Baromètre Annuel Du Jeu Vidéo En France ÉDITION 2014

Total Page:16

File Type:pdf, Size:1020Kb

Baromètre Annuel Du Jeu Vidéo En France ÉDITION 2014 Baromètre annuel du jeu vidéo en France ÉDITION 2014 PREMIÈRE ÉDITION UNE COLLABORATION SNJV - IDATE Sommaire Tables PRÉAMBULE 6 Table 1 : L’activité principale des entreprises interrogées 12 RAPPEL MÉTHODOLOGIQUE 6 Table 2 : La pratique de la prestation de service par les studios de développements 13 L’ESSENTIEL 7 Table 3 : La pratique de la prestation en fonction de l’ancienneté des entreprises 13 1. LE TISSU ÉCONOMIQUE ET LA Table 4 : La part moyenne de la prestation dans PRODUCTION DE JEUX VIDÉO le chiffre d’affaires par tranche EN FRANCE 12 de revenus en 2014 13 Table 5 : La part de la prestation dans le chiffre 1.1. UN TISSU DE JEUNES ENTREPRISES, d’affaires en fonction de l’ancienneté TIRÉ PAR LA CRÉATION 12 des entreprises 14 1.2. LA FRANCE, Table 6 : Les différents types de prestations TERRE DE PRODUCTION VIDÉO LUDIQUE 15 réalisées par les studios 14 1.3. DES MODÈLES DE PRODUCTION FORTEMENT Table 7 : Les différents types de prestations IMPACTÉS PAR LA DÉMATÉRIALISATION 23 spécialisées réalisées par les studios 14 Table 8 : La répartition du volume d’entreprises 2. L’EMPLOI DANS L’INDUSTRIE interrogées par date de création 15 DU JEU VIDÉO EN FRANCE 29 Table 9 : La moyenne d’emplois ETP en fonction 2.1. UNE GRANDE DISPARITÉ DE TAILLES de l’ancienneté des entreprises 15 D’ENTREPRISES ET DE VOLUME D’EMPLOIS 29 Table 10 : Les types de jeux développés par les studios interrogés 15 2.2. DES EMPLOIS PÉRENNES ET QUALIFIÉS 32 Table 11 : Les studios de développement et 2.3. DES PERSPECTIVES ENCOURAGEANTES 33 le statut d’indépendant 15 Table 12 : Les différents genres de jeux développés 3. LA SITUATION ÉCONOMIQUE ET par les studios interrogés 16 FINANCIÈRE DES ENTREPRISES Table 13 : La répartition du catalogue des FRANÇAISES DU JEU VIDÉO 34 éditeurs/distributeurs en fonction 3.1. DES ENTREPRISES EN CROISSANCE MALGRÉ des plates-formes 16 UNE CERTAINE FRAGILITÉ ÉCONOMIQUE 34 Table 14 : Les plates-formes de développement privilégiées par les studios 17 3.2. LA QUESTION CRITIQUE DU FINANCEMENT DU DÉVELOPPEMENT DE L’ENTREPRISE 36 Table 15 : Les nouveaux projets commercialisés en 2014 par studios de développement 18 4. PERSPECTIVES : LES ENTREPRISES Table 16 : Les nouveaux projets commercialisés en 2014 par les éditeurs 18 FRANÇAISES DU JEU VIDÉO ENTRE Table 17 : La stratégie de commercialisation «digitale» PERTE DE COMPÉTITIVITÉ ET des studios de développement OPTIMISME 39 sur consoles portables 18 4.1. L’OPTIMISME MODÉRÉ DES ENTREPRENEURS Table 18: La stratégie de commercialisation «digitale» DANS UN CONTEXTE DE VISIBILITÉ des studios de développement FINANCIÈRE À COURT TERME 39 sur consoles de salon 19 Table 19 : La stratégie de commercialisation des 4.2. LA FAIBLE ATTRACTIVITÉ DE LA FRANCE DANS studios de développement sur tablettes 20 UN MARCHÉ COMPÉTITIF ET MONDIALISÉ 40 Table 20 : La stratégie de commercialisation des 5. CONCLUSION 42 studios de développement sur téléphones mobiles & smartphones 20 6. A PROPOS DU SNJV 44 Table 21 : La stratégie de commercialisation des studios de développement sur 7. A PROPOS DE L’IDATE 45 ordinateurs individuels 21 Table 22 : La part de projets développés en 2014 22 Tables Table 23 : La part des propriétés intellectuelles Table 46 : Le chiffre d’affaires moyen des originales parmi les projets développés entreprises interrogées 34 en 2014 22 Table 47 : Le chiffre d’affaires moyen des entreprises Table 24 : Les studios de développement et interrogées en fonction de leur ancienneté 34 l’auto-commercialisation 23 Table 48 : La situation comptable à fin 2013 des Table 25 : Les modes de diffusion des jeux vidéo par entreprises interrogées en fonction de les studios de développement 23 leur ancienneté 34 Table 26 : Les modèles économiques adoptés par Table 49 : Le chiffre d’affaires moyen des studios de les studios interrogés 24 développement interrogés 34 Table 27 : La part moyenne de chaque modèle Table 50 : Le chiffre d’affaires moyen des studios de économique dans le catalogue des studios de développement interrogés 34 développement 24 Table 51 : Le chiffre d’affaires des studios de Table 28 : Le budget de production annuel moyen développement en fonction de engagé par entreprise en fonctions des leur ancienneté 35 terminaux 25 Table 52 : La situation financière fin 2013 des studios de Table 29 : Les dispositifs de financement utilisés par développement en fonction de les studios de développement pour leur ancienneté 35 financer leur production 27 Table 53 : La part de l’exportation des entreprises 35 Table 30 : La répartition des modes de financement Table 54 : La part du budget consacré dans les budgets de production 28 au développement international 35 Table 31 : Les sources de financement des Table 55 : La part du budget consacré entreprises interrogées 28 au développement international Table 32 : La moyenne des emplois ETP par (studios de développement) 35 entreprise en 2013 et 2014 29 Table 56 : Les sources de financement des Table 33 : La moyenne des emplois équivalents entreprises interrogées 36 temps plein de 2014 en fonction de Table 57 : Les besoins en financement des l’ancienneté des entreprises 29 entreprises interrogées 36 Table 34 : La répartition des emplois équivalent Table 58 : Les conditions d’accès au crédit bancaire temps plein en fonction de des entreprises interrogées 37 l’ancienneté des entreprises 29 Table 59 : Les levées de fonds des entreprises Table 35 : La moyenne des emplois ETP par en 2012 37 entreprise en 2013 et 2014 30 Table 60 : Le montant des fonds levés Table 36 : La moyenne des emplois ETP par en moyenne en 2012 37 studio de développement en 2013 et 2014 30 Table 61 : Les levées de fonds des entreprises Table 37 : La moyenne d’emplois ETP en fonction en 2013 37 de l’ancienneté des entreprises en 2014 30 Table 62 : Le montant des fonds levés Table 38 : La moyenne des emplois ETP par en moyenne en 2013 37 studio de développement en 2013 et 2014 31 Table 63 : L’utilisation des levées de fonds 38 Table 39 : La moyenne d’emplois ETP en fonction de Table 64 : La levée de fonds en 2015 38 l’ancienneté des studios de développement 31 Table 65: Le niveau de confiance des personnes Table 40 : La répartition des emplois équivalent interrogées vis-à-vis de l’avenir de leur temps plein en fonction de l’ancienneté entreprise 39 des studios de développement 31 Table 66 : La visibilité financière des entreprises 39 Table 41 : A quelle convention collective est rattachée votre entreprise ? 31 Table 67 : L’opinion sur l’avenir du secteur vidéoludique français 40 Table 42 : La répartition des effectifs en fonction des catégories de métiers 32 Table 68 : L’attractivité de la France pour accueillir le secteur du jeu vidéo 40 Table 43 : La répartition des effectifs en fonction du type de contrat 32 Table 69 : Les pays/régions les plus attractifs 41 Table 44 : L’évolution des effectifs d’ici à 2015 33 Table 45 : Les emplois créés d’ici à 2015 33 Figures Figure 1 : Le Jeu vidéo en France 12 Figure 23 : La répartition des modes de financement dans Figure 2 : L’activité principale les budgets de production 28 des entreprises interrogées 12 Figure 24 : La moyenne des emplois ETP Figure 3 : La pratique de la prestation de service par entreprise en 2013 et 2014 29 par les studios de développements 13 Figure 25 : La moyenne des emplois équivalents temps Figure 4 : Les différents types de prestations plein par entreprise en fonction de leur réalisés par les studios 14 ancienneté 29 Figure 5 : La répartition du volume d’entreprises Figure 26 : La répartition des emplois équivalent interrogées par date de création 15 temps plein en fonction de l’ancienneté des entreprises 30 Figure 6 : La répartition du catalogue des éditeurs / distributeurs interrogés Figure 27 : La moyenne des emplois ETP en fonction des plateformes 16 par entreprise en 2013 et 2014 30 Figure 7 : Les plateformes de développement Figure 28 : La moyenne des emplois ETP privilégiées par les studios 17 par studio de développement en 2013 et 2014 30 Figure 8 : Les nouveaux projets commercialisés en 2014 18 Figure 29 : La moyenne des emplois ETP par entreprise en 2013 et 2014 31 Figure 9 : Les nouveaux projets commercialisés en 2014 par les éditeurs 18 Figure 30 : La répartition en pourcentage des effectifs en fonction des catégories de métiers 32 Figure 10 : La stratégie de commercialisation «digitale» des studios de développement sur consoles Figure 31 : L’évolution des effectifs d’ici à 2015 33 portables 19 Figure 32 : Les emplois créés d’ici à 2015 33 Figure 11 : La stratégie de commercialisation «digitale» Figure 33 : La répartition des entreprises en fonction de des studios de développement leurs besoins en financement 36 sur consoles de salon 19 Figure 34 : L’utilisation des levées de fonds 38 Figure 12 : La stratégie de commercialisation Figure 35 : Le niveau de confiance des personnes des studios de développement interrogées vis-à-vis de l’avenir de leur sur tablettes 20 entreprise 39 Figure 13 : La stratégie de commercialisation Figure 36 : La visibilité financière des entreprises 39 des studios de développement sur Figure 37 : L’opinion sur l’avenir du secteur téléphones mobiles & smartphones 21 vidéoludique français 40 Figure 14 : La stratégie de commercialisation des studios de développement sur ordinateurs individuels 21 Figure 15 : La part de nouveaux projets développés en 2014 22 Figure 16 : La part des propriétés intellectuelles originales parmi les projets développés en 2014 22 Figure 17 : Les studios de développement et l’auto-commercialisation 23 Figure 18 : Les modes de diffusion des jeux vidéo par les studios de développement 23 Figure 19 : Les modèles économiques adoptés par les studios interrogés 24 Figure 20 : La part moyenne de chacun de ces modèles économiques dans le catalogue des studios de développement 25 Figure 21 : Le budget de production annuel moyen en fonctions des terminaux 26 Figure 22 : Les dispositifs de financement utilisés par les studios de développement pour financer leur production 27 Préambule En France et dans le monde, le marché de la consommation de jeux vidéo est depuis une décennie en croissance constante (+280% en 10 ans).
Recommended publications
  • Chapter # 1 Introduction
    Chapter # 1 Introduction Mobile applications (apps) have been gaining rising popularity dueto the advances in mobile technologies and the large increase in the number of mobile users. Consequently, several app distribution platforms, which provide a new way for developing, downloading, and updating software applications in modern mobile devices, have recently emerged. To better understand the download patterns, popularity trends, and development strategies in this rapidly evolving mobile app ecosystem, we systematically monitored and analyzed four popular third-party Android app marketplaces. Our study focuses on measuring, analyzing, and modeling the app popularity distribution, and explores how pricing and revenue strategies affect app popularity and developers’ income. Our results indicate that unlike web and peer-to-peer file sharing workloads, the app popularity distribution deviates from commonly observed Zipf-like models. We verify that these deviations can be mainly attributed to a new download pattern, to which we refer as the clustering effect. We validate the existence of this effect by revealing a strong temporal affinity of user downloads to app categories. Based on these observations, we propose a new formal clustering model for the distribution of app downloads, and demonstrate that it closely fits measured data. Moreover, we observe that paid apps follow a different popularity distribution than free apps, and show how free apps with an ad-based revenue strategy may result in higher financial benefits than paid apps. We believe that this study can be useful to appstore designers for improving content delivery and recommendation systems, as well as to app developers for selecting proper pricing policies to increase their income.
    [Show full text]
  • Blackberry World Vendor Portal-User Guide
    BlackBerry World Vendor Portal User Guide Published: 2015-03-05 SWD-20150305162023155 Contents Getting started.............................................................................................................................................5 Checklist: submitting your first app.................................................................................................................5 Vendor guidelines and app vetting criteria...................................................................................................... 8 Apply for a BlackBerry World vendor account................................................................................................. 8 Tips for getting your apps approved.............................................................................................................. 10 About the app dashboard.............................................................................................................................12 Setting up your app in BlackBerry World.................................................................................................... 15 Adding apps to BlackBerry World................................................................................................................. 16 Naming your app..........................................................................................................................................16 Helping customers find your app.................................................................................................................
    [Show full text]
  • THIS WEEK ...We Focus on Some More Titles That Have Made an Impression on Eurogamer Readers, and Reveal Why
    Brought to you by Every week: The UK games market in less than ten minutes Issue 6: 14th - 20th July WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ...we focus on some more titles that have made an impression on Eurogamer readers, and reveal why. Plus - the highlights of an interview with Tony Hawk developer Robomodo, the latest news, charts, Eurogamer reader data, price comparisons, release dates, jobs and more! Popularity of Age of Conan - Hyborian Adventures in 2009 B AGE OF CONAN VS WII SPORTS RESORT #1 A This week we look at the Eurogamer buzz performance around two key products since the beginning of 2009. First up is the MMO Age of #10 Conan - a game which launched to great fanfare this time last year, but subsequently suffered from a lack of polish and endgame content. #100 Eurogamer.net Popularity (Ranked) Recently the developer, Funcom, attempted to reignite interest in the game by marketing the changes made in the build-up to its first anniversary - point A notes a big feature and #1000 Jul free trial key launch, while point B shows the Feb Mar Apr May Jun Jan '09 Age of Conan - Hyborian Adventures re-review which put the game right at the top of the pile earlier this month - whether that interest can be converted into subs is a different question, but the team has given itself a good Popularity of Wii Sports Resort in 2009 chance at least.
    [Show full text]
  • Apps and Technology Share - a Student Disability Services and Library Collaboration
    City University of New York (CUNY) CUNY Academic Works Publications and Research Lehman College 2015 Apps and Technology Share - A Student Disability Services and Library Collaboration Rebecca Arzola CUNY Lehman College How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/le_pubs/162 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] Apps and Technology Share A Student Disability Services and Library Collaboration 6th Annual CUNY Accessibility Conference Student Success in the Digital Age Friday, May 1st, 2015 John Jay College of Criminal Justice New York City Presenters Stephanie Arriola Students Disability Specialist, Lehman College Rebecca Arzola Government Documents-Collection Development Librarian, Leonard Lief Library, Lehman College Lauren McCarthy LEADS Advisor, Lehman College William Medina Accounting Major, Spring 2015, Lehman College Justin Perez Computer Science Major, Fall 2015, Lehman College The Story q Student Share and Students-on-the-Go q Collaboration q Technology qAssistive Technology qProductivity q Accessibility of documents and software q Going forward with universal design Student Share Students On-the-Go q Successful collaborative student share event between the Office of Student Disability Services and the Library, early Spring 2015. q Developed from a conversation about what apps and technology students use. q To create
    [Show full text]
  • Illegal File Sharing
    ILLEGAL FILE SHARING The sharing of copyright materials such as MUSIC or MOVIES either through P2P (peer-to-peer) file sharing or other means WITHOUT the permission of the copyright owner is ILLEGAL and can have very serious legal repercussions. Those found GUILTY of violating copyrights in this way have been fined ENORMOUS sums of money. Accordingly, the unauthorized distribution of copyrighted materials is PROHIBITED at Bellarmine University. The list of sites below is provided by Educause and some of the sites listed provide some or all content at no charge; they are funded by advertising or represent artists who want their material distributed for free, or for other reasons. Remember that just because content is free doesn't mean it's illegal. On the other hand, you may find websites offering to sell content which are not on the list below. Just because content is not free doesn't mean it's legal. Legal Alternatives for Downloading • ABC.com TV Shows • [adult swim] Video • Amazon MP3 Downloads • Amazon Instant Video • AOL Music • ARTISTdirect Network • AudioCandy • Audio Lunchbox • BearShare • Best Buy • BET Music • BET Shows • Blackberry World • Blip.fm • Blockbuster on Demand • Bravo TV • Buy.com • Cartoon Network Video • Zap2it • Catsmusic • CBS Video • CD Baby • Christian MP Free • CinemaNow • Clicker (formerly Modern Feed) • Comedy Central Video • Crackle • Criterion Online • The CW Video • Dimple Records • DirecTV Watch Online • Disney Videos • Dish Online • Download Fundraiser • DramaFever • The Electric Fetus • eMusic.com
    [Show full text]
  • SUMMER 2010 2 Casual Connect Summer 2010 Casual Connect Summer 2010 3 4 Casual Connect Summer 2010 Contents
    SUMMER 2010 2 Casual Connect Summer 2010 Casual Connect Summer 2010 3 4 Casual Connect Summer 2010 Contents Jessica Tams | Letter from the Director 7 Legal Studio Spotlight | Playrix Entertainment 8 59 Legal Issues Around Social Games | Dr. Andreas Lober and Olivier Oosterbaan Design & Production Compliance and Contracting (Part One) 62 Keeping It Real | Alisdair Faulkner and Jeff Sawitke Kenji Hisatsune | The Perfect Play 12 The Top Online Gaming Scams and How to Prevent Them Principles Driving PAC-MAN’s Success David Rohrl | Fundamentals of Social Game Design 14 Marketing Part One: Reducing Churn 64 Putting the Money Where the Mouse Is | Jeremy Shea Magnus Alm and Johan Peitz | Taking Icy Tower to 16 Leveraging Social Platforms as a Monetization Engine Facebook Lessons Learned 65 The Debate Over Hardcore Female Gamers | Shanna Tellerman Scott Griffiths | QA Cost Containment Strategies 21 Beginning to Bridge the Gender Gap Maximizing ROI from QA Activities 68 Getting the Scoop on Design | Rick Marazzani Greg Rahn | Fun in Soundville 24 Principles Dished Out in Your Grocer’s Freezer A Conversation about Audio for Social Games David Westendorf | Telepathy in Games 26 Bringing Brain-Computer Interface Technology to Consumers Monetization 70 Paying Can Be Fun | Simon Jones Acknowledging the Most Important Interaction Industry Business Between Seller and Buyer Susan Wu | Bringing Some WoW to FarmVille Fans 28 74 Optimizing Offers | Alex Rampell City of Eternals Breaks New Ground Three Tips to Dramatically Increase Revenues and Make Users Happy Three Guys, Five Questions 32 A Brief Conversation about Social Games 76 Making Retail Pay | Ries Derkman Publishing Casual Games Through Retail Blake Madden | We All Scream For Streams 34 New Directions in Game Distribution Technology 79 Make Them an Offer They Can’t Refuse | Janis Zech and Jan Beckers Klaus Schmidt | Sell Ideas, Not Games 36 Choosing the Offer-based Monetization Platform Eight Questions Worth Pondering .
    [Show full text]
  • Serious Games Advergaming, Edugaming, Training and More
    Serious games Advergaming, edugaming, training and more Project manager Laurent Michaud [email protected] M83708 – June 2008 Author Julian Alvarez, PhD Science of Communication and Information Contributor Laurent Michaud, Head of the digital leisure division Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training and more This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers. 600 million to one billion potential Defining serious gaming Areas addressed users worldwide. There is a huge variety of ways to classify Today, serious games are employed in a At the end of 2007, the global video serious gaming. However, accepting the wide variety of sectors. game industry was worth 30 billion ambiguities and possible challenges in- Defence: one of the most important USD. At the same time, the serious herent in this, this study defines serious areas in terms of client investment and gaming market was estimated to be gaming as follows: orders. Serious games are also used by worth between 1.5 and 10+ billion The purpose of a serious game is to armies in Europe, though less widely than USD.
    [Show full text]
  • A Comparison of Mobile Application Adoption Between Chinese and Us College Students
    WHY DO WE CHOOSE THIS APP? A COMPARISON OF MOBILE APPLICATION ADOPTION BETWEEN CHINESE AND US COLLEGE STUDENTS Chenjie Zhang A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY August 2018 Committee: Louisa Ha, Advisor Patrick D. Pauken Graduate Faculty Representative Lisa Hanasono Kate Magsamen-Conrad © 2018 Chenjie Zhang All Rights Reserved iii ABSTRACT Louisa Ha, Advisor The present cross-cultural study applies the regulatory focus theory developed by Higgins and modifies the cultural dimensions proposed by Hofstede to explore and compare the relationships between cultural values and the focused strategic means college consumers use in China and the US. In total, 377 Chinese and 403 US college students participated in a survey to reveal the relations between variables of app download and their cultural values. In addition, for a deeper and insightful understanding of the app download behavior, the method of semi-structured interview was used to raise participants’ and the researcher’s consciousness of and critical reflections upon app download processes and experiences. The research results are five-fold: First, Chinese college students share similar scores of four cultural dimensions with the US college students, and there is no difference in indulgence between the two countries. Second, country is a more powerful variable than cultural dimensions in model testing in terms of differentiating consumers’ regulatory focus. US consumers are more likely to be promotion focused and Chinese consumers are likely to be prevention focused. Third, promotion focused consumers are likely to seek both hedonic and utilitarian gratifications, and to heuristically process information.
    [Show full text]
  • Additional Consumer Disclosures
    Additional Consumer Disclosures 7/1/2020 www.bryanu.edu Contents Supplemental Financial Assistance Information .......................3 Recognition of Citizenship ..................................................... 18 Net Price Calculator and Cost of Attendance Information ...... 18 Academic Planning and Improvement ................................... 19 Disclosure of Retention Rates as Reported to IPEDS .............. 20 Policies and Sanctions Related To Copyright Infringement and Liabilities ............................................................................... 20 Information Security Program ............................................... 24 Fraud Prevention ................................................................... 26 Supplemental Financial Assistance Information FINANCIAL ASSISTANCE The Bryan University Financial Assistance Office is available to provide financial access to all students who qualify. Abiding by federal and institutional guidelines, we seek to meet our student’s financial need and help students make responsible financial decisions. The University is committed to providing our students with information they need to make college as affordable as possible. Bryan University’s Financial Assistance Office is available to help make educational goals obtainable. Students must file a Free Application for Federal Student Aid (www.fafsa.ed.gov) to determine financial need. All applicants for their programs must be United States Citizens or eligible non-citizens. Satisfactory Academic Progress must be maintained
    [Show full text]
  • Blackberry Limited
    UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 __________________________________________________________ FORM 40-F REGISTRATION STATEMENT PURSUANT TO SECTION 12 OF THE SECURITIES EXCHANGE ACT OF 1934 or ANNUAL REPORT PURSUANT TO SECTION 13(a) OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended February 28, 2017 Commission File Number 0-29898 __________________________________________________________ BlackBerry Limited (Exact name of Registrant as specified in its charter) Ontario 3661 Not Applicable (Province or other Jurisdiction (Primary Standard Industrial (I.R.S. Employer of Incorporation or Organization) Classification Code Number) Identification No) 2200 University Ave East Waterloo, Ontario, Canada, N2K 0A7 (519) 888-7465 (Address and telephone number of Registrant’s principal executive offices) BlackBerry Corporation 3001 Bishop Drive, Suite 400 San Ramon, California, USA 94583 (925) 242-5660 (Name, address and telephone number of agent for service in the United States) __________________________________________________________ Securities registered or to be registered pursuant to Section 12(b) of the Act: Title of each class Name of each exchange where registered Common Shares, without par value Toronto Stock Exchange Common Shares, without par value NASDAQ Stock Market, LLC Securities registered or to be registered pursuant to Section 12(g) of the Act: None Securities for which there is a reporting obligation pursuant to Section 15(d) of the Act: None For annual reports, indicate by check mark the information filed with this Form: Annual information form Audited annual financial statements Indicate the number of outstanding shares of each of the Registrant’s classes of capital or common stock as of the close of the period covered by this annual report.
    [Show full text]
  • Blackberry Limited (Exact Name of Registrant As Specified in Its Charter)
    UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 __________________________________________________________ FORM 40-F REGISTRATION STATEMENT PURSUANT TO SECTION 12 OF THE SECURITIES EXCHANGE ACT OF 1934 or ANNUAL REPORT PURSUANT TO SECTION 13(a) OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 1, 2014 Commission File Number 0-29898 __________________________________________________________ BlackBerry Limited (Exact name of Registrant as specified in its charter) Ontario 3,661 Not Applicable (Province or other Jurisdiction (Primary Standard Industrial (I.R.S. Employer of Incorporation or Organization) Classification Code Number) Identification No) 2200 University Ave East Waterloo, Ontario, Canada, N2K 0A7 (519) 888-7465 (Address and telephone number of Registrant’s principal executive offices) BlackBerry Corporation 5000 Riverside Drive, Suite 100E, Irving, Texas, USA 75039 (972) 650-6126 (Name, address and telephone number of agent for service in the United States) __________________________________________________________ Securities registered or to be registered pursuant to Section 12(b) of the Act: Common Shares, without par value Securities registered or to be registered pursuant to Section 12(g) of the Act: None Securities for which there is a reporting obligation pursuant to Section 15(d) of the Act: None For annual reports, indicate by check mark the information filed with this Form: Annual information form Audited annual financial statements Indicate the number of outstanding shares of each of the Registrant’s classes of capital or common stock as of the close of the period covered by this annual report. The Registrant had 526,551,953 Common Shares outstanding as at March 1, 2014.
    [Show full text]
  • Towards Understanding and Detecting Fake Reviews in App Stores
    Empirical Software Engineering https://doi.org/10.1007/s10664-019-09706-9 Towards understanding and detecting fake reviews in app stores Daniel Martens1 · Walid Maalej1 © The Author(s) 2019 Abstract App stores include an increasing amount of user feedback in form of app ratings and reviews. Research and recently also tool vendors have proposed analytics and data mining solutions to leverage this feedback to developers and analysts, e.g., for supporting release decisions. Research also showed that positive feedback improves apps’ downloads and sales figures and thus their success. As a side effect, a market for fake, incentivized app reviews emerged with yet unclear consequences for developers, app users, and app store opera- tors. This paper studies fake reviews, their providers, characteristics, and how well they can be automatically detected. We conducted disguised questionnaires with 43 fake review providers and studied their review policies to understand their strategies and offers. By com- paring 60,000 fake reviews with 62 million reviews from the Apple App Store we found significant differences, e.g., between the corresponding apps, reviewers, rating distribution, and frequency. This inspired the development of a simple classifier to automatically detect fake reviews in app stores. On a labelled and imbalanced dataset including one-tenth of fake reviews, as reported in other domains, our classifier achieved a recall of 91% and an AUC/ROC value of 98%. We discuss our findings and their impact on software engineering, app users, and app store operators. Keywords Fake reviews · App reviews · User feedback · App stores 1 Introduction In app stores, users can rate downloaded apps on a scale from 1 to 5 stars and write a review message.
    [Show full text]