Elearning! Magazine

DEC 2016 - JAN 2017

Elearning! Magazine: Building Smarter Companies via Learning & Workplace Technologies.

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Page 10 of 60

News 10 December 2016 / January 2017 Elearning! Trend lines Where they go investment dollars tend to follow. "Talent is of- ten the canary in the coalmine," says Chris Bolte, co-founder and CEO of Paysa, a big-data platform providing market insight about compensation and retention. While top talent is found at Uber, Google, LinkedIn, Amazon and Salesforce, there are some shifts in the wind according to Paysa's Company Rank algorithm. Companies to Watch in 2017: >> Docker >> Expedia >> Twilio >> Braintree >> Twitch >> Prosper Marketplace >> Lending Club >> Credit Karma >> Veritas Technologies >> Cox Automotive >> Lyft >> Stripe >> Tesla Motors >> Okta, Inc. >> Zulily >> Snapchat The biggest talent comeback stories of 2016 occurred inside of Starbucks, Hulu, Websense, Adobe, Capital One, Frontier Communications, Netflix, and Fidelity Investments, all of whom are rebounding from previous lows. –Source: https://www.paysa.com/company-rank Virtual Reality Explodes to $50 Billion by 2020 Virtual Reality (VR) market is poised for explosive growth. Currently valued at $1 billion by Deloitte Global, VR is projected to exceed $50 billion by 2020 , according to Goldman Sachs. Like most consumer technologies, growth is fueled by the adoption of consumer devices, in this case VR gear and VR content. To spur development, eight of the top ten technology companies have invested in VR. It all started with Facebook's acquisition of Oculus Rift, which leads in current headset market share with 3.6 million units sold. Projected virtual reality headsets unit sales worldwide in 2016 (in million), by device Samsung Gear VR Oculus Rift HTC Vive Sony Morpheus Other Unit sales in millions But, the market is shifting. Google's recent launch of Daydream mobile VR platform; $100 million investment in VR development grants to create VR content; upgraded YouTube Channel software; launch of Google's Pixel Smartphones; and new VR headset launch in October, is positioning Google to be an alternative VR for mobile source. Video games and entertainment are the largest VR market segments accounting for$18.9 billion of the market by 2020. Enterprise VR applications will generate 54% of VR sales with Healthcare and Engineering leading the enterprise market. –Source: Statistics.com Global 2020 VR/AR Market Share, By Use Case In billions (USD) –Source: Business Intelligence, Goldmansachs.com 2016 http:// bit.ly/2dITXQi Where Top Technology Talent Will Go Next? 5 3.6 2.1 1.4 0.1 'Employees of well-led compa- nies are more satisfied (87%) and more likely to stay in their jobs if given a chance to leave (75%) --Oxford Economics Study n Videogames $11.6 n Healthcare $5.1 n Engineering $4.7 n Live Events $4.1 n Video $3.2 n Real Estate $2.6 n Retail $1.6 n Military $1.4 n Education $0.7

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