In this part, will be explained about the offering of Brainwave IVR technology to properly
deliver for a market inside the directed industry. It likewise to give information about how huge
the span of our market. Below is the assessment of Brainwave VR technology:
Figure x.x virtual reality users (grey: innovators, dark blue: early adopters, blue:
early majority)
Gaming with VR has a gradual increase in users every year. Where in 2017 VR gaming
users reach a total of 90 million users, including innovators, early adopters, and early
majority. It is predicted that by 2018, VR gaming users will experience an increase about
90% to 171 million users.
The reasons why the VR gamers are becoming the Serviceable Available Market is because
VR gamers are a group that familiar in using VR technology. You could say they are users
who are hungry for new technologies that can boost their personal experience in playing a
VR game. If a combination between a VR and a new controller using brainwave sensors is
introduced to them, it is likely they will try to use the technology.
Can be seen at the beginning of VR introduced, the control begins only using our head
movement to look around in the generated artificial environment. Then the control switches
to devices like keyboard and mouse, and joystick to increase player interaction with
characters or features that are played in VR games. On April 5, 2016, launched a VR
headset called HTC Vive developed by HTC and Valve, where the headset is intended to
use "room scale" technology to transform a room into three-dimensional space via sensors.
With the virtual world enabling the users to explore normally, with the capacity to walk
around and utilize motion tracked handheld controllers to distinctively control objects,
controlling with precision, communicate and experience immersive situations inside the
generated artificial world inside the VR games.
The entertainment industry especially in gaming have higher potential because of the existing
practical benefit. Such as giving satisfaction to interactive entertainment enthusiasts, bringing
users into a virtual world that expands the limitations of activities that are not possible in the
real world, feeling and doing activities in a visual space that is done in a safe place, and also
provides the expressive nature that we have into characters and features that exist in the game
being played. All of this when combined as one will become something called personal
experience in playing video games. Bringing brainwave IVR technology to other industries
such as medical might bring potential benefits to patients who want to be given therapy like
paralysis on certain body parts. The difficulty level in introducing the VR brainwave practice
may be higher if it is to the medical industry rather than gaming industry. Because not many
people are paralyzed and in need of brainwave IVR treatment when compared to people who
want to play video games. Also in medical industry is not yet ready to receive such technology
because in medical industry, the tools that is used need further development to test the readiness
and effectiveness of therapy using the brainwave VR that can last for years. This make other
industries still didnt have a purpose by using brainwave IVR for a short-term period.
People in the gaming industry certainly want a new technology that will improve their
experience level in playing games. Can be said that the level of market demand will be increase
gradually altogether with the development of technology in the game industry.
Gaming industry already have the required education of using such technology because they
are familiar with the use of virtual reality and the usefulness of virtual reality in video games.
No doubt that the industry has low-barrier when introducing the new brainwave IVR
technology. Gamers also indirectly forced to being faced with their current gaming platform
being surpassed by an updated model and technology, thats what encouraged them to catching
up with the latest technology. So, the likelihood of the industry will receive well this brainwave
IVR technology is high.
Value Analysis
In value proposition canvas, will be explained the analysis of value proposition of the
brainwave IVR within the servable market of choice. There will be a deeper explanation to
what sort of problem the technology will solve and what gains will customers experience by
using brainwave IVR technology.
In value proposition canvas, there will be two parts taken from business model canvas, which
is the value proposition and customer segments. They are called value map on the left and
customer profile on the right. In the customer profile, there will be a description of the jobs that
customer trying to get done. And then there will be a highlight of the customer pain that needs
to be solved and also the customer gain which is a positive outcome that they want to achieve.
The second part is the value map which contain the list of products or services where the value
proposition builds on. And then a description in which the products can be a pain reliever like
how they eliminate, reduce, or minimize pains that customers care about. And then there will
be an outlined in which way they are becoming the gain creators that produce an increase or
maximizing the outcome and benefits that the customers expect.