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HTC &
Virtual Reality
Group 08
Manvi Pandey PGP12006
Nikitha M
PGP12034
Shivangi Gautam PGP12081
Sreelakshmi V B PGP12036
Subhadeep Roy PGP12054
Managing Digital Transformations
Introduction
● Google buying part of HTC’s smartphone business for $1.1 billion announced in
September 2017
● Plans to invest the same in HTC’s newest business, Virtual Reality
● First HTC VIVE virtual reality headsets shipped in April 2016
● Praised for being powerful and highly advanced; appreciated by gamers for room-
scale capability
● Experience created to withstand complete immersion for a long period of time
without experiencing motion sickness
● VIVE Standalone announced to target early-adopter heavy gamers and tech
enthusiasts
● Aim of building ecosystem around VIVE, with introduction of new initiatives to
support the VR developer community
● Challenges included increasing competition and slow start in industry-wide VR
sales
● HTC’s aim to gain early mover advantage and build a long-term growth strategy,
while moving ahead of short-term competition continuously
About HTC
● Founded in Taiwan in 1997 as High Tech Computer Corporation by HT Cho and Cher Wang
● Created world’s first Microsoft pocket-sized PC in 1998
● Designed the iPAQ PDA for Compaq Computer
● Became profitable in 2000
● Went public in 2002, listed on Taiwan Stock Exchange
● 80% of total revenue from PDAs in late ‘90s, yet HTC focused on product development in mobile market
● Partnerships with chip suppliers Qualcomm and Texas Instruments
● Original Design Manufacturer for branded handset companies by early 2000s
● Profit margins for carrier business upto 20% by mid 2000s, compared to industry average of 5%
Virtual Reality &
Augmented Reality
Cher Wang: Founder,Chairperson & CEO
Marc Metis: Vice President HTC
Augmented Reality
Mixed Reality
Difference between AR, VR
and MR
Q1.
Looking forward, is virtual reality likely a
highly concentrated industry (i.e., winner-take-
all or winner-take-most)?
Virtual Reality Industry: Access to a
360-imaginary world
Large Companies with good
financing capabilities and
engineering expertise will
dominate the market.
(Amazon,Apple,Facebook and
Google)
Highly Concentrated Industry
Only few companies will have the
majority of market share with few
competitors.
Winner-Take-Most
Exhibit 5b:Corporate Acquisitions & Investments (2012-16)
Exhibit 11: 2017 State of the Game Survey
● VR/AR - the next big computing platform after PC & mobile ( Goldman Sachs)
● VR industry , one of the “innovation accelerators” (IDC-market intelligence
firm)
● Forecasted Revenue $13.9 billion (2017) and a CAGR of 198% from 2015-2020
● 2016 saw funding to VR startups reach about $1.8 billion, an increase by 140%
Q2.
2. Looking forward at HTC’s competitors, Facebook (Oculus), Google (Daydream),
Sony(PlayStation), Samsung(Gear), and a low-cost Chinese consumer electronics
manufacturer, identify the following for each HTC Competitor:
A. Their vision for virtual reality;
B. Likely product scope (hardware, software platform, and/or content);
C. Pricing model (e.g., low cost, loss leader, premium, etc.); and
D. Approach towards technology(open, closed, or somewhere in between)
Facebook
Oculus
Google
Daydream
Sony
Playstation
Samsung
Gear
Chinese Electronics
Manufacturer - Huawei
Vision for Virtual Reality VR as a way to
improve all aspects of
our everyday lives,
beyond connecting
people socially.
Bringing High-end
VR to the masses
Live the game:
Enhance the
consumer
experience
To give the
consumers a more
immersive
experience
To enhance the consumer
experience
Product Scope
(Hardware/Software platform or
Content)
Hardware and Software
Platform
Hardware and
Software
Hardware and
Software
Hardware
Software - Oculus
store
Hardware
Pricing Model
(Low cost/Loss
leader/Premium)
Hardware- Mid-range
and premium headsets
Software –
Subscription model
Low cost Standard Pricing Low cost Low Cost
Approach Towards technology
(Open/Closed/Somewhere in
between)
Closed – supports
Oculus only content
(Except Vive & Steam)
Open Ecosystem Closed
Ecosystem
Closed Ecosystem Open Ecosystem
Q3.
What are HTC’s competitive advantages in
virtual reality in 2017? What are HTC’s
competitive disadvantages?
Advantages
● Google Partnership & first mover
advantage in second generation
VR
● Engineering Prowess
● Value proposition for Business-
specific segment
Product Differentiation
● 2.5k Content pieces beating industry
expectation - Steam
● Arcade Content - VIVEport
● VIVEstudios
● Short-term usage triggering long-
term purchasing decisions
● Encourage developers to adopt VR
Contents Game
● Usage of VIVEport data to
strategise for newer
investment & business steps
Data Strategy
● Unique position of advantage
because of less presence of
competitors like Google &
Facebook
China
Disadvantages
Estimated large investment into AAA &
scenario of only 30% attach rate for a user
Economy of Scale issue
Their other businesses supported the operation
of VR, we are still a star product
Bleeding Investments
Do not have the resource or brand equity to
reach trialability
Premium Price
Metaverse
Q4.
Should HTC focus primarily on hardware,
software platform, content, or a combination?
If you choose a combination, which specific
combination, and why?
WHAT TO DO?
● The most widely used VR device in the world,
the VIVE, is already in Wang's possession
● Additionally, HTC has been praised by Bill
Gates, who referred to it as the leading
hardware producer in the world
● One must stand out in the VR market given
its rising popularity
● Now, we must fully capitalise on this and
succeed by focusing on VR and AR hardware,
software, and content platforms for a long-
term sustainability
● Recommend HTC decide on "Combination"
focus with used smartphones as an interface
to increase content sharing with end users
● Build an ecosystem around VR as envisioned
by Wang and partnership with Google already
gave them the required resources to work
HOW TO DO IT?
● Focus on strengthening software R&D
capabilities for mobile phones and VR
devices, and to develop AR applications for
mobile phones
● Also they need to give HTC its own
competitive edge through proprietary
technology and offer a combination of
services
● Set Microsoft and Facebook augmented
reality (AR) content into an HTC phone for
further investments in R&D and rise above
the disadvantage of the companies since
there were no devices compatible with both
MS and FB
● To compete with Sony and Facebook invite
new promising invested leading startups or
Samsung/Microsoft as partners and funding
support from VC’s
Thank You
Any questions?
“Unleash human imagination from the limitations of reality”

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Group08_HTC & Virtual Reality Shivangi Gautam.pptx

  • 1. HTC & Virtual Reality Group 08 Manvi Pandey PGP12006 Nikitha M PGP12034 Shivangi Gautam PGP12081 Sreelakshmi V B PGP12036 Subhadeep Roy PGP12054 Managing Digital Transformations
  • 2. Introduction ● Google buying part of HTC’s smartphone business for $1.1 billion announced in September 2017 ● Plans to invest the same in HTC’s newest business, Virtual Reality ● First HTC VIVE virtual reality headsets shipped in April 2016 ● Praised for being powerful and highly advanced; appreciated by gamers for room- scale capability ● Experience created to withstand complete immersion for a long period of time without experiencing motion sickness ● VIVE Standalone announced to target early-adopter heavy gamers and tech enthusiasts ● Aim of building ecosystem around VIVE, with introduction of new initiatives to support the VR developer community ● Challenges included increasing competition and slow start in industry-wide VR sales ● HTC’s aim to gain early mover advantage and build a long-term growth strategy, while moving ahead of short-term competition continuously
  • 3. About HTC ● Founded in Taiwan in 1997 as High Tech Computer Corporation by HT Cho and Cher Wang ● Created world’s first Microsoft pocket-sized PC in 1998 ● Designed the iPAQ PDA for Compaq Computer ● Became profitable in 2000 ● Went public in 2002, listed on Taiwan Stock Exchange ● 80% of total revenue from PDAs in late ‘90s, yet HTC focused on product development in mobile market ● Partnerships with chip suppliers Qualcomm and Texas Instruments ● Original Design Manufacturer for branded handset companies by early 2000s ● Profit margins for carrier business upto 20% by mid 2000s, compared to industry average of 5%
  • 4. Virtual Reality & Augmented Reality Cher Wang: Founder,Chairperson & CEO Marc Metis: Vice President HTC Augmented Reality Mixed Reality Difference between AR, VR and MR
  • 5. Q1. Looking forward, is virtual reality likely a highly concentrated industry (i.e., winner-take- all or winner-take-most)?
  • 6. Virtual Reality Industry: Access to a 360-imaginary world Large Companies with good financing capabilities and engineering expertise will dominate the market. (Amazon,Apple,Facebook and Google) Highly Concentrated Industry Only few companies will have the majority of market share with few competitors. Winner-Take-Most Exhibit 5b:Corporate Acquisitions & Investments (2012-16) Exhibit 11: 2017 State of the Game Survey ● VR/AR - the next big computing platform after PC & mobile ( Goldman Sachs) ● VR industry , one of the “innovation accelerators” (IDC-market intelligence firm) ● Forecasted Revenue $13.9 billion (2017) and a CAGR of 198% from 2015-2020 ● 2016 saw funding to VR startups reach about $1.8 billion, an increase by 140%
  • 7. Q2. 2. Looking forward at HTC’s competitors, Facebook (Oculus), Google (Daydream), Sony(PlayStation), Samsung(Gear), and a low-cost Chinese consumer electronics manufacturer, identify the following for each HTC Competitor: A. Their vision for virtual reality; B. Likely product scope (hardware, software platform, and/or content); C. Pricing model (e.g., low cost, loss leader, premium, etc.); and D. Approach towards technology(open, closed, or somewhere in between)
  • 8. Facebook Oculus Google Daydream Sony Playstation Samsung Gear Chinese Electronics Manufacturer - Huawei Vision for Virtual Reality VR as a way to improve all aspects of our everyday lives, beyond connecting people socially. Bringing High-end VR to the masses Live the game: Enhance the consumer experience To give the consumers a more immersive experience To enhance the consumer experience Product Scope (Hardware/Software platform or Content) Hardware and Software Platform Hardware and Software Hardware and Software Hardware Software - Oculus store Hardware Pricing Model (Low cost/Loss leader/Premium) Hardware- Mid-range and premium headsets Software – Subscription model Low cost Standard Pricing Low cost Low Cost Approach Towards technology (Open/Closed/Somewhere in between) Closed – supports Oculus only content (Except Vive & Steam) Open Ecosystem Closed Ecosystem Closed Ecosystem Open Ecosystem
  • 9. Q3. What are HTC’s competitive advantages in virtual reality in 2017? What are HTC’s competitive disadvantages?
  • 10. Advantages ● Google Partnership & first mover advantage in second generation VR ● Engineering Prowess ● Value proposition for Business- specific segment Product Differentiation ● 2.5k Content pieces beating industry expectation - Steam ● Arcade Content - VIVEport ● VIVEstudios ● Short-term usage triggering long- term purchasing decisions ● Encourage developers to adopt VR Contents Game ● Usage of VIVEport data to strategise for newer investment & business steps Data Strategy ● Unique position of advantage because of less presence of competitors like Google & Facebook China
  • 11. Disadvantages Estimated large investment into AAA & scenario of only 30% attach rate for a user Economy of Scale issue Their other businesses supported the operation of VR, we are still a star product Bleeding Investments Do not have the resource or brand equity to reach trialability Premium Price Metaverse
  • 12. Q4. Should HTC focus primarily on hardware, software platform, content, or a combination? If you choose a combination, which specific combination, and why?
  • 13.
  • 14. WHAT TO DO? ● The most widely used VR device in the world, the VIVE, is already in Wang's possession ● Additionally, HTC has been praised by Bill Gates, who referred to it as the leading hardware producer in the world ● One must stand out in the VR market given its rising popularity ● Now, we must fully capitalise on this and succeed by focusing on VR and AR hardware, software, and content platforms for a long- term sustainability ● Recommend HTC decide on "Combination" focus with used smartphones as an interface to increase content sharing with end users ● Build an ecosystem around VR as envisioned by Wang and partnership with Google already gave them the required resources to work HOW TO DO IT? ● Focus on strengthening software R&D capabilities for mobile phones and VR devices, and to develop AR applications for mobile phones ● Also they need to give HTC its own competitive edge through proprietary technology and offer a combination of services ● Set Microsoft and Facebook augmented reality (AR) content into an HTC phone for further investments in R&D and rise above the disadvantage of the companies since there were no devices compatible with both MS and FB ● To compete with Sony and Facebook invite new promising invested leading startups or Samsung/Microsoft as partners and funding support from VC’s
  • 15. Thank You Any questions? “Unleash human imagination from the limitations of reality”