FINANCIAL BACKING GLOBAL INTEREST A WAVE OF CONTENT ON THE WAY RETAIL VALUE

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EXCERPTEDFROM THEORI GI NAL:Seei ns i dec ov erf ordet a i l s.

FINANCIAL BACKING GLOBAL INTEREST SHIPPING OUT SELLING OUT INTEREST IN THE PAST READY TO BUILD A WAVE OF CONTENT ON THE WAY RETAIL VALUE HOME REDESIGN, REIMAGINED EASIER TO IMAGINE YOURSELF AT HOME

The Ecosystem Virtual Reality / Augmented Reality 3D Audio TI Wolfson Realtek Head mounted devices Memory (DRAM/SSD) Micron Samsung SK Hynix Toshiba Processors TI Qualcomm STMicro Realtek Himax MediaTek Intel Graphics Nvidia AMD Qualcomm Augmented Reality Microsoft HoloLens Google Glass Magic Leap Atheer Osterhout Design Group Applications Virtual Reality Facebook Oculus Samsung Gear VR Google Cardboard HTC Vive Sony PSVR Vuzix iwear VR Union Claire Video Jaunt NextVR VRSE Oculus Story Studio GoPro IG Port Games Sony Ubisoft CCP Games Oculus Story Studio Tammeka Games Pixel Titans Capcom Engineering Autodesk Dassault Systèmes IrisVR Visidraft MakeVR Healthcare Psious zspace Conquer Mobile 3D Systems Social Altspace VR High Fidelity Podrift Commerce Sixense {shopping} Matterport {real estate} Cameras 360Heros GoPro Odyssey Nokia OZO Jaunt NEO Matterport Pro 3D Haptics Alps AAC Nidec Components Display Samsung JDI Himax Crystal 3D Lenses Wearality Zeiss Canon Nikon Largan Position/ Room Tracker Hon Hai Pegatron Flex Jabil HTC Motion Sensors Leap Motion InvenSense TI STMicro Honeywell

The Ecosystem Virtual Reality / Augmented Reality Total Addressable Market 2025 Base Case VR/AR Estimates VIDEOGAMES $11.6bn Estimated users: 216mn Markets disrupted: videogames LIVE EVENTS $4.1bn Estimated users: 95mn Markets disrupted: live ticket sales VIDEO ENTERTAINMENT $3.2bn Estimated users: 79mn Markets disrupted: online streaming RETAIL $1.6bn Estimated users: 32mn Markets disrupted: e-commerce REAL ESTATE $2.6bn Estimated users: 0.3mn Markets disrupted: commissions EDUCATION $0.7bn Estimated users: 15mn Markets disrupted: K-12 and higher-edsoftware HEALTHCARE $5.1bn Estimated users: 3.4mn Markets disrupted: patient monitoring MILITARY $1.4bn Estimated users: 0.7mn Markets disrupted: defense training and simulation SOFTWARE $35bn 60% of VR/AR software revenue will be driven by the consumer (vs. enterprise/ public sector) Videogames will be the first consumer market to develop Beyond videogames, we see real estate, retail and healthcare among the first markets disrupted HARDWARE $45bn 4 main devices used to experience VR/AR: HMDs, host systems, tracking systems and controllers Our forecast is specific to HMDs Our base case assumes 125mn annual shipments by 2025 ENGINEERING $4.7bn Estimated users: 3.2mn Markets disrupted: CAD/CAM software

January 13, 2016 Americas: Technology Virtual and augmented reality in 6 charts Exhibit 1: Our VR/AR unit forecasts assume far slower adoption than smartphones or tablets Exhibit 2: Our three scenarios for a 2025 VR/AR hardware market 800,000 350 Unit shipments (000's) 700,000 600,000 500,000 400,000 300,000 200,000 100,000 0 Tablet shipments from 2010-2016E Smartphone shipments from 2004-2012 2015E 2016E 2017E 2018E 2019E 2020E 2021E 2022E 2023E 2024E 2025E Accelerated uptake Base case Delayed uptake Annual shipments (mns) 300 250 200 150 100 50 Tablet PC $63bn Game Console $14bn Accelerated Uptake $110bn Base Case $45bn TV $99bn Delayed Uptake $15bn Notebook PC $111bn Desktop PC $62bn Base case Delayed uptake Smartphone shipments Accelerated uptake Tablet shipments 0 $0 $100 $200 $300 $400 $500 $600 $700 $800 $900 ASP ($) Source: Goldman Sachs Global Investment Research, IDC. Source: Goldman Sachs Global Investment Research, IDC. Exhibit 3: Our combined 2025 VR/AR hardware and software scenarios Exhibit 4: Our 2025 base case VR/AR software assumptions by use case $200bn $180bn $160bn $140bn $72bn Engineering, $4.7bn Military, $1.4bn Videogames, $11.6bn $120bn $100bn $80bn Healthcare, $5.1bn $60bn $110bn $35bn $40bn $20bn $0bn $8bn $45bn $15bn Accelerated uptake Base case Delayed uptake Hardware Software Education, $0.7bn Real estate, $2.6bn Retail, $1.6bn Video entertainment, $3.2bn Live events, $4.1bn Source: Goldman Sachs Global Investment Research. Exhibit 5: The progression of our base case hardware and software forecasts Source: Goldman Sachs Global Investment Research. Exhibit 6: HMD price declines could be similar to what we ve seen in the past $90.0 $3,500 $80.0 $3,000 $70.0 $60.0 $2,500 Revenue ($bns) $50.0 $40.0 $30.0 $2,000 $1,500 Desktop CAGR: -5.2% Notebooks CAGR: -6.5% Desktop ASP Notebook ASP Tablet PC ASP Smartphone ASP LCD-TV ASP $20.0 $1,000 $10.0 $500 LCD-TV CAGR: -8.6% $0.0 2016E 2017E 2018E 2019E 2020E 2021E 2022E 2023E 2024E 2025E Hardware revenue - base case Software revenue - Base case Smartphone CAGR: -5.1% $0 1994 1999 2004 2009 2014 Tablet CAGR: -13.4% Source: Goldman Sachs Global Investment Research. Source: Goldman Sachs Global Investment Research. Goldman Sachs Global Investment Research 8

Units shipped (000s) % smartphone penetration Units shipped (000s) % tablet penetration 2,500,000 2,000,000 1,500,000 The first 15% - early adopters and innovators The next 68% - the majority The last 16% - the laggards 100% 90% 80% 70% 60% 500,000 450,000 400,000 350,000 300,000 The first 15% - early adopters and innovators The next 68% - the majority 100% 90% 80% 70% 60% 50% 250,000 50% 1,000,000 500,000 0 40% 30% 20% 10% 0% 200,000 150,000 100,000 50,000 0 2010 2011 2012 2013 2014 2015E 2016E 40% 30% 20% 10% 0% Smartphones Feature phones Smartphone penetration (% of total handset shipments) Tablets Notebooks Tablet penetration (% total tablets + notebooks)

January 13, 2016 Americas: Technology Exhibit 11: VR/AR HMD market has the potential of reach over $100bn annually by 2025 350 Annual shipments (mns) 300 250 200 150 100 50 Tablet PC $63bn Game Console $14bn Accelerated Uptake $110bn Base Case $45bn TV $99bn Delayed Uptake $15bn Notebook PC $111bn Desktop PC $62bn 0 $0 $100 $200 $300 $400 $500 $600 $700 $800 $900 ASP ($) Source: Goldman Sachs Global Investment Research, IDC The following chart lays out our base case, accelerated uptake case, and delayed uptake case for VR/AR shipments and overlays the adoption curve for smartphones (starting in 2004) and tablets (starting in 2010). Exhibit 12: Our VR/AR shipment assumptions vs. the smartphone and tablet ramps 800,000 700,000 600,000 Smartphone shipments from 2004-2012 Unit shipments (000's) 500,000 400,000 300,000 200,000 100,000 Tablet shipments from 2010-2016E Accelerated uptake Base case Delayed uptake 0 2015E 2016E 2017E 2018E 2019E 2020E 2021E 2022E 2023E 2024E 2025E Base case Accelerated uptake Delayed uptake Tablet shipments Smartphone shipments Source: Goldman Sachs Global Investment Research, Gartner for tablet shipment data Goldman Sachs Global Investment Research 15