151. See How Virtual Reality Can Help Hotels Compete With Airbnb, Hospitality Net, 28 October 2015: http://www.hospitalitynet. org/news/4072363.html 152. See 8 Amazing Uses for VR Beyond Gaming, PCMagazine, as accessed on 21 December 2015: http://uk.pcmag.com/wearable- tech/39151/gallery/8-amazing-uses-for-vr-beyond-gaming?p=5 153. Link Trainer, Wikipedia, as accessed on 21 December 2015: https://en.wikipedia.org/wiki/Link_Trainer 154. New head mounted display for use in military training, Gizmag, 17 July 2007: http://www.gizmag.com/go/7645/ 155. Facebook’s Zuckerberg: Virtual reality will have slow ramp, ZDNet, 5 November 2015: http://www.zdnet.com/article/ facebooks-zuckerberg-virtual-reality-will-have-slow-ramp/ 156. How Oculus and Cardboard Are Going to Rock the Travel Industry, Bloomberg, 19 June 2015: http://www.bloomberg.com/ news/articles/2015-06-19/how-oculus-and-cardboard-are-going-to-rock-the-travel-industry 157. See Mark Zuckerberg: Virtual Reality is the Future of Travel, Yahoo, 17 April 2015: https://www.yahoo.com/travel/mark- zuckerberg-virtual-reality-is-the-future-of-116646911427.html 158. For the number of games available, we have used a number of publicly available sources including http://store.steampowered. com/, http://www.vgchartz.com/and the most recent information available for mobile games from the two main app stores. If a title is available across a number of platforms, the total number of games will include all the platforms that title is available on. For PC games, we have considered only games that are downloadable onto the PC it is being played on, not games which are accessible via browsers. 159. Deloitte Global expects that approximately 50 percent of the total base of smartphones and tablets in use will be used to play games on a frequent basis. According to Deloitte member firms’ Global Mobile Consumer Survey conducted in 20 countries, 46 percent of respondents use their phones to play games at least once a week. Fieldwork took place between May and July 2015. For more details, see Deloitte member firms’ Global Mobile Consumer Survey: http://www.deloitte.com/gmcs 160. Special E3 Gaming Report: The Growth of Mobile & Online Multiplayer, App Annie, 11 June 2015: http://blog.appannie.com/ app-annie-idc-gaming-report-2015-h1-e3-edition/[requires download] 161. For details on video game development cycles and costs, see Video game development, Wikipedia, as accessed on 10 December 2015: https://en.wikipedia.org/wiki/Video_game_development 162. For examples of marketing costs, see How Much Does It Cost To Make A Big Video Game?, Kotaku, 15 January 2014: http://kotaku.com/how-much-does-it-cost-to-make-a-big-video-game-1501413649 163. 500 iOS games per day: Flooded mobile market is tricky for indie devs, VentureBeat, 3 March 2015: http://venturebeat. com/2015/03/03/500-ios-games-per-day-flooded-mobile-market-is-tricky-for-indie-devs/ 164. Why King and Supercell spent nearly $500M marketing their games — and how you can spend way less, VentureBeat, 27 April 2015: http://venturebeat.com/2015/04/27/why-king-and-supercell-spent-nearly-500m-marketing-their-games-and-how-you- can-spend-way-less/ 165. CPI, Fiksu Indexes for August 2015, Fiksu: https://www.fiksu.com/resources/fiksu-indexes/2015/august 166. Cost per Loyal User Index, Fiksu Indexes for August 2015, Fiksu: https://www.fiksu.com/resources/fiksu-indexes/2015/august 167. For example, conversion for Zynga in 2014 was under two percent; in 2011 it was reported at 2.5 percent. See Credit Suisse Raises Zynga Inc (ZNGA) Target Price; Maintains Underperform Rating, Bidness Etc, 10 November 2014: http://www. bidnessetc.com/28870-credit-suisse-raises-zynga-inc-znga-target-price-maintains-underperform-rat/; Veteran Wall Street analyst rates Zynga an “outperform”, VentureBeat, 19 December 2015: http://venturebeat.com/2011/12/19/veteran-wall- streeet-analyst-rates-zynga-an-outperform/; For King, conversion in 2014 was 2.3 percent, see Candy Crush Saga players spent £865m on the game in 2014 alone, The Guardian, 13 February 2015: http://www.theguardian.com/technology/2015/feb/13/ candy-crush-saga-players-855m-2014 168. According to Deloitte member firms’ Global Mobile Consumer Survey conducted in 20 countries, 10 percent of respondents have made an app/game related purchase in the last month. Fieldwork took place between May and July 2015. For more details, see Global Mobile Consumer Survey: http://www.deloitte.com/gmcs 169. Only 0.15 percent of mobile gamers account for 50 percent of all in-game revenue (exclusive), VentureBeat, 26 February 2015: http://venturebeat.com/2014/02/26/only-0-15-of-mobile-gamers-account-for-50-percent-of-all-in-game-revenue-exclusive/ 170. If you’re not in the top 100, you’ll barely be able to make a living in the iOS ecosystem, gamesindustry.biz, 10 July 2015: http://www.gamesindustry.biz/articles/2015-07-10-ios-game-revenues-show-top-20-dominate-newzoo 171. As of 10 December 2015, the number one game for the Apple iPhone device in the US generated $1,470,543 in in-app revenue, while the games ranked number five and number ten generated $293,973 and $143,406 respectively. For more information, see Top Grossing iPhone Games, Think Gaming, as accessed on 10 December 2015: https://thinkgaming.com/ app-sales-data/; iPhone, iTunes, App Store, Apple Pay, Apple TV, Safari are trademarks of Apple Inc., registered in the U.S. and other countries. Deloitte Global’s TMT Predictions 2016 is an independent publication and has not been authorized, sponsored, or otherwise approved by Apple Inc.. 172. If you’re not in the top 100, you’ll barely be able to make a living in the iOS ecosystem, gameindustry.biz, 10 July 2015: http://www.gamesindustry.biz/articles/2015-07-10-ios-game-revenues-show-top-20-dominate-newzoo 173. Developer Economics Q1 2015: State of the Developer Nation, VisionMobile, as accessed on 10 December: http://www.visionmobile.com/product/developer-economics-q1-2015-state-developer-nation/ 68
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