用VR看世界杯是伪需求吗?

巴比特Published on 2022-12-01Last updated on 2022-12-01

Abstract

对于国内用户来说,VR究竟该拿来干什么?这些问题可能还需要更多的想象力。

重金买下世界杯版权,但却给观众免费看——如果字节跳动只是用这样的方式来给抖音引流未免有些浪费。

而同属字节旗下的VR品牌PICO,也借着版权红利,让国内大多数用户第一次体验到用VR看世界杯的感觉。打开PICO在京东或天猫的旗舰店,“上PICO看世界杯”已经放在最显眼的位置当作卖点。

毒眸曾在此前的文章中分析过,收购PICO一年多以来,字节在营销方面不遗余力,但内容生态过于有限仍然是VR设备进一步普及的最大掣肘。

在世界范围内,游戏都是用户对VR设备的最主要需求。不过,游戏生产的周期太长,尤其是VR游戏所需的技术能力与移动端或PC端都大不相同,而国内此前也并未在这一领域积累多少技术人才,因此短时间内难有突破。但在游戏之外,文娱影音类内容的生产周期就短了很多,也是PICO目前在内容生态上主要发力的方向。

一年多的时间下来,可以看到PICO交出了不少成果。但这些文娱影音类内容不仅量还太少,而且在毒眸亲身体验之后,也发现了许多与用户真实需求错位的部分。用VR来体验这些内容,究竟比较优势在哪?对于国内用户来说,VR究竟该拿来干什么?这些问题可能还需要更多的想象力。

世界杯

先从世界杯开始聊起。人们看世界杯时不会像看一部电影一样,希望一个人安安静静地沉浸度过两个小时,而是呼朋唤友有说有笑。因此,世界杯观赛本质上是一个十分强调氛围的活动,而VR设备的存在基本是一种对氛围的隔绝。

且不说有亲朋一同观赛时,很难有多台VR设备供多人同时观赛。即便是独居青年一个人在家看世界杯,也难免准备些烧烤零食边吃边看,或者边看边在手机上吐槽与围观吐槽,而这些动作在戴上了VR设备之后都多有不便。用户需要先将佩戴好的设备摘下来,才能进行其它动作,但摘下来的时候又注定要漏掉球赛画面了,没法一心二用。

PICO也考虑到了氛围的问题,在观赛配套功能的设计上已经尽可能地希望在虚拟世界中营造氛围,但最终呈现出来的效果十分有限。

比如观众进入世界杯直播间后,会随机与其他陌生用户进入同一房间观赛,用户可选择打开语音与其他人交流,房间的角落里还有各种各样的足球小游戏可供娱乐。但实际体验中,很少有房间里真的会有陌生用户进行有效对话,小游戏设计也过于单调,使用率很低。

还有《世界杯狂欢夜》直播,力求“还原线下看球的真实场景”,让用户仿佛置身于一个线下的酒吧,在场间休息时间还有足球宝贝热舞环节。但实际体验中,真人与用户之间隔着一层看台,距离感十分明显,也无法与真人互动,更衬出一份“热闹是他们的,我什么也没有”的哀情。只有在个别场次中,会有柳岩等明星嘉宾出席,坐在桌子旁边陪看。

而VR观看影音内容的主要优势在于立体感,相当于有了一副自带的3D眼镜,不过在今年的世界杯直播中,完全只是2D画面的大屏版本,实际效果和投屏看比赛没有太大差别。总得来说,形式大于内容,缺乏实际意义。

直播间

除了世界杯这样活动性质的直播之外,在PICO更常态化的是直播间里的直播。目前PICO直播间里的内容基本上都是对传统秀场直播的复刻,以跳舞、唱歌、聊天为主。

和移动端或PC端的秀场直播最大的区别在于,VR设备具有3D效果。用户观看直播时,主播是立体的,并且会有一种“近在眼前”的感觉。这使得主播在单纯的才艺表演之外,可以与摄像头有更多的互动,来强化观众的感官刺激。

比如,许多直播间中都将“对视XX秒”当作了一个付费固定节目,就像几年前ASMR流行时的“舔耳朵”一样,前者是视觉刺激,后者是听觉刺激。有的主播还在摄像头的下方绑着一条领带,热舞时可以扯起领带互动。

在直播平台发展的早期,“擦边球”是带动秀场直播消费的源动力,新兴的VR直播正在试图走起前辈们的老路。可是目前的VR设备并不适合躺姿佩戴,只能坐姿或者站姿使用,在这一点上,从“擦边球”的需求场景而言,比之移动设备就有了相对的劣势。

目前,PICO的VR主播数量和高峰时段在线观众仍十分有限。在周末的晚间黄金档时段,开播房间大约在30-40个之间,人气较高的房间里,系统显示的同时在线观众也不过几百人而已。以其现有的体量来看,暂时还很难支撑其像传统直播平台一样快速发展。

而VR设备弹幕互动相对不便的劣势,也让它在探索秀场之外的直播内容上更加困难。如何丰富直播品类,进一步提升用户付费意愿,会是PICO未来一段时间需要继续思考的难题。

演唱会与线下演出

利用VR在沉浸度上的优势,将原本的线下演出项目搬到线上来,也是PICO文娱影音类内容发力的一大趋势。

演唱会是最主要的品类。PICO目前邀请了汪峰、郑钧、王晰等歌手开办了VR演唱会专场。相比线下,VR场景中可以实现更有想象力的舞美效果,观众的观看视角也足够靠近舞台且有多个方向可供选择。不足之处在于,没有线下演唱会的观众气氛。

但邀请歌手前来举办专场的形式,只能是周期性的品牌活动。反倒是A-SOUL的VR独占直播,倒是成为了一个常态化的选项。

毒眸在此前的文章中就曾分析过,VR本就该是虚拟偶像的题中应有之义,而字节坐拥国内粉丝群体最多的虚拟偶像团体与国内市场份额第一的VR品牌,二者的结合势在必行。

目前,A-SOUL的四名成员均在PICO进行过单人直播,还于11月6日举行了《A-SOUL奇妙宇宙》VR演唱会。和今年6月的首次VR直播相比,半年时间里PICO与虚拟偶像结合的技术力进步肉眼可见,已经从一开始的假3D真投屏演变为多视角演唱会加上互动设计。

不过,和前文中提到的真人直播相比,虚拟偶像直播的立体感和亲近感仍然有限,还有进一步提升的空间。体验越独特越不可替代,粉丝购买它的刚需才能越强烈。

除演唱会之外,PICO还与单立人、嘻哈包袱铺等喜剧厂牌合作,推出了脱口秀与相声的VR专场。相较于传统的线上节目而言,VR专场是线下演出的录制版,至少没有后期罐头笑声,而是线下观众的自然反馈,尽可能地往真实的线下体验去靠拢。

电影

今年的金鸡百花电影节上,金鸡官方与PICO合作了一个VR影展,影展中的九部影片目前都可以在PICO当中免费观看。

尽管名为“影展”,但入选作品很难被称之为电影。片长在6分钟-20分钟之间,九部作品里属于故事片范畴的只有两部,其余的更像是一些以展示VR画面特点为目的的样片,就像去到电视机大卖场时电视上会播放的用以展示其像素的那些短片一样。

唯二的两部故事片是《时光投影里的秘密》和《纸鹤》。前者是一部实拍的青春爱情短片,观众的视角穿梭于男女主恋爱的过程中,比一般的青春故事多了代入感;后者是一部入围了威尼斯电影节的阿根廷动画短片,豆瓣评分8.6。

在毒眸看来,VR电影其实是一个非常值得期待的产品样态。电影发展的历史本身也是技术不断迭代的历史,从无声到有声,从黑白到彩色,从2D到3D,每一次的技术变革都在不断扩充产业容量,也让电影百年以来一直占据着大众文化娱乐消费的主流。而发展到今天,电影技术想要再有革命性的进步已然困难,或许VR就是可能的方向之一。

而VR本身在沉浸度上的优势,也让它更适合用于呈现电影而非其他短平快的文娱内容。包括威尼斯、戛纳等国际知名电影节都先后设立了VR电影单元,但在国内,涉猎VR电影领域的案例仍然太少。

一方面,国内影视产业中动画领域创作者和传统影视创作者本身就交集有限,而目前VR作品的主力军又以传统动画行业从业者为主,少有既懂技术又懂艺术的团队人才储备;另一方面,VR电影的商业路径尚不清晰,更多从业者只是处于试水阶段,还没到规模化生产的节点。作为国内VR内容生态的主导者,或许需要PICO率先迈出这一部,引导更多创作者尝试。

互动漫

很难想象的一件事情是,比起传统的影剧综内容,在PICO上率先出圈的原生作品居然是漫画这种形式。

在传统的认知中,漫画是二维的,而在强调沉浸感的VR当中三维才应该是主旋律。但《探灵VLOG》用“互动漫”这一新形式打破了惯性思维。这是一个校园悬疑恐怖题材的故事,主角是一个误入捉鬼团队的摄影师,而用户可以用自己手柄当作DV摄像头捕捉灵异的瞬间,因此得名“互动漫”。

相较于漫画,互动漫的形式让观众更多了沉浸感,又可以避免三维建模的高昂成本,是VR内容生态光谱中的一种积极的尝试。尤其是对于悬疑恐怖类题材而言,非常强调恐怖氛围,互动漫的优势会更加突出。但换成其他题材的漫画要如何进行互动设计,还需要更多的想象力。

实际上,版权影音内容也是PICO发展的一大难题。PICO视频中的版权内容来自字节的版权库,电影片库还相对丰富一些,但在剧集和综艺领域,近些年的主流作品基本都来自爱优腾芒等长视频平台,在PICO视频上能看到的内容少之又少。虽然PICO应用商店中也有爱奇艺、哔哩哔哩、芒果TV等等,但其版权内容仍然需要单独付费。以爱奇艺为例,其VR会员与移动端设备会员是相互独立的,VR端会员49.8元/月,268元/年。

因此,像互动漫等“小而美”的新内容形式,PICO还需要更多更多,用以补足传统版权内容的缺失。

总得来说,PICO的内容生态建设呈现多点开花的特征,但每个领域都处于试水阶段,数量十分有限难以保障用户粘性,更多的内容还是对以往文娱产品的照搬,只不过从小屏移到了大屏,家用投影仪也能做到。真正能结合VR特色扬长避短,还具有想象力的内容十分稀缺,用户过了新鲜劲之后,唯有放到角落吃灰了。

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