Should all future kids contents be interactive? What are the best games and TV coproduction models?

Global Kids Media Congress – March 10, 2016

Joëlle CAROLINE – MOTION PICTURES PARTIE 2

UBISOFT AT A GLANCE KEY FACTS & FIGURES 3 rd INDEPENDENT PUBLISHER WORLDWIDE €1.463 BILLION +15 FRANCHISES In Sales CREATED IN THAT HAVE SOLD MORE THAN ONE MILLION UNITS in 2014-15 50 +10 000 TEAM MEMBERS IN 30 COUNTRIES BWAAAAHS 1986 per second INTERNATIONAL PRESENCE 96 NATIONALITIES SPREAD ACROSS 6 CONTINENTS

MORE THAN 10 000 TEAM MEMBERS OVER

80% STUDIOS OF TEAMS BUSINESS OFFICES DEDICATED TO VIDEO GAME STUDIO + BUSINESS OFFICE DEVELOPMENT THE VIDEO GAME MARKET IN 3 KEY FIGURES

Global video Over game market expected to value: Digital game & downloadable 14 content sales $83 million are growing at rate of new-gen consoles billion sold 33% in less than a year by 2016 * Year-on-Year **

* PwC, Global Entertainment & Media Outlook: 2012-2016 ** Research analysis from NPD, iResearch and Digi-Capital presented at GDC 2013 MARKET SEGMENTATION

HIGH-END Console & PC games +14 MILLION PS4 AND XBOX ONE IN LESS THAN ONE YEAR

DIGITAL Free-to-Play and social 1.86 BILLION ACTIVE SOCIAL NETWORK USERS

MOBILE games OVER A BILLION SMARTPHONES IN THE WORLD 792 APPS DOWNLOADED EVERY SECOND* * Source : Federal Communications Commission (2013) WHO’S PLAYING?

53% 58% 48% 62% of players of Americans of players of gamers play games with others, play on smartphones play video games. are female. either in person or online.

* Data from Entertainment Software Association (2013 report ) AND THE KIDS ? source GAME VISION & HARDWARE ADOPTION 8-13 BAROMETE 2013 R 2014 0-6 7-9 10-13 14+ NINTENDO 3DS WII iPOD TOUCH FAMILY PC ‘OLD-GEN’ CONSOLE TABLET SMARTPHONE PERSONAL LAPTOP ‘CURRENT-GEN’ CONSOLE source

GAME SOFTWARE ADOPTION 8-13 VISION 2013

0-6 7-9 10-13 14+ EDUCATIONAL & CARING VIRTUAL WORLDS LIFE SIM RACING EXPRESSION SPORTS ADVENTURE SANDBOX SHOOTER SNACKER source

MARKET FUTURE TECH TRENDS 10-13 WATCH 2014

In 2017, 10-13 yo will have access to: And they will crave for: Android TV Cloud Gaming Virtual Reality

Wearable Tech 3D Printing PARTIE 4

UBISOFT’S MAJOR KIDS BRANDS EXPERIENCES TO BE SHARED WITH FRIENDS 10 million copies sold JUST DANCE 56 million games sold

RAVING 14 million copies sold 28 million copies sold PARTIE 4

FOCUS ON THE RABBIDS VIDEO GAME TV SHOW MERCH./LICENCING CO-BRANDING ATTRACTIONS 15M VIDEO GAME UNITS SOLD WORLDWIDE CO-PRODUCED WITH FRANCE TELEVISIONS 450M VIEWS WORLDWIDE- RABBIDS TV SERIES

3M LICENSING PRODUCTS SOLD WORLDWIDE

80M + VIEWS ON RABBIDS YOUTUBE CHANNEL WORLDWIDE DISTRIBUTION

THEA AWARD FOR BEST DARK RIDE WORLDWIDE 2014 FTD & NICKELODEON Season 1: Fully broadcasted on FTV & NICK Season 2: Currently on air Season 3: In production, launch summer 2016 in France 65M viewers in 2015 On FTV & Nickelodeon Worldwide 10 + Free TV channels Worldwide 50 + Broadcasting countries total Deal inked with CCTV China (airing 2016) RELEASED CREATING STRONG BRANDS CREATING STRONG BRANDS • Iconic characters, • captivating scenarios • innovative Ubisoft creates • immersive and engaging worlds that offer players • original and memorable experiences. • where people can learn and grow BUILDING THE BRIDGES GAME MOVIE BUILDING THE BRIDGES MOVIE GAME

2005 2009 2011 UBISOFT’S FIRST STEPS GAME SHORTS FEATURE FILMS

2009 2012 2016 TOMORROW : INTERACTIVE ?

• 360 Strategy : Communication Tools : Yes A whole range of commercial products : No if your brand is not installed • Interactivity Consistent and rich contents – or nothing! Are the parents ready to buy ?