ºÝºÝߣshows by User: StephanieLlamas / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: StephanieLlamas / Mon, 21 May 2018 16:41:09 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: StephanieLlamas What's in store for XR? The future of VR + AR - VRX Europe 2018 /StephanieLlamas/whats-in-store-for-xr-the-future-of-vr-ar-vrx-europe-2018 20180510vrxpresentationsuperdataresearchstephaniellamasfinal-180521164109
Where do VR/AR and immersive tech fit into the future of consumer entertainment and enterprise markets? -With so much hype and investment around VR/AR, where are the real opportunities for growth? -What’s holding back uptake from both consumers and businesses? -Which technologies and platforms are leading the way? And how is this set to change in the coming years? -Where are the markets headed? Where will adoption be by 2021?]]>

Where do VR/AR and immersive tech fit into the future of consumer entertainment and enterprise markets? -With so much hype and investment around VR/AR, where are the real opportunities for growth? -What’s holding back uptake from both consumers and businesses? -Which technologies and platforms are leading the way? And how is this set to change in the coming years? -Where are the markets headed? Where will adoption be by 2021?]]>
Mon, 21 May 2018 16:41:09 GMT /StephanieLlamas/whats-in-store-for-xr-the-future-of-vr-ar-vrx-europe-2018 StephanieLlamas@slideshare.net(StephanieLlamas) What's in store for XR? The future of VR + AR - VRX Europe 2018 StephanieLlamas Where do VR/AR and immersive tech fit into the future of consumer entertainment and enterprise markets? -With so much hype and investment around VR/AR, where are the real opportunities for growth? -What’s holding back uptake from both consumers and businesses? -Which technologies and platforms are leading the way? And how is this set to change in the coming years? -Where are the markets headed? Where will adoption be by 2021? <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20180510vrxpresentationsuperdataresearchstephaniellamasfinal-180521164109-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Where do VR/AR and immersive tech fit into the future of consumer entertainment and enterprise markets? -With so much hype and investment around VR/AR, where are the real opportunities for growth? -What’s holding back uptake from both consumers and businesses? -Which technologies and platforms are leading the way? And how is this set to change in the coming years? -Where are the markets headed? Where will adoption be by 2021?
What's in store for XR? The future of VR + AR - VRX Europe 2018 from Stephanie Llamas
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The Data-Driven Truth About Women and eSports /slideshow/the-datadriven-truth-about-women-and-esports/79133768 xliveesportsstephaniellamas082317-170824195542
Presentation for XLIVE eSports Summit 2017. ]]>

Presentation for XLIVE eSports Summit 2017. ]]>
Thu, 24 Aug 2017 19:55:42 GMT /slideshow/the-datadriven-truth-about-women-and-esports/79133768 StephanieLlamas@slideshare.net(StephanieLlamas) The Data-Driven Truth About Women and eSports StephanieLlamas Presentation for XLIVE eSports Summit 2017. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/xliveesportsstephaniellamas082317-170824195542-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation for XLIVE eSports Summit 2017.
The Data-Driven Truth About Women and eSports from Stephanie Llamas
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VRX Europe VR State of the Industry_SuperData Research_Stephanie Llamas /slideshow/vrx-europe-vr-state-of-the-industrysuperdata-researchstephanie-llamas/78131210 20170509vrxeuropestateoftheindustrysuperdataresearch-170721184405
Presented at VRX Europe May 11, 2017 With 6.3M high-end headsets and over 80M Google Cardboards shipped last year, roughly 70% of VR innovators agree that growth was right on track. As with any early stage technology, there is a slow start that quickly amps up, putting VR in line with media's historical narrative. Increasing innovation, accessibility and quality content will lead the industry to reach just under $40 billion by 2020, up from $1.8B in 2016. Market transparency is important now more than ever since companies are staking billions of dollars on the potential of this nascent and nebulous medium. Join Stephanie Llamas, SuperData's VP of Research and Strategy, as we look back on consumer VR’s flagship year, and look forward to the opportunities of today and beyond. Learn what questions you need to be asking and how to use those answers to make big decisions. Walk away with hard data including worldwide VR revenue by platform, year-over-year comparisons and sales projections, as well as insights on what will drive consumer adoption, and the industry at large going forward.]]>

Presented at VRX Europe May 11, 2017 With 6.3M high-end headsets and over 80M Google Cardboards shipped last year, roughly 70% of VR innovators agree that growth was right on track. As with any early stage technology, there is a slow start that quickly amps up, putting VR in line with media's historical narrative. Increasing innovation, accessibility and quality content will lead the industry to reach just under $40 billion by 2020, up from $1.8B in 2016. Market transparency is important now more than ever since companies are staking billions of dollars on the potential of this nascent and nebulous medium. Join Stephanie Llamas, SuperData's VP of Research and Strategy, as we look back on consumer VR’s flagship year, and look forward to the opportunities of today and beyond. Learn what questions you need to be asking and how to use those answers to make big decisions. Walk away with hard data including worldwide VR revenue by platform, year-over-year comparisons and sales projections, as well as insights on what will drive consumer adoption, and the industry at large going forward.]]>
Fri, 21 Jul 2017 18:44:05 GMT /slideshow/vrx-europe-vr-state-of-the-industrysuperdata-researchstephanie-llamas/78131210 StephanieLlamas@slideshare.net(StephanieLlamas) VRX Europe VR State of the Industry_SuperData Research_Stephanie Llamas StephanieLlamas Presented at VRX Europe May 11, 2017 With 6.3M high-end headsets and over 80M Google Cardboards shipped last year, roughly 70% of VR innovators agree that growth was right on track. As with any early stage technology, there is a slow start that quickly amps up, putting VR in line with media's historical narrative. Increasing innovation, accessibility and quality content will lead the industry to reach just under $40 billion by 2020, up from $1.8B in 2016. Market transparency is important now more than ever since companies are staking billions of dollars on the potential of this nascent and nebulous medium. Join Stephanie Llamas, SuperData's VP of Research and Strategy, as we look back on consumer VR’s flagship year, and look forward to the opportunities of today and beyond. Learn what questions you need to be asking and how to use those answers to make big decisions. Walk away with hard data including worldwide VR revenue by platform, year-over-year comparisons and sales projections, as well as insights on what will drive consumer adoption, and the industry at large going forward. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20170509vrxeuropestateoftheindustrysuperdataresearch-170721184405-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented at VRX Europe May 11, 2017 With 6.3M high-end headsets and over 80M Google Cardboards shipped last year, roughly 70% of VR innovators agree that growth was right on track. As with any early stage technology, there is a slow start that quickly amps up, putting VR in line with media&#39;s historical narrative. Increasing innovation, accessibility and quality content will lead the industry to reach just under $40 billion by 2020, up from $1.8B in 2016. Market transparency is important now more than ever since companies are staking billions of dollars on the potential of this nascent and nebulous medium. Join Stephanie Llamas, SuperData&#39;s VP of Research and Strategy, as we look back on consumer VR’s flagship year, and look forward to the opportunities of today and beyond. Learn what questions you need to be asking and how to use those answers to make big decisions. Walk away with hard data including worldwide VR revenue by platform, year-over-year comparisons and sales projections, as well as insights on what will drive consumer adoption, and the industry at large going forward.
VRX Europe VR State of the Industry_SuperData Research_Stephanie Llamas from Stephanie Llamas
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Uncovering The Market Potential For VR And AR /slideshow/uncovering-the-market-potential-for-vr-and-ar/71548513 superdataresearchanavrwebinardeckfinalwm-170130161556
VR is an industry that will experience continuous growth in the upcoming years. However, a significant amount of consumers are unaware, or uninterested in VR technology. In this presentation, we will review the current landscape for VR, observe VR awareness among consumers, and analyze how brands are utilizing the technology.]]>

VR is an industry that will experience continuous growth in the upcoming years. However, a significant amount of consumers are unaware, or uninterested in VR technology. In this presentation, we will review the current landscape for VR, observe VR awareness among consumers, and analyze how brands are utilizing the technology.]]>
Mon, 30 Jan 2017 16:15:56 GMT /slideshow/uncovering-the-market-potential-for-vr-and-ar/71548513 StephanieLlamas@slideshare.net(StephanieLlamas) Uncovering The Market Potential For VR And AR StephanieLlamas VR is an industry that will experience continuous growth in the upcoming years. However, a significant amount of consumers are unaware, or uninterested in VR technology. In this presentation, we will review the current landscape for VR, observe VR awareness among consumers, and analyze how brands are utilizing the technology. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/superdataresearchanavrwebinardeckfinalwm-170130161556-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> VR is an industry that will experience continuous growth in the upcoming years. However, a significant amount of consumers are unaware, or uninterested in VR technology. In this presentation, we will review the current landscape for VR, observe VR awareness among consumers, and analyze how brands are utilizing the technology.
Uncovering The Market Potential For VR And AR from Stephanie Llamas
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The Evolution of VR Content /slideshow/the-evolution-of-vr-content/71547836 vrxeusoftwarepanelpresentation2016-170130160019
An overview of the VR industry. In this presentation we discuss: 1. Adoption of VR technology amongst U.S. consumers 2. VR development tools and their costs, advantages, and disadvantages. 3. How developers can properly utilize VR]]>

An overview of the VR industry. In this presentation we discuss: 1. Adoption of VR technology amongst U.S. consumers 2. VR development tools and their costs, advantages, and disadvantages. 3. How developers can properly utilize VR]]>
Mon, 30 Jan 2017 16:00:19 GMT /slideshow/the-evolution-of-vr-content/71547836 StephanieLlamas@slideshare.net(StephanieLlamas) The Evolution of VR Content StephanieLlamas An overview of the VR industry. In this presentation we discuss: 1. Adoption of VR technology amongst U.S. consumers 2. VR development tools and their costs, advantages, and disadvantages. 3. How developers can properly utilize VR <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vrxeusoftwarepanelpresentation2016-170130160019-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> An overview of the VR industry. In this presentation we discuss: 1. Adoption of VR technology amongst U.S. consumers 2. VR development tools and their costs, advantages, and disadvantages. 3. How developers can properly utilize VR
The Evolution of VR Content from Stephanie Llamas
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Globalise Your Games Asia 2015: Game Monetisation Europe /slideshow/super-data-research-vgi-gmeu-presentation-2015/50015815 superdataresearchvgigmeupresentation2015-150630172135-lva1-app6891
An overview of the digital games market in Asia. It includes overviews of mobile, f2p and social games and clarifies three misconceptions: 1. All of Asia is the same. 2. China's mobile market is a cash cow. 3. Southeast Asia is the next big thing.]]>

An overview of the digital games market in Asia. It includes overviews of mobile, f2p and social games and clarifies three misconceptions: 1. All of Asia is the same. 2. China's mobile market is a cash cow. 3. Southeast Asia is the next big thing.]]>
Tue, 30 Jun 2015 17:21:35 GMT /slideshow/super-data-research-vgi-gmeu-presentation-2015/50015815 StephanieLlamas@slideshare.net(StephanieLlamas) Globalise Your Games Asia 2015: Game Monetisation Europe StephanieLlamas An overview of the digital games market in Asia. It includes overviews of mobile, f2p and social games and clarifies three misconceptions: 1. All of Asia is the same. 2. China's mobile market is a cash cow. 3. Southeast Asia is the next big thing. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/superdataresearchvgigmeupresentation2015-150630172135-lva1-app6891-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> An overview of the digital games market in Asia. It includes overviews of mobile, f2p and social games and clarifies three misconceptions: 1. All of Asia is the same. 2. China&#39;s mobile market is a cash cow. 3. Southeast Asia is the next big thing.
Globalise Your Games Asia 2015: Game Monetisation Europe from Stephanie Llamas
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The State of Mobile Games 2015: Mobile Gaming USA /StephanieLlamas/stephanie-llamas-super-data-researchmgusa15-presentation stephaniellamassuperdataresearchmgusa15presentation-150630164751-lva1-app6892
An overview of the mobile games market throughout 29 countries. Includes information on: 1. Mobile games market size and change. 2. Asia digital and mobile games market 3. Mobile landscape in western markets]]>

An overview of the mobile games market throughout 29 countries. Includes information on: 1. Mobile games market size and change. 2. Asia digital and mobile games market 3. Mobile landscape in western markets]]>
Tue, 30 Jun 2015 16:47:51 GMT /StephanieLlamas/stephanie-llamas-super-data-researchmgusa15-presentation StephanieLlamas@slideshare.net(StephanieLlamas) The State of Mobile Games 2015: Mobile Gaming USA StephanieLlamas An overview of the mobile games market throughout 29 countries. Includes information on: 1. Mobile games market size and change. 2. Asia digital and mobile games market 3. Mobile landscape in western markets <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/stephaniellamassuperdataresearchmgusa15presentation-150630164751-lva1-app6892-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> An overview of the mobile games market throughout 29 countries. Includes information on: 1. Mobile games market size and change. 2. Asia digital and mobile games market 3. Mobile landscape in western markets
The State of Mobile Games 2015: Mobile Gaming USA from Stephanie Llamas
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Digital Games: State of the Industry, Casual Connect Europe 2015 /slideshow/digital-games-state-of-the-industry-casual-connect-europe-2015/44465430 stephaniellamascceu2015final-150209160357-conversion-gate01
The worldwide digital games market now totals roughly $50 billion in revenues. But how will big existing publishers capitalize on this momentum? Can free-to-play sustain as consumer expectations continue to evolve? After a period of frantic growth will core segments like MMO and social casino maintain their projected earnings? This presentation will guide attendees through the narrative of growth provided by current trends, as well as future potential. This data-driven analysis of the key digital games segments and markets will provide an understanding of the qualitative and quantitative impetuses for current growth as well future points of opportunity the industry cannot ignore.]]>

The worldwide digital games market now totals roughly $50 billion in revenues. But how will big existing publishers capitalize on this momentum? Can free-to-play sustain as consumer expectations continue to evolve? After a period of frantic growth will core segments like MMO and social casino maintain their projected earnings? This presentation will guide attendees through the narrative of growth provided by current trends, as well as future potential. This data-driven analysis of the key digital games segments and markets will provide an understanding of the qualitative and quantitative impetuses for current growth as well future points of opportunity the industry cannot ignore.]]>
Mon, 09 Feb 2015 16:03:56 GMT /slideshow/digital-games-state-of-the-industry-casual-connect-europe-2015/44465430 StephanieLlamas@slideshare.net(StephanieLlamas) Digital Games: State of the Industry, Casual Connect Europe 2015 StephanieLlamas The worldwide digital games market now totals roughly $50 billion in revenues. But how will big existing publishers capitalize on this momentum? Can free-to-play sustain as consumer expectations continue to evolve? After a period of frantic growth will core segments like MMO and social casino maintain their projected earnings? This presentation will guide attendees through the narrative of growth provided by current trends, as well as future potential. This data-driven analysis of the key digital games segments and markets will provide an understanding of the qualitative and quantitative impetuses for current growth as well future points of opportunity the industry cannot ignore. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/stephaniellamascceu2015final-150209160357-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The worldwide digital games market now totals roughly $50 billion in revenues. But how will big existing publishers capitalize on this momentum? Can free-to-play sustain as consumer expectations continue to evolve? After a period of frantic growth will core segments like MMO and social casino maintain their projected earnings? This presentation will guide attendees through the narrative of growth provided by current trends, as well as future potential. This data-driven analysis of the key digital games segments and markets will provide an understanding of the qualitative and quantitative impetuses for current growth as well future points of opportunity the industry cannot ignore.
Digital Games: State of the Industry, Casual Connect Europe 2015 from Stephanie Llamas
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Latin America Digital Games Market, SuperData Research - Games Monetization Summit 2014 /StephanieLlamas/latin-america-digital-games-market-superdata-research-games-monetization-summit-2014 superdataresearchvgigmspresentation2014-141204172756-conversion-gate01
Latin America Digital Games Market, SuperData Research - Games Monetization Summit 2014]]>

Latin America Digital Games Market, SuperData Research - Games Monetization Summit 2014]]>
Thu, 04 Dec 2014 17:27:56 GMT /StephanieLlamas/latin-america-digital-games-market-superdata-research-games-monetization-summit-2014 StephanieLlamas@slideshare.net(StephanieLlamas) Latin America Digital Games Market, SuperData Research - Games Monetization Summit 2014 StephanieLlamas Latin America Digital Games Market, SuperData Research - Games Monetization Summit 2014 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/superdataresearchvgigmspresentation2014-141204172756-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Latin America Digital Games Market, SuperData Research - Games Monetization Summit 2014
Latin America Digital Games Market, SuperData Research - Games Monetization Summit 2014 from Stephanie Llamas
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https://cdn.slidesharecdn.com/profile-photo-StephanieLlamas-48x48.jpg?cb=1615324691 I am a market research thought leader and strategy specialist with more than 10 years of experience in the media, gaming and virtuality industries. After becoming third hire at SuperData Research, I helped design the company's research methodology and strategy, building our insights team, and facilitating inter-departmental communications. I currently advise on company strategy, including product development, business planning and finding ways to help industry stakeholders make strategic decisions. I formerly was head of SuperData's and Nielsen's XR efforts, and have presented at a number of conferences such as SxSW and CES, and in the media including Forbes, WSJ, NPR and CNBC. www.stephaniellamas.com https://cdn.slidesharecdn.com/ss_thumbnails/20180510vrxpresentationsuperdataresearchstephaniellamasfinal-180521164109-thumbnail.jpg?width=320&height=320&fit=bounds StephanieLlamas/whats-in-store-for-xr-the-future-of-vr-ar-vrx-europe-2018 What&#39;s in store for XR... https://cdn.slidesharecdn.com/ss_thumbnails/xliveesportsstephaniellamas082317-170824195542-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/the-datadriven-truth-about-women-and-esports/79133768 The Data-Driven Truth ... https://cdn.slidesharecdn.com/ss_thumbnails/20170509vrxeuropestateoftheindustrysuperdataresearch-170721184405-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/vrx-europe-vr-state-of-the-industrysuperdata-researchstephanie-llamas/78131210 VRX Europe VR State of...