China's VR talent demand is second only to the United States in the world.

The capital market has shown sufficient interest in the VR field, but the hidden talent gap behind it is a shortcoming in the development of the industry. The global workplace social platform LinkedIn (Leading) recently released the global VR talent supply and demand report shows that in the three global VR talents, representative US, UK, China VR talents accounted for 40%, 8% and 2 respectively %. In terms of talent demand, China's VR talent demand is 18% in the world, second only to the United States.

According to the report, the three countries with the most concentrated VR talents in the world are the United States, the United Kingdom and Canada. VR talents account for 40%, 8% and 5% of the global total. China is in the third echelon, and VR talents account for only 2%.

In fact, the development momentum of China's VR industry is not weaker than that of developed countries such as Europe and the United States. The lack of high-quality VR talents is the core crux of the development of China's VR industry. The Beijing Business Daily reporter learned that the current project of using VR to display goods and carry out offline experience has already blossomed in major shopping malls. For example, the real-life room escapes the brand mystery home and opens the VR experience hall in Xidan Joy City. Continue to enter Chaoyang Joy City; St. Weite will soon open a VR experience hall in Wangfujing in88 shopping center. At the same time, VR head display equipment brands such as Storm Magic, HTC Vive, etc. are also in the minority.

According to LinkedIn, in terms of absolute numbers, China's VR industry is not lacking in VR practitioners. However, many VR talents are currently drawn from other departments of the enterprise for business development needs. The reserve of high-quality and professional VR talents is not perfect. At the same time, the lack of industrial ecological construction and part of the industrial chain has become a restriction industry. A major factor in development. Sales ranks second in China's VR work function. When hardware functions are not perfect, relying on sales to rapidly expand business opportunities is not conducive to the long-term development of the VR industry.

Fan Li, the founding partner of Aggregate Capital, said at the "VR Industry Development Forum" that in the short term, the domestic VR industry is unlikely to achieve gold mining from core hardware, and there are certain opportunities for content development and peripheral markets. But it is also hard to break out. According to Lu Zhou, the director of operation of Beijing Shengweite Technology Co., Ltd., due to the limitation of VR core technology, the VR industry is still in its infancy in urban business, and there is still a long way to go in the future. (Reporter Li Wei Chen Keyuan)

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