. Side Benefits • Gamehalls attract different kind of people. • Gamehalls introduce the product to people (also people which normally would not buy the product). Therefore the product will be branded more broadly. • Gamehalls can create new customers in the private market.
  • 21. CUSTOMERS CYBERITH VIRTUALIZER Potential Markets • Two examples for potential new markets are the Military and Cybercafés. Military • Governemnt spents lot of money on military training. - Equipment, granates and gunpowder is expensive. • Cyberith Virtualizer could simulate training exercises and safe money on training and bullets. • Challenge – The product needs improvements for the purpose. Cybercafé • History has shown that gamers like ”gaming” together in so- called Cybercafés. The trend still exists, but gamers can now easy connect their computers in the same room. • Cyberith Virtualizer is a big machine so perhaps it is time for Cyberith-cafés. Cybercafé
  • 23. • Launched in July 2014 • For promoting and funding • 577 backers pledged $361,452 • $799 for standard product • $999 for product with haptic feedback
  • 24. DEVELOPMENT • Development started in 2013 for a product with no restrictions and full immersion • Small team based in Austria • Intellectual property: • 1 published patent for a device accommodating person and partially limiting the freedom of movement of the person Patent WO2014166814A1
  • 25. PRODUCTION • Production, shipping and logistics are outsourced to experts for the respective areas. • Some materials and parts also subcontracted • Launching postponed to August 2015 • Assuring maximum compatibility to other VR devices • Makeover of the tracking system integrated in the pillars
  • 27. MARGET SEGMENTATION Asia 45.1 % North America 27.2 % Western Europe 18.9% Others 8.8% http://www.newzoo.com/insights/top-100-countries-represent-99-6-81-5bn-global-games-market/ Target Market Total Available Market 1,7 billion gamers Serviceable Market
  • 28. POTENTIAL MARKET / TARGET MARKET http://www.kzero.co.uk/blog/consumer-virtual-reality-market-worth-13bn-2018/
  • 29. REVENUE MODELS • Production model • Licensing model Revenues Product End users Game developers % Game sales Development Kit
  • 30. REVENUE MODEL = Shared revenue $ $ $ $ = One time payment $ Customers Game developers Game halls
  • 31. BUSINESS MODEL Business Model Canvas Key Partners: • PrioVR • Game developers Value Propositions: • More realistic (gaming) experience Customer Segment: • KT&T who play on gaming consoles. • Gamehalls etc. Key Resources: • Interllectual (Know how) Key Activities: • Development • Game development Channels: • Retailers • Advertice- ments Customer Relationsships: • Purchase • Maintainance Revenue Streams: • B2B & B2C • One time payments (The product) • Shared revenue (% of game sales) Cost Structure: • Value driven • Manufacturing costs
  • 32. VIRTUAL REALITY IN THE FUTURE • Surgery • Transportation • Vertebrane – Brain computer interface
  • 33. VIRTUAL REALITY IN THE FUTURE • Surgery • Used to train new surgeons • No risk of damage – yet realistic experience • Robotics surgery with virtual reality inputs To some degree already possible • In near future surgery on a patient can be performed from another location • The best surgeons are available all time when distance is no longer an issue • Need exact force feedback from the robotic equipment before the scenario can come true
  • 34. VIRTUAL REALITY IN THE FUTURE • Transportation • Car, trains, airplanes • Using displays as doors, wall, windows etc., makes it possible to show the outside world in real time • Airlines • Ethihad and Emirates have already made som speculations in VR airplanes
  • 35. VIRTUAL REALITY IN THE FUTURE • Vertebrane – Brain computer interface • Upper cervical vertebrae replaced by super nanocomputer • When turned off – Their will be no effect and the brain will function normally • When turned on – All biological impressions will be stopped and only signals from the nanocomputer will be perceived • When the brain is totally cut off from the real world – The Ultimate virtual reality experience comes to life – The brain lives in an avatar World • You can create the perfect world • You can fly, you can be the richest person on earth – you can do whatever you want • Examples of brain computer interface: The Matrix, Surrogates and Avatar
  • 36. VIRTUAL REALITY IN THE FUTURE • Vertebrane – Brain computer interface – The downside • The Avatar world is much better than the real world • Everything is possible – impressions, feeling etc. Seems just as real as in real life • Nobody wants to live in the real world anymore • The human body becomes redundant • Only the brain is needed • Stored in a so called brain bank • No more human interaction – everything happens In the avatar world
  • 37. VIRTUAL REALITY IN THE FUTURE • Vertebrane – Brain computer interface • End of humanity as we know it ??? ?