The main game Steam production surge PS VR a bit cold

Compared to the first year of 2016, 2017 is a transitional period that is recognized by the VR industry as a secure development content. It can also be seen from the data delta that in the first half of this year, the content increments of all major VR platforms are very obvious, except Sony's PS VR.

Data shows that the amount of content growth in the field of virtual reality in the first half of this year has exceeded the growth of 2016. Among them, Steam, the gaming platform for game industry, is the most obvious. From January to July, the content growth is nearly 25 times. In contrast, the PS VR platform, which also focuses on gaming virtual reality games, has been greeted with many. It is understood that this also has a certain relationship with the content of the country.

In addition, according to the statistics of the open data of the Steam platform, in terms of monthly active number of VR, starting from March, this data of the Steam platform has begun to enter a slowing state. Even so, Steam's VR monthly active users have grown by about 110,000 throughout the first half of the year. The current monthly number of people is about 890,000.

In the past two years, there has been a spate of Steam among domestic PC player groups, and the number of Chinese users on the Steam platform is particularly noticeable. At present, Steam has a total of 17 million users in China, second only to the United States and Russia. In addition, it also provided 10% of traffic, only 19.7% of the United States. Unlike the PS VR region, the huge domestic user base on Steam may also be an important reference point for Chinese VR game developers when choosing a distribution platform.

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