This year has seen a 50% rise in the penetration of Virtual Reality (VR) headsets with 11% of respondents now owning the hardware

This year has seen a continued increase in the ownership of games consoles. The rate of ownership has risen from 34% of respondents in 2020 to 41% in 2022. The penetration of VR headsets has also risen to 11% of respondents in 2022, a new Deloitte study shows.

17% of those respondents between 18- and 24-year-olds own a VR headset, and 57% of the same age group know something about the metaverse.  One of the challenges to the penetration of VR technology is the cost of the hardware. One in four of the respondents found the costs to be prohibitive.

The metaverse

One of the largest developments in the virtual reality space, the metaverse – a digital world in which a person can control an avatar and interact with the avatars of others remains an underdeveloped concept for Irish consumers. The term hit mainstream only 12 months ago and 65% of people have heard of it with 35% at least familiar with what the metaverse is.  However, again the 18–24-year-old category are more aware, with 57% of them knowing something about the metaverse.

John Kehoe Deloitte Partner in Audit and Assurance (Technology, Media and Telecom) said: “The concept of a metaverse has been thrust into mainstream media in the past year, with younger people being more familiar with what it is.

“Interestingly awareness is different between men and women, with 44% of men knowing something about the metaverse compared to 26% of women. There are also significant differences in the age demographics, with 57% of 18-24 year olds knowing something about it, compared to just 19% for 55-64 year olds.”

Consoles make pandemic gains but mobile gaming remains dominant

Following declines in 2019 and 2020 after reaching a peak of 38% in 2018, access to games consoles has peaked again with 41% of respondents confirming access. Two thirds (67%) of adults surveyed play digital games on any device, including their smartphone.

The data on console ownership aligns with recent sales figures for the PlayStation 5 (PS5), which sold 25 million units by the end of September 2022, according to Sony’s official sales numbers. However, a persistent chip shortage has kept the PS5 from matching the sales pace of its predecessor, the PS4, which has gone on to sell over 100 million units and counting.

While Microsoft does not disclose official sales numbers, the tech giant has confirmed that the Xbox Series X|S are the fastest-selling Xbox consoles of all time.

However, mobile gaming still remains the dominant market with one-in-two adults who own a smartphone using it to play video games.

Mr. Kehoe continued“There has been some significant gaming related acquisitions in the last 12 months, with Microsoft’s acquisition of Activision Blizzard, a leader in game development and interactive entertainment content publisher for $68.6 billion, being the most notable. Activision Blizzard earned over half its Q2 revenue from mobile gaming and related sources. This acquisition is subject to regulatory review by the European Commission, the results of this investigation are due by the middle of March 2023.”

In game currency and purchases

‘Gaming on demand’ subscriptions continue to rise in popularity as nearly half of players now hold a gaming subscription with Playstation Plus/Now (20%) and Xbox Live (15%) the most popular.

One-in-four gamers surveyed have purchased in-game currency with younger age groups particularly interested in this: 47% of respondents in the age group 18-24 purchased in game currency. Season passes (15%) or game extensions (10%) related digital content were the top purchases, with either regular money or in-game currency used.

Daryl Hanberry, Partner and Head of Technology, Media and Telecommunications at Deloitte said: “Even though two-in-three gamers have not spent money on digital content in the last two months, we know that these in-game purchases are driving significant revenue for companies like Activision Blizzard, especially purchases made in mobile games.”

Mr. Hanberry continued: “Microsoft’s acquisition of Activision Blizzard and Sony’s plans for a dedicated PlayStation mobile gaming unit show that more traditional gaming companies are beginning to look towards revenue models that are increasingly driven by in-game purchases. It will be interesting to see if the habits of gamers change in response to this.”

Opensignal: Ireland Mobile Network Experience Report

Opensignal has published its 5G Global Mobile Network Experience Awards report, which names the world’s leading mobile operators across a range of 5G experience categories. While Opensignal does not name any operator as the ‘best’ overall, this week’s report reveals a strong performance from 3, which wins 12 out of 14 categories either jointly or outright.

  • 3 is top for download speeds: Opensignal’s Irish users observed the fastest average download speeds on 3’s network — both for 5G Download Speed and for overall Download Speed Experience. For 5G Download Speed, 3 scored an impressive 237.2 Mbps, 80.6 Mbps (51.5%) faster than second placed eir’s 156.6 Mbps.
  • Our 5G users on eir spent the most time connected to 5G: eir’s winning score of 16.6% gave it a lead of 5.6 percentage points over second placed 3’s 11%. The higher an operator’s score, the more time our 5G users on its network spent with an active 5G connection. Vodafone is in third place with 5.7%.
  • 3 catches up with eir on upload speeds: 3 and eir are joint winners of the 5G Upload Speed and Upload Speed Experience awards, as the two operators’ scores were statistically tied. This is a change from the previous report, when eir was the outright winner for both awards.

Full report here

Outside Ireland

  • T-Mobile US is the 5G Global Winner for both 5G Availability and 5G Reach: this means that our 5G users on T-Mobile US spent the largest proportion of time with an active 5G connection, and they also found a 5G signal in the highest proportion of locations.
  • SK Telecom users clock up the fastest 5G Download Speed in the world: our users observed the fastest average 5G download speeds in the world using SK telecom with an incredibly fast 469.6 Mbps. Both South Korea’s other operators, LG U+ and KT, are 5G Global Leaders for 5G Download Speed, with scores of 429.6 Mbps and 381.9 Mbps, respectively.
  • Two out of three 5G Global Winners for 5G Video Experience are Swedish: due to a three-way statistical tie, our users had the best 5G video streaming experience using Tele2, Telia — both from Sweden — and on Slovenia’s Telemach. Therefore, the three operators are 5G Global Winners for 5G Video Experience with statistically tied scores of 82.8-84.1 points on a 100-point scale.

Full report is here

 

Big Savers Tighten their Belts while Shopping Online

As the cost of living rises online shoppers are becoming more prudent. The survey has found that the majority of adults will shop around online to find the most pocket-friendly option before making a purchase. According to the survey over half (51%) of all adults will spend less on online shopping with 83% of respondents admitting they will shop around more given the current increase in the cost of living.

Dmac Media Director, Dave McEvoy commented:

“This survey shows that shoppers are willing to spend more time browsing for the best price and delivery, which means more opportunity for retailers to compete.   People are definitely tightening their belts, shopping around and thinking longer before making a purchase.  This makes it vital for businesses with an online store to monitor closely how their items are selling and adjust accordingly.  Retailers also need to highlight delivery time and cost to take advantage of the increase in more frugal visitors”

When shopping online, certain factors heavily influence adults spending habits with the majority (80%) admitting product prices are they biggest influence. Free or discounted shipping was the second highest factor with 71% of respondents admitting making their purchase decision when these were available. The survey results show that in the next six months, 75% of online shoppers are likely to make an online purchase of clothing or apparel. This is on trend with the overconsumption of fast fashion and although there is a significant emphasis being put on the impact fast fashion has on the planet it does not seem to deter people from indulging in new attire online. Other than clothes, gifts or giftware, home and garden supplies, groceries, food and takeaways will be top of the online shopping list of Irish consumers in the coming months.

The results of the survey carried out by Dmac Media show the average spend online per month overall is €149.93 and the average number of Online stores visited is 3.2.

The convenience and options are endless which makes shopping around and saving money easier than ever before. The overall increase in living costs will be a factor in how much disposable income is there to be spent and will force online shoppers to shop around and find the best offers that suits their needs. Overall online shopping has a part to play in the everyday lives of adults across Ireland and will continue to do so.

The survey was conducted iReach Insights for Dmac Media. The research report provides insights into online shopping influences and purchase triggers. The report also provides insights into future online purchase plans and the average spend online per month and websites visited.

Research results now available online at https://dmacmedia.ie/industry-insights

New research highlights growing potential of Irish Immersive Technology industry

A new research report “The Irish Immersive Economy” launching today shows that the Irish immersive technology sector is currently worth over €43 million, with significant potential for future growth as 63% of businesses in the sector expect to grow in the coming 12 months.

Commissioned by Immersive Technologies Skillnet, Animation Skillnet and Screen Skillnet, all promoted by Dublin Business lnnovation Centre (DBIC), the report outlines Ireland’s current immersive technology capacity and capabilities. It also makes recommendations that support business growth across a range of sectors and supports the attraction of foreign-direct investment within the sector.

The research finds that there is significant opportunity for Irish immersive tech businesses to excel on a global scale, with 80% of Irish immersive businesses are exporting to Europe and internationally. Investment in the sector is also robust with a majority of organisations surveyed certain they will either make a major investment (22.2%) or exploring new applications (40.5%), with a further 18.5% seeing a possibility of investing in the next 12 months.

The report also explores the most critical barriers to growth in the sector, and signalling that significant strategic support is required to capitalise on these new opportunities. Five main barriers to growth of the sector include shortages in talent (44.9%), funding (44.1%), knowledge (31.5%) and time (31.5%), as well as a lack of an ecosystem (29.9%).

Speaking in advance of the launch, Tracey Donnery, Executive Director, Skillnet Ireland said“Immersive technologies have evolved rapidly in recent years. For Ireland to be a global leader in this space, we need to ensure the immersive technologies talent base reflects not just current business demands but the challenges of future growth in existing and new markets. Central to achieving our potential in this space will be developing a robust skills and talent pipeline, a world class research and development framework, and relevant business supports to start-ups and scaling up existing businesses.”

 Susan Talbot, Network Manager, Immersive Technologies Skillnet, said: “This much needed body of work not only gives us a baseline for future research around the Irish immersive ecosystem, but will help align thinking and aid key decision makers moving forward. From a Network perspective, the recommendations will ensure a continued industry-led approach in building Ireland’s immersive talent pool.”

 Camille Donegan, Director of Eirmersive and Creative Director of Solas VR, said“This important report was commissioned to gain a better understanding of Ireland’s emerging immersive technology ecosystem and talent needs. It responds to a growing demand from industry itself to articulate Ireland’s unique voice and contribution to the national and global immersive technology marketplace. The report will also help inform how key government stakeholders can go further in supporting the needs of this emerging sector.”

 The report also reveals sectors where immersive technologies are finding the widest application including education and research, software development, and training and skills. It also shows the real-life impact of immersive technologies and the benefits it can offer Irish businesses and people including:

  • BioPharmaChem Skillnet recently collaborated with TU Dublin to develop a VR programme called ‘Powder Handling for Pharma Manufacturing’. Using VR, it allows participants to learn powder handling essentials – a critical process in pharmaceutical manufacturing – in a low-risk environment – significantly reducing training costs as workers virtually perform activities in a simulated environment.
  • Immersive tech is also helping many organisations who are unlikely to go back to a full “office only” model. MeetingRoom has built a secure and scalable end to end VR enterprise solution to encourage collaboration where people cannot be in the same room together, proving especially useful for sessions that do not work well on standard video calls, such as workshops, brainstorming, site tours and audits.

Engineering sector seeing post-pandemic boost as over 81% say their organisation plans to recruit in 2022

Confidence in the engineering sector is continuing to grow with over 81% of professionals in the area saying their organisation plans to recruit engineers in 2022, according to a new report by Engineers Ireland.

And while the engineering industry faced restrictions and difficulties during the Covid-19 crisis, 80% of public sector engineers, 77% in consultancy and 76% in utilities enjoyed salary increases over the last year, indicating a growing national focus on strategically important infrastructural projects to support renewed growth post-pandemic.

The new report, ‘Engineering 2022: A barometer of the profession in Ireland’, also found that Leaving Certificate choices have shown a growing trend of engagement in STEM subjects over the past 5 years, increasing by 27%. Since 2011 there has been a 178% increase in students sitting higher-level mathematics. The report also states that 95% of the respondents in the public survey believe engineers demonstrate a high level of competence in their work, second only to doctors and ahead of teachers, judges and the Gardaí.

Speaking at the launch of the publication, the Minister for Education, Norma Foley, TD said: “This report showcases the important role the engineering sector plays within Irish society. Promoting STEM subjects is a priority for the Department of Education and it is important that we as educators continue our efforts to strengthen, support and nurture interest in STEM-related careers. The recent STEPS Engineers Week campaign once again highlighted the tremendous career opportunities on offer in engineering, and I applaud Engineers Ireland’s continuing efforts to showcase the exciting world of STEM to the young, curious minds of Ireland.”

Professor Orla Feely, President of Engineers Ireland, commented: “With so many engineering firms creating jobs in the short to medium term, the challenge as always is to ensure Ireland has the ready supply of engineering skills needed to fill those positions and deliver the vital infrastructural projects needed to galvanize Ireland’s post-pandemic recovery. The encouraging signs of increased STEM interest in our schools must be built upon through strong partnership across industry, the education system and academia to produce an increased supply of the engineers our country so badly needs. Bridging the gap between men and women working in the sector is also a priority and we must do more to address the drop off between females graduating with engineering qualifications and then working in industry.”

Caroline Spillane, Director General of Engineers Ireland, added: “The engineering sector has remained robust throughout the pandemic and has experienced continued growth, with salaries across all engineering disciplines increasing again last year. As we continue on our path to recovery, our members’ skills will be vital to delivering a sustainable, green, and digital future across all aspects of our society and realising the ambition of Project Ireland 2040.”

To see the report in full, visit: https://www.engineersireland.ie/Professionals/News-Insights/Campaigns-and-policies/Reports/Engineering-barometer

Consumer protection foundation seeks record damages of nearly €5 billion from Apple

The Consumer Competition Claims Foundation announced that it is filing the largest class action damages claim in the EU on behalf of Apple iPhone and iPad consumers. Apple has illegally used its monopoly power to make consumers overpay for apps and in-app purchases for more than a decade. The lawsuit, which will be filed in the Amsterdam District Court, seeks damages for EU consumers who have bought an app in the Apple App Store or made an Apple in-app purchase since 1 September 2009, as well as a court order to force Apple to stop its unlawful behaviour.

Apple’s abusive behaviour towards European consumers

The action alleges that Apple has taken specific steps to ensure that purchasers of iPhones and iPads have had no choice but to shop for apps via the Apple App Store and pay with Apple’s own payment service Apple IAP. Because users cannot use a different platform to buy apps and make in-app purchases, Apple has effectively created a marketplace over which it has complete control. Consumers cannot purchase any apps – such as Minecraft, Angry Birds, Baby Monitor 3G, Moofer MyFitnessPal and CandyCrush – on their iPhone or iPad without using Apple’s platform.

Apple has taken advantage of its monopoly position by taking an up to 30% cut of every sale from app developers – a fee that experts have concluded is six times higher than it would have been in a competitive marketplace. In turn, app developers have been forced to increase their prices, passing the cost of Apple’s monopolistic practices along to consumers. Damages from Apple’s abusive scheme amount to nearly €5 billion, exclusive of interest.

Consumer Competition Claims

The Consumer Competition Claims Foundation is a not-for-profit consumer organization that defends consumers against unfair trade practices and obtains compensation for their losses. The management and supervisory boards consist of experts in (competition) law and finance.

Bert Heikens, the foundation’s Chairman, commented, “After careful review, the board decided to take on Apple because it has clearly abused its dominance for over a decade, and caused consumers across the EU significant financial harm. This is just the type of consumer protection case that our foundation pursues.”

The Dutch foundation has enlisted the legal services of international law firm Scott + Scott, the largest law firm in the Netherlands representing victims of anti-competitive schemes, to handle its claim. “We are pleased the foundation has turned to our law firm to seek relief from Apple,” said David Scott, the firm’s managing partner.

We demand that Apple cease abusing its dominant position in the market. In addition, it must compensate tens of millions of consumers across the EU for the damage it has inflicted,” continued Damiën Berkhout, a partner in Scott + Scott’s Dutch office.

All costs for the claim are being funded by Hereford Litigation, a third-party litigation funder experienced in the financing of group and collective litigation globally.

European consumers can register their support

The foundation calls on consumers who have made a purchase in the Apple App Store or via an Apple in-app purchase since 1 September 2009 to register at https://www.consumercompetitionclaims.com/  We strongly encourage consumers to register on the website,” said Heikens, “Simply by adding their names, they can help ensure that they are positioned to receive the damages they deserve to collect.”

2021 report – How much value does your phone depreciate every year. Check out who is losing the most value

Just like a new car starts to lose value the second you drive it out of the dealership, phones start to depreciate as soon as you take them out of the box – and some depreciate in value much faster than others.

musicMagpie’s Annual Phone Depreciation Report uses our own trade-in data to compare the values of the most popular phones from Apple, Samsung, Google, OnePlus and Huawei, for three years from the date the device was launched, creating a definitive guide to phone depreciation.

We’ve crunched the numbers to help you reduce the amount of money you lose from depreciation and help you make smarter choices for the environment too.

Of all the 5G phones released, the iPhone 12 Pro, one of Apple’s first 5G-enabled models, managed to retain its value the best in the six months after release, dropping by just 32%. Samsung’s first 5G-enabled phone release, the Samsung 10 5G, lost a higher 55% of its value in the first six months.

The 10 phones which held the most of their value at 12 months are all iPhones – making them the better investment for people who are likely to trade their device back in every year to upgrade.

The iPhone 11 has held onto its value the best, depreciating by 33% in the first 12 months. The iPhone 11 Pro, and iPhone 8 Plus take the 2nd and 3rd positions, losing 36% and 38% of their value respectively after 12 months.

The OnePlus 7T and the Samsung S7 Edge are the best performing non-Apple phones, losing 50% and 52% of their value in their first 12 months on sale.

The Huawei Mate 30 Pro was the worst performing phone in our 2021 report, losing a huge 87% of its value in the first year. The Huawei P20 and OnePlus 8 were the next worst performing phones, losing 84% and 83% of their value after just 12 months.

Apple’s worst performing model was the iPhone X, which lost 51% of its value 12 months after launch. The Samsung models which depreciated most in the first 12 months were Samsung Flip, which lost a substantial 83% of its value, and the Samsung Fold, which lost 75%.

 

FULL REPORT 

 

 

#Nokia to publish Q4- 2013 and full year 2013 results report on January 23, 2014 -#Nokia #Press

– Regrouped historical results information to be provided in advance

Espoo, Finland – Nokia will publish its fourth quarter 2013 and full year 2013 results report on Thursday January 23, 2014 at approximately 1pm Finnish time (CET+1). The report will be made available on the Nokia website immediately after publication.

Nokia’s analyst conference call will begin at 3pm Finnish time. A webcast of the conference call will be available at http://www.nokia.com/global/about-nokia/investors/financials/reports/results—reports/. Media representatives wishing to listen in may call +1 706 634 5012, conference ID 31396210.

Nokia publishes only a summary of its interim reports in stock exchange releases. The stock exchange releases include a link to the relevant complete interim reports with tables in PDF-format. The complete fourth quarter 2013 and full year 2013 report with tables will be available at http://www.results.nokia.com/results/Nokia_results2013Q4e.pdf. Investors should not rely on summaries of Nokia’s interim reports only, but should review the complete interim reports with tables.

Additionally, the complete interim report with tables will be available shortly after publication at www.nokia.com/financials, where you may also access our past quarterly and annual financial reports.

– See more at: http://press.nokia.com/2014/01/16/nokia-to-publish-fourth-quarter-2013-and-full-year-2013-results-report-on-january-23-2014-in-a-new-reporting-format/#sthash.xZevnUYW.dpuf

 

Nokia financial reporting structure and historical results information

After receiving shareholder approval of the pending sale of substantially all of its Devices & Services business at our Extraordinary General Meeting in November last year, Nokia is reporting substantially all of its Devices & Services business as discontinued operations in its fourth quarter 2013 and full year 2013 results report.

Nokia currently has three continuing businesses: Nokia Solutions & Networks (NSN), HERE and Advanced Technologies. Reflecting this composition, Nokia will publish financial information for all three businesses in next week’s report. Specifically, Nokia will report financial information for a total of four reportable segments – Mobile Broadband and Global Services within NSN, HERE, and Advanced Technologies – and, additionally, separate information for Discontinued Operations.

In advance of January 23, 2014, Nokia plans to publish a stock exchange release which contains, for comparability purposes, certain historical results (on an unaudited basis) reflecting the new reporting structure. We intend to provide this information at least 24 hours before the results announcement. We intend to provide quarterly information for the fourth quarter 2012 through the third quarter 2013, as well as annual information for the full year 2012.

As previously announced, as a result of the debt securities NSN issued in March 2013, NSN is committed to making certain financial data publicly available through its standalone reporting format as long as the notes are outstanding. In line with this obligation, the NSN standalone report will be made publicly available for the first, second and third quarter of the fiscal year within 60 days following the end of respective quarter and for the full year within 120 days after the end of the fiscal year. Therefore, no NSN standalone interim report will be published with respect to the fourth quarter 2013.

– See more at: http://press.nokia.com/2014/01/16/nokia-to-publish-fourth-quarter-2013-and-full-year-2013-results-report-on-january-23-2014-in-a-new-reporting-format/#sthash.xZevnUYW.dpuf

 

FORWARD-LOOKING STATEMENTS
It should be noted that Nokia and its business are exposed to various risks and uncertainties and certain statements herein that are not historical facts are forward-looking statements, including, without limitation, those regarding: A) the planned sale by Nokia of substantially all of Nokia’s Devices & Services business, including Smart Devices and Mobile Phones (referred to below as “Sale of the D&S Business”) pursuant to the Stock and Asset Purchase Agreement, dated as of September 2, 2013, between Nokia and Microsoft International Holdings B.V.(referred to below as the “Agreement”); B) the closing of the Sale of the D&S Business; C) receiving timely, if at all, necessary regulatory approvals for the Sale of the D&S Business; D) expectations, plans or benefits related to or caused by the Sale of the D&S Business; E) expectations, plans or benefits related to Nokia’s strategies, including plans for Nokia with respect to its continuing businesses that will not be divested in connection with the Sale of the D&S Business; F) expectations, plans or benefits related to changes in leadership and operational structure; G) expectations and targets regarding our operational priorities, financial performance or position, results of operations and use of proceeds from the Sale of the D&S Business; and H) statements preceded by “believe,” “expect,” “anticipate,” “foresee,” “sees,” “target,” “estimate,” “designed,” “aim”, “plans,” “intends,” “focus,” “will” or similar expressions. These statements are based on management’s best assumptions and beliefs in light of the information currently available to it. Because they involve risks and uncertainties, actual results may differ materially from the results that we currently expect. Factors, including risks and uncertainties that could cause these differences include, but are not limited to: 1) the inability to close the Sale of the D&S Business in a timely manner, or at all, for instance due to the inability or delays in obtaining necessary regulatory approvals for the Sale of the D&S Business, or the occurrence of any event, change or other circumstance that could give rise to the termination of the Agreement; 2) the potential adverse effect on the sales of our mobile devices, business relationships, operating results and business generally  resulting from the announcement of the Sale of the D&S Business or from the terms that we have agreed for the Sale of the D&S Business; 3) any negative effect from the implementation of the Sale of the D&S Business, as we may forego other competitive alternatives for strategies or partnerships that would benefit our Devices & Services business and if the Sale of the D&S Business is not closed, we may have limited options to continue the Devices & Services  business or enter into another transaction on terms favorable to us, or at all; 4) our ability to effectively and smoothly implement planned changes to our leadership and operational structure or maintain an efficient interim governance structure and preserve or hire key personnel; 5) any negative effect from the implementation of the Sale of the D&S Business, including our internal reorganization in connection therewith, which will require significant time, attention and resources of our senior management and others within the company potentially diverting their attention from other aspects of our business; 6) disruption and dissatisfaction among employees caused by the plans and implementation of the Sale of the D&S Business reducing focus and productivity in areas of our business; 7) the amount of the costs, fees, expenses and charges related to or triggered by the Sale of the D&S Business; 8) any impairments or charges to carrying values of assets or liabilities related to or triggered by the Sale of the D&S Business; 9) potential adverse effects on our business, properties or operations caused by us implementing the Sale of the D&S Business; 10) the initiation or outcome of any legal proceedings, regulatory proceedings or enforcement matters that may be instituted against us relating to the Sale of the D&S Business, as well as the risk factors specified on pages 12-47 of Nokia’s annual report on Form 20-F for the year ended December 31, 2012 under Item 3D. “Risk Factors.” and risks outlined in our interim report issued on October 29, 2013. Other unknown or unpredictable factors or underlying assumptions subsequently proving to be incorrect could cause actual results to differ materially from those in the forward-looking statements. Nokia does not undertake any obligation to publicly update or revise forward-looking statements, whether as a result of new information, future events or otherwise, except to the extent legally required.

About Nokia
Nokia is a global leader in mobile communications whose products have become an integral part of the lives of people around the world. Every day, more than 1.3 billion people use their Nokia to capture and share experiences, access information, find their way or simply to speak to one another. Nokia’s technological and design innovations have made its brand one of the most recognized in the world. For more information, visit http://www.nokia.com/about-nokia.

– See more at: http://press.nokia.com/2014/01/16/nokia-to-publish-fourth-quarter-2013-and-full-year-2013-results-report-on-january-23-2014-in-a-new-reporting-format/#sthash.xZevnUYW.dpuf