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V I R T U A L I Z E Y O U R R E A L I T Y
Virtual Reality Summit
Dennis Adamo - COO daydream.io Corporation
VIRTUALIZE YOUR REALIT Y
Daydream.io is a Virtual Reality software company
founded in 2015. Our product daydream.VR is a
D2C entertainment & communications platform.
Transform your personal media into dazzling
sociable environments where you can powwow™
with your friends.
daydream.io
By 2020, The AR/VR
market is projected to
reach $150 Billion in
total revenue.
VR is a megatrend
Source: KZero
VR Software revenue world-
wide from 2015-2018
VR Head Mounted Displays revenue
worldwide from 2015-2018
Number of paying VR users
worldwide from 2015-2018
$4.66 B
$129 MM
$1.09 B
$2.57 B
$2.98 B
$3.88 B
$685 MM
570k
4.8 MM
12 MM
$3.89 B 28 MM
2015 2016 2017 2018 2015 2016 2017 2018 2015 2016 2017 2018
Source: Digi-Capital
VR
$30B
Games
Hardware
Film
Theme
Park
Niche
Markets
AR
$120B
Hardware
Data
Voice
Film
Enterprise
Ad spend
Consumer
Games
Theme Park
Commerce
2020:
Our target is the novice VR user, or
anyone with a smartphone.
Addressable Market, USA, 2015:
Teen & Tween (12-17): 8.7 MM
Young Adult (18-24): 21.4 MM
Millennial (25-34): 32.1 MM
Adult (35-44): 27.6 MM
daydream.io virtualizes
popular mobile behaviors.
Target Market
Sources: Google Search, CTIA, Emarketer
Text messaging
Voice/video calls
Internet
Email
Social networking
Take pictures/video
News
Watching video
Games
Maps
Music or podcasts
97%
92%
89%
88%
75%
60%
55%
50%
47%
41%
41%
Total: 89.8 MM
Awareness of VR is
clearly growing at
an exponential rate.
5MM2013
2014
2015
9.8MM
105MM
Google searches for “Virtual Reality”
Global Games Market
by segment, 2015
$74.2B
Total global games
market, 2015E
Mobile
$22.3B
Free-to-play
MMO
$8.7B
Social
$7.9B
PC DLC
$7.5B
Digital console $3.1B
Pay-to-play MMO $2.7B
Gaming video content $1.5B
eSports $612MM
Virtual Reality $225MM
Retail $19.7B
Source: gamesindustry.biz
$5.1B Total worldwide market for the VR gaming, hardware
and peripherals market, 2016E
Source: superdataresearch
N. America
$1.5B
Rest of World
$0.6B
Europe
$1.9B
Asia
$1.1B
2015
$540M $1.5B
$1.0B
$2.8B
$6.8B
$2.7B
$5.9B
$1.5B
$3.5B
$650M
$121M
$1.8M
$662M
$5.1B
$8.9B
$12.3B
2016E 2017E 2018E
ConsolePCMobile
VR Games Market 2016
Source: superdataresearch
VR Audience 2016
VR will reach over 55M users in 2016E
• INVESTORS
• CONTENT PLATFORMS
• HEADSET MANUFACTURERS
• HARDWARE MANUFACTURERS
• CONTENT DEVELOPERS
Virtual Reality
Users, 2016E
55.8M}
Source: superdataresearch
Interests of Gamers
Ratio of content
available by
device, 2015
Oculus Rift 71%
Google Cardboard 24%
Playstation VR 5%
US Gamer Interest by VR Genre
Indie Studios jump on VR’s promise
while AAA Studios stay reluctant
US Gamer Interest in Non Gaming Content
58%
Action-
Adventure
62%
Action
56%
Adventure
48%
FPS
40%
RPG
37%
RTS
36%
Simulation
36%
Fight
36%
Race
41%
Film&TV
36%
Exploration
30%
Tourism
29%
Social VR
29%
Sports
29%
Music
29%
Shopping
daydream.VR live app
Beta Launch Date: March 18, 2016
Official Launch Date: April 11, 2016
Game: HEADBANGERZ Endless Runner VR Roller-
coaster powered by music. Smash BEATCOINZ
with your gaze as you’re catapulted through an
abyss of music powered environments.
Size: 45Mb
Model: Freemium: $1.99 in-app purchase
Platforms: iOS and Android
VR Viewer: Google Cardboard SDK
Downloads: 45,000
MAU: 12,000, DAU: 300±
Our founders are four senior executives in the fields of marketing,
gaming and entertainment. We have been friends and colleagues
for over 20 years. We have founded and managed companies
that anticipate the challenges of VR & AR.
the daydream dream team
V Owen Bush - CEO
Immersive entertainment
director & tastemaker.
Ignacio Platas - CPO
Product designer.
Creative director.
Agustín Abreu - CTO
Innovative mobile and
MMO game developer.
Dennis Adamo - COO
Digital marketing executive.
Serial entrepreneur.
strategic partners
At daydream.io we value
our partnerships with
local and state economic
development partners.
@daydream_io/daydream.iovisit: www.daydream.io
THANK YOU!

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VR and the Gamer Community

  • 1. V I R T U A L I Z E Y O U R R E A L I T Y Virtual Reality Summit Dennis Adamo - COO daydream.io Corporation
  • 2. VIRTUALIZE YOUR REALIT Y Daydream.io is a Virtual Reality software company founded in 2015. Our product daydream.VR is a D2C entertainment & communications platform. Transform your personal media into dazzling sociable environments where you can powwow™ with your friends. daydream.io
  • 3. By 2020, The AR/VR market is projected to reach $150 Billion in total revenue. VR is a megatrend Source: KZero VR Software revenue world- wide from 2015-2018 VR Head Mounted Displays revenue worldwide from 2015-2018 Number of paying VR users worldwide from 2015-2018 $4.66 B $129 MM $1.09 B $2.57 B $2.98 B $3.88 B $685 MM 570k 4.8 MM 12 MM $3.89 B 28 MM 2015 2016 2017 2018 2015 2016 2017 2018 2015 2016 2017 2018 Source: Digi-Capital VR $30B Games Hardware Film Theme Park Niche Markets AR $120B Hardware Data Voice Film Enterprise Ad spend Consumer Games Theme Park Commerce 2020:
  • 4. Our target is the novice VR user, or anyone with a smartphone. Addressable Market, USA, 2015: Teen & Tween (12-17): 8.7 MM Young Adult (18-24): 21.4 MM Millennial (25-34): 32.1 MM Adult (35-44): 27.6 MM daydream.io virtualizes popular mobile behaviors. Target Market Sources: Google Search, CTIA, Emarketer Text messaging Voice/video calls Internet Email Social networking Take pictures/video News Watching video Games Maps Music or podcasts 97% 92% 89% 88% 75% 60% 55% 50% 47% 41% 41% Total: 89.8 MM Awareness of VR is clearly growing at an exponential rate. 5MM2013 2014 2015 9.8MM 105MM Google searches for “Virtual Reality”
  • 5. Global Games Market by segment, 2015 $74.2B Total global games market, 2015E Mobile $22.3B Free-to-play MMO $8.7B Social $7.9B PC DLC $7.5B Digital console $3.1B Pay-to-play MMO $2.7B Gaming video content $1.5B eSports $612MM Virtual Reality $225MM Retail $19.7B Source: gamesindustry.biz
  • 6. $5.1B Total worldwide market for the VR gaming, hardware and peripherals market, 2016E Source: superdataresearch N. America $1.5B Rest of World $0.6B Europe $1.9B Asia $1.1B 2015 $540M $1.5B $1.0B $2.8B $6.8B $2.7B $5.9B $1.5B $3.5B $650M $121M $1.8M $662M $5.1B $8.9B $12.3B 2016E 2017E 2018E ConsolePCMobile VR Games Market 2016
  • 7. Source: superdataresearch VR Audience 2016 VR will reach over 55M users in 2016E • INVESTORS • CONTENT PLATFORMS • HEADSET MANUFACTURERS • HARDWARE MANUFACTURERS • CONTENT DEVELOPERS Virtual Reality Users, 2016E 55.8M}
  • 8. Source: superdataresearch Interests of Gamers Ratio of content available by device, 2015 Oculus Rift 71% Google Cardboard 24% Playstation VR 5% US Gamer Interest by VR Genre Indie Studios jump on VR’s promise while AAA Studios stay reluctant US Gamer Interest in Non Gaming Content 58% Action- Adventure 62% Action 56% Adventure 48% FPS 40% RPG 37% RTS 36% Simulation 36% Fight 36% Race 41% Film&TV 36% Exploration 30% Tourism 29% Social VR 29% Sports 29% Music 29% Shopping
  • 9. daydream.VR live app Beta Launch Date: March 18, 2016 Official Launch Date: April 11, 2016 Game: HEADBANGERZ Endless Runner VR Roller- coaster powered by music. Smash BEATCOINZ with your gaze as you’re catapulted through an abyss of music powered environments. Size: 45Mb Model: Freemium: $1.99 in-app purchase Platforms: iOS and Android VR Viewer: Google Cardboard SDK Downloads: 45,000 MAU: 12,000, DAU: 300±
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  • 17. Our founders are four senior executives in the fields of marketing, gaming and entertainment. We have been friends and colleagues for over 20 years. We have founded and managed companies that anticipate the challenges of VR & AR. the daydream dream team V Owen Bush - CEO Immersive entertainment director & tastemaker. Ignacio Platas - CPO Product designer. Creative director. Agustín Abreu - CTO Innovative mobile and MMO game developer. Dennis Adamo - COO Digital marketing executive. Serial entrepreneur.
  • 18. strategic partners At daydream.io we value our partnerships with local and state economic development partners.