These slides use concepts from my (Jeff Funk) course on Business Models at National University of Singapore to analyze the business model for Google Cardboard. Google Cardboard provides users with a virtual reality experience for a much lower price than that from Occulus Rift. It combines a fold-out cardboard mount with an Android smart phone to enable users to feel as though they are part of a video or game. It is light, does not require wires, and content will be available from YouTube and Google Play. Young males are expected to be the largest users of Google Cardboard. Google expects to make money from sales of content through Google Play. The slides describe the value proposition, method of value capture, customers, scope of activities, and method of strategic control for Google Cardboard.
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Google Cardboard
1. Foo Lin Xuan
Ho Jun Loong Daryl
Li Shi
Nicholas Wong Guo Fan
Ning Jin
TeamMembers
2. Agenda
1. Introduction
2. Product Description
3. Current Ecosystem
4. Market Outlook
5. Value Proposition
6. Customer Selection
7. Value Capture
8. Strategic Control
9. Future Possibilities
10.Conclusion
3. 1. Introduction
Virtual Reality (VR)
Technology to create the illusion of presence in a simulated
environment
Artificially creates sensory experiences through interacting with the
artificial world
4. 2. Product Description
Google Cardboard
VR platform developed by Google
Fold-out cardboard mount for smartphone (Screens up to 6 inches)
Paired with app to create “3D” Vision
9. 5. Value Proposition
“A more immersive video and gaming experience”
Head tracking allows users to feel as though they are part of the video / game
Example
• Mythbusters: Sharks Everywhere
End Users
10. 5. Value Proposition
“A more immersive video and gaming experience”
Head tracking allows users to feel as though they are part of the video / game
Example
• Mythbusters: Sharks Everywhere
End Users
11. Affordable VR
Can be made using homemade materials
Relatively cheap price of ~40 SGD
Accessible to anyone with a smartphone
Android
iPhone
5. Value Proposition End Users
12. Light
Allows users to watch videos for extended periods of
time without feeling strain on their neck
Wireless
Users can use it everywhere in the house
Not restricted to being near a console or a computer
Lots of content available for Google Cardboard
Many YouTubers and music companies are
experimenting with virtual reality videos
5. Value Proposition End Users
14. Smartphone Gaming PC PlayStation 4
Google Cardboard Oculus Rift Project Morpheus
Accessibility
Magnetic Button Keyboard and Mouse PlayStation controller
Control Scheme
18. Customer Selection :Based on usage
Smart phone users
People who play casual games
YouTube viewers
Early adopters who want to experience VR while waiting for public
release of Oculus Rift/other VR viewers
End Users
19. Young adults that are interested in new technologies
Usually male
19 – 45
Low income
Students
Customer Selection : DemographicEnd Users
20. Why only males?
VR does not add as much value for YouTube content targeted at females
Make-up tutorials
Dramas
Why not hard-core gaming audiences?
Cannot compete with Oculus Rift and Project Morpheus
Customer Selection : DemographicEnd Users
21. Video Creators
Attracts audiences due to a revolutionary way
to experience content
360 degree videos have attracted over a million
viewers on YouTube
Video making equipment easily accessible to
big YouTubers
Free Jump camera rigs in every YouTube Space
Saves time and money for YouTube video creators
5. Value Proposition Content Creators
22. App Developers
Can attract more gamers due to the more immersive gaming experience
New genre of games – first mover advantage
Both
Large hype and demand for VR content
1 million Google Cardboard units shipped out as of May 2015
5. Value Proposition Content Creators
23. GC versus competitors : Game DevelopersContent Creators
Google Cardboard Oculus Rift Project Morpheus
Casual gamers
Usually spends less on games
Larger pool of audience
Everyone has a smartphone
Hardcore gamers
Willing to spend more
Smaller pool of audience
Requires gaming PC or console
Established consumer base
PC - Steam
PlayStation 4
Revenue
Consumer
base
24. Low cost of development
Repetitive stages
Simple game mechanics
High cost of development
High expectations from hardcore
gamers
Graphics
Game mechanics
Story design
Complexity introduces more
bugs
Cost
GC versus competitors : Game DevelopersContent Creators
Google Cardboard Oculus Rift Project Morpheus
25. Customer Selection : Video Creators
YouTubers
Specifically those who wants to attract the
targeted end users demographic
Video games (Lets Plays)
Minecraft Lets Players
PewDiePie
Tech reviews
YouTubers that want to provide a different form
of entertainment for their viewers
Video blogs
Content Creators
26. Customer Selection : : App Developers
Mobile game developers
Experienced in developing casual games that suit the VR
format – RPGs and Action Games
Mojang, King (Activison Blizzard)
Games that require more types of input can also be made
possible through the use of Bluetooth controllers
Content Creators
28. 1) End users of YouTube
• 360 degree videos--only
available on YouTube.
• Emphasize existing
customer
users
Google and
content
creators
SDK game players
$(Product)
$(Advertisement
& subscription)$(Commission)
$(Revenue)
$(Revenue)
$(Product)
7.Method of Value Capture
29. 2) Games on Google Play
• No licensing fee
• Google Cardboard takes a
cut of 30% from Google
Play
users
Google
and
content
creators
SDK game players
$(Product)
$(Advertisement
& subscription)$(Commission)
$(Revenue)
$(Revenue)
$(Product)
7.Method of Value Capture
30. Google Cardboard Oculus Rift
Price $40 $350 (around 9 times)
Advantage of price Extremely affordable for
general public
Great marginal revenue
generated for every piece
sold
Comparative advantage in
manufacturing
No Yes
Major methods of value
capture
Indirectly from YouTube and
Google Play
Sales of physical units
Google’s unique way of value capture
31. .
• YouTube Content Creators
• App developers
• GoPro
• Advertisers
Key Partners
More realistic gaming and
video watching
experience
Value proposition
• Develop SDK & video
creating resource
• YouTube maintenance
Customer Relationships
• Development of
Google
Cardboard SDK
• Upgrade Google
Cardboard
Key Activities
• Cardboard SDK
(intellectual)
• Android Platform
Key Resources
• Online DIY resources
• 3rd Party Manufacturer
• Advertisement
Distribution Channel
• End Users
• Content
Creators
Customer Segments
• Development and maintenance of
YouTube
• Jump rig
• Development of Google Cardboard SDK
Cost Structure
• Shared revenue
• Advertisement
• Royalty from 3rd party
• Sales revenue
Revenue Streams
GOOGLE
CARDNOARD
Google Cardboard Business Model Canvas
32. 8.Strategic control
More motivation to
create VR contents
More users in
Google Play store,
Youtube
More VR apps &
More VR Youtube videos
Low Pricing
Make Google Cardboard available to more
customers
First mover’s advantage
Make VR accessible to more people
Before the launch of Oculus Rift
Network effect:
Promote Google PlayStore, a key complimentary asset.
Cardboard SDK & JUMP
Make VR accessible to developers
34. 9.Future possibilities
VR for MV & Concert
Collaborate with media companies
Breakthrough for MV and concert
Attract female audiences
VR for phobia treatment & post-traumatic-stress-disorder
35. 9.Future possibilities
Google’s VR Headset.
(focus on interactive experience)
Compatible with controller
Targeting Stronger gamer
Compatible with other VR Headset
(focus on visual experience)
Accessible to YouTube Videos
Oculus Rift
Project Morpheus
37. 10.Conclusion
Google should foster closer relationships with content creators due
to strong network effects
Target customers within a certain demographic before crossing the
gap to the mass market