Reference Document 2014

Total Page:16

File Type:pdf, Size:1020Kb

Reference Document 2014 REFERENCE DOCUMENT 2014 Pursuant to Article 212-13 of the General Regulations of the Autorité des Marché Financiers (AMF), this reference document was filed with the AMF on 24 April 2015 under the number D.15-0405. It may be used in support of a financial operation if accompanied by a "note d'opération" (securities note) approved by the AMF. This document has been authored by the issuer and is binding upon the signatories. Pursuant to Article 28 of European Commission (EC) Regulation 809/2004, the following information is included in this reference document by way of reference: ● The consolidated and individual financial statements for the fiscal year ended 31 December 2012, as well as the related auditors' reports, appear on pages 81 to 151 of the reference document filed with the AMF on 30 April 2013 under number D.13-0478. ● The consolidated and individual financial statements for the fiscal year ended 31 December 2013, as well as the related auditors' reports, appear on pages 95 to 176 of the reference document filed with the AMF on 17 April 2014 under number D.14-0377. Copies of this document are available at GAMELOFT S.E.'s registered office: 14 rue Auber, 75009 PARIS. Registered office: 14 rue Auber, 75009 Paris European Company with capital of 4,281,254.85 euros Tel.: (33) 1 58 16 20 40 Paris Corporate and Trade Register No. 429 338 130 - NAF code 5821Z Page 1 CONTENTS 1. PERSONS RESPONSIBLE FOR THE DOCUMENT 9 1.1 Person Responsible for the Reference Document 1.2 Certification of the Person Responsible for the Document 1.3 Persons Responsible for the Audit of the Financial Statements 1.3.1 Principle Auditors 1.3.2 Acting Auditors 1.4 Person Responsible for Financial Communications 1.5 Financial Communications Schedule 2. MANAGEMENT REPORT 12 Group Activity and Earnings for Fiscal Year 2014 2.1.1 Presentation of the Group 2.1.1.1 History and Company Activity 2.1.1.1.1 Mobile and Tablet Games 2.1.1.1.2 TV Games 2.1.1.1.3 Gameloft Game Distribution 2.1.1.1.4 Highlights of 2014 2.1.1.2 Group Strategy 2.1.1.2.1 The Only Game Catalogue of Its Kind in the World 2.1.1.2.2 World-Renowned Quality 2.1.1.2.3 A Catalogue of Strong Licences 2.1.1.2.4 The Most Extensive Distribution Network in the Industry 2.1.1.3 Market Outlook 2.1.2 Earnings for Fiscal Year 2014 2.1.2.1 Highlights of Fiscal Year 2014 2.1.2.2 Quarterly and Annual Consolidated Revenue 2.1.2.3 Revenue by Business Segment 2.1.2.4 Revenue by Geographic Region 2.1.2.5 Change in Income 2.1.2.6 Change in Working Capital Requirement (WCR) and Debt 2.1.2.7 Policy on Financing of Assets 2.1.3 Cash Assets and Capital 2.1.3.1 Change in Shareholders' Equity Capital 2.1.3.2 Cash Flow 2.1.3.3 Borrowing Terms and Financing Structure 2.1.4 Sustained Development 2.1.4.1 Note on Methodology 2.1.4.1.1 Reporting Period 2.1.4.1.2 Reporting Scope 2.1.4.1.3 Reporting Principle 2.1.4.2 Human Resources Page 2 2.1.4.2.1 The Market's Top Development Operation 2.1.4.2.2 Attracting and Retaining Talent 2.1.4.2.3 Diversity 2.1.4.2.4 Providing a Work Setting that Ensures Well-Being 2.1.4.3 Environment: Environmental Indicators 2.1.4.4 Societal 2.1.4.4.1 A Company that Listens to Its Customers 2.1.4.4.2 Territorial, Economic and Social Impacts 2.1.4.4.3 Human Rights 2.1.4.4.4 Subcontracting and Suppliers 2.1.4.4.5 Actions Taken to Prevent Corruption 2.1.4.5 Report from the Independent Third-Party Entity on Consolidated Social, Environmental and Societal Information Appearing in the Management Report 2.1.5 Subsidiaries and Equity Capital Holdings 2.1.5.1 Organisational Chart as of 31 December 2014 2.1.5.2 Change over the Fiscal Year 2.1.5.3 Subsidiary Activities 2.1.6 General Information 2.1.6.1 Investment Policy 2.1.6.2 Research and Development Policy 2.1.7 Risk Factors 2.1.7.1 Risks Related to Activity 2.1.7.1.1 Risks Related to Failure to Implement the Development Plan 2.1.7.1.2 Risks Related to Delays in the Release of a Major Game 2.1.7.1.3 Risks Related to Employees 2.1.7.1.4 Risks Related to the Departure of Key Employees 2.1.7.1.5 Risks Related to Conducting Business in Several Countries 2.1.7.1.6 Risks Related to Dependence on Clients 2.1.7.1.7 Risks Related to Dependence on Suppliers, Subcontractors and Strategic Partners 2.1.7.1.8 Risks Related to Changes in Technology 2.1.7.1.9 Risks Related to Infrastructure Failure 2.1.7.1.10 Risks Related to Information Systems and Computer Security 2.1.7.1.11 Risks Related to Growth Management 2.1.7.1.12 Risks Related to Grants and Tax Credits 2.1.7.1.13 Risks Related to Accounting and Finances 2.1.7.2 Legal Risks 2.1.7.2.1 Litigation – Legal Proceedings and Arbitration 2.1.7.2.2 Regulatory Environment 2.1.7.2.3 Intellectual Property Risks 2.1.7.2.4 Risks Related to Licence Agreements 2.1.7.3 Industrial Risks or Risks Related to the Environment 2.1.7.4 Financial Risks 2.1.7.5 Insurance and Risk Coverage 2.1.8 Off-Balance Sheet Commitments 2.1.9 Events Subsequent to the Close of Year 2.2 Year-End Individual Financial Statements at 31 December 2014 Page 3 2.2.1 Individual Financial Statements of Gameloft SE at 31 December 2014 2.2.1.1 Gameloft SE Balance Sheet at 31 December 2014 2.2.1.2 Gameloft SE Income Statement at 31 December 2014 2.2.2 Financial Table 2.2.3 Proposed Allocation of Profit 2.2.4 The LME Law – Gameloft SE Payment Deadlines (in €K) 2.3 Information about the Company 2.3.1 General Information about the Company 2.3.2 Additional Information about the Company 2.3.2.1 Memoranda of Association and Articles of Association 2.3.2.1.1 Corporate Purpose (Article 3 of the Articles of Association) 2.3.2.1.2 Year-End Financial Statements – Allocation and Distribution of Profit (Article 26 of the Articles of Association) 2.3.2.1.3 General Meetings (Articles 20, 21 and 22 of the Articles of Association) 2.3.2.1.4 Holdings outside the Statutory Thresholds (Article 8 of the Articles of Association) 2.3.2.1.5 Rights Attached to Shares (Articles 9 and 10 of the Articles of Association) 2.3.2.1.6 Amendments to the Articles of Association 2.3.2.2 Share Capital 2.3.2.2.1 Change in Share Capital during the Fiscal Year Ended 31 December 2014 2.3.2.2.2 Buyback by the Company of Its Own Shares 2.3.2.2.3 Unissued Authorised Capital 2.3.2.2.4 Potential Capital 2.3.2.2.5 Share Subscription Options (Plans in Effect at 31 December 2014) 2.3.2.2.6 Bonus Issues of Shares (Plans in Effect at 31 December 2014) 2.3.2.2.7 The Employee Stock Ownership Plan within the Framework of a Collective Employee Shareholding Plan (Hereinafter FCPE) 2.3.2.2.8 Change in Share Capital over the Last Three Fiscal Years 2.3.2.2.9 Securities Not Representing Capital 2.3.2.2.10 Purchase Rights or Obligations Linked to Capital Subscribed but Not Paid 2.3.2.2.11 Options or Agreements Not Conditional on a Member of the Group 2.3.2.2.12 Identifying Security Holders 2.3.2.2.13 Provision Causing a Delay in Change in Control 2.3.2.2.14 Clause Establishing Approval Requirement 2.3.2.2.15 Provision Governing Changes in Capital when These Conditions Are Stricter than Those Provided by Law 2.3.2.2.16 Gameloft Shares 2.3.2.2.17 Dividends 2.3.2.2.18 Securities Services Provider 2.3.2.3 Key Shareholders 2.3.2.3.1 Changes in the Share Structure over the Last Three Fiscal Years 2.3.2.3.2 Distribution of Capital and Voting Rights at 28 February 2015 2.3.2.3.3 Holdings outside Thresholds concerning Capital and Voting Rights 2.3.2.3.4 Agreements Made by the Company Which Are Amended or Terminated in Case of Change in Control 2.3.2.3.5 Shareholders’ Agreements Page 4 2.4 Corporate Governance 2.4.1 Code of Corporate Governance 2.4.2 Composition and Operation of the Board of Directors and Management 2.4.2.1 Composition of the Board of Directors 2.4.2.2 The Group's Management 2.4.2.3 Rules Applicable to the Appointment and Replacement of the Members of the Board of Directors 2.4.2.4 Operation of the Board of Directors and Management 2.4.2.5 Absence of Fraud Conviction, of Association with Bankruptcy or of Incrimination and/or Public Sanction 2.4.2.6 Loans and Guarantees Granted to the Board of Directors 2.4.2.7 Potential Conflicts of Interest concerning Members of the Board of Directors 2.4.2.8 Services Contract with the Issuer and Its Subsidiaries 2.4.3 Composition/Role and Functions of the Board of Directors’ Committees 2.4.3.1 Composition of the Committees 2.4.3.2 Role and Functions of the Committees of the Board 2.4.3.2.1 Appointments and Compensation Committee 2.4.3.2.2 Audit Committee 2.4.4 Other Mandates and Functions Exercised by Members of the Administrative and Management Bodies 2.4.4.1 Mandates and Functions Exercised within the Gameloft Group 2.4.4.1.1 Mandates and Functions in Effect at 31 December 2014 within the Gameloft Group 2.4.4.1.2 Mandates and Functions Expired over the Course of the Last Five Fiscal Years within the Gameloft Group 2.4.4.2 Mandates and Functions Exercised outside of the Gameloft Group 2.4.4.2.1 Mandates and Functions in effect at 31 December 2014 outside of the Gameloft Group 2.4.4.2.2 Mandates and Functions Expired over the Course of the Last Five Years outside of the Gameloft Group 2.4.5 Compensation of Senior Executives 2.4.5.1 Compensation and Benefits of Any Kind Earned by Executive Directors 2.4.5.2 Directors' Fees and Other Compensation Received by Non-Executive Directors 2.4.5.3 Stock Option and Subscription Plan 2.4.5.4 Bonus Issues of Shares 2.4.5.5 Compensation and Benefits Due to Termination of the Duties of the Company's Managers 2.4.6 Operations Referred to in Article L.
Recommended publications
  • Ubisoft Studios
    CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies.
    [Show full text]
  • Multiprocessing Contents
    Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References .............................................
    [Show full text]
  • Modèle Press Release
    Sales of €167.0 Million for the First Nine Months of 2014, Up 4% on a Constant-Exchange-Rate Basis Paris (France), November 5, 2014 – Today, Gameloft, a leading digital and social game developer and publisher, released its sales figures for the nine months ended September 30, 2014. “After several quarters with a low number of releases, Gameloft has returned to launching new games at a more regular pace. While this is not yet apparent in the quarterly sales, we believe it will progressively start showing in the coming quarters and accelerate throughout 2015,” stated Michel Guillemot, CEO of Gameloft. “In the meantime, the ongoing traction of our back catalogue has allowed our revenue to continue to grow on a like-for-like basis in the first nine months of 2014 despite significant headwinds. This strong performance from the back catalogue in a very competitive environment is due to our efficient update strategy along with the quality and diversity of our product portfolio. Although we would like to be further along, we believe we have made the right decisions by reducing our time to market, progressively changing our product mix towards more mid-core and female oriented games and focusing on improving monetization and by doing so we believe we have positioned the company for growth in the coming years.” Selected Financial Highlights and Metrics Nine-month sales of €167.0 million, down 2% year on year, and up 4% on a constant- exchange-rate basis. Back catalogue games accounted for 92% of first-nine-month sales, up 10% year on year.
    [Show full text]
  • Ubisoft Opens Production Studio in Sofia, Bulgaria
    UBISOFT OPENS PRODUCTION STUDIO IN SOFIA, BULGARIA Sofia, Bulgaria – June 29, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced the opening of a new studio in Sofia, Bulgaria. Alexandru-Ion Radu, recently director of recruitment and training at Ubisoft’s Romania studio, has been appointed manager of the new studio, reporting directly to Sébastien Delen, managing director of Ubisoft Romania . The studio will open its doors today with 21 team members and plans to hire 40 additional employees by the end of 2006. A core group of 11 team members, nine engineers and two artists has already been working at Ubisoft Romania on the production of the recently released the popular flight- simulation game Blazing Angels ™ Squadrons of WWII for the Xbox 360 video game and entertainment system from Microsoft. The professionalism and talent of this core team persuaded Ubisoft to establish a studio in Sofia, where the superior high-tech education in the area means an exciting talent pool. The new team will immediately begin work on development of several titles, including the PC version of Rayman Raving Rabbids ™, under the artistic direction of its creator Michel Ancel and a console version of CSI: Crime Scene Investigation™: 3 Dimensions of Murder. “The opening of our new studio in Bulgaria is part of Ubisoft’s ongoing strategy to develop major titles internally, ensuring creativity and innovation.” said Christine Burgess- Quémard, executive director, Worldwide Studios at Ubisoft. “The core team of developers from Bulgaria has already proved itself and we look forward to expanding our studio through recruitment of the talented local engineers and artists.” About Ubisoft Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through its strong and diversified lineup of products and partnerships.
    [Show full text]
  • Babel Rising 3D Windows 8 Free
    Babel rising 3d windows 8 free click here to download Download this game from Microsoft Store for Windows 10 Mobile, Windows Phone , Windows Phone 8. See screenshots, read the latest customer reviews, and compare ratings for Babel Rising 3D. This is a "freemium" game, without the free, and its not that fun. Controls are clunky and instructions are unhelpful, at best. Babel Rising 3D Review: Punish free thinkers on Windows Phone and Windows 8. Last year Ubisoft released its first Xbox game for Windows Phone, Babel Rising 3D. Mando Productions created the original game while Advanced Mobile Applications ported it to Windows platforms. Babel Rising arrived just a month before. Last year Ubisoft released its first Xbox game for Windows Phone, Babel Rising 3D. Mando Productions created the original game while Advanced Mobile Applications ported it to Windows platforms. Babel Rising arrived just a month before Windows Phone 8. Once the new mobile OS launched, the game. Features of Babel Rising: Prevent the workers from building the Babylon as a God; Use many God's powers; Mix the spells to create new ones; 3D graphics with smooth gameplay Minimum System Requirements: OS: Windows® XP, Vista, 7, 8, ; Processor: GHz Intel® Pentium® D or AMD®. Full list of Babel Rising 3D (Win 8) achievements. The game has 12 Achievements worth Gamerscore and takes around hours to complete. All the latest Babel Rising 3D (Win 8) news, sales, achievements, videos and screenshots. Gameplay footage. Fun and challenging game where for a change of pace you are the 'bad guy'. Visuals are. Gameplay footage.
    [Show full text]
  • Manual Gta Vice City Game for Mobile Java Phone
    Manual Gta Vice City Game For Mobile Java Phone Android gta mobile game game download - Grand Theft Auto: San Andreas 1.08: GTA Grand Theft Auto V: The Manual 4.0.1 Gangstar Rio: City of Saints 1.0.9 Fruit Ninja, the massively popular iOS, Android and Windows Phone game, gta vice city 3 game full version free download android mobile · gta 4 mobile. Grand Theft Auto: Vice City 1.07: Play one of the classic sandbox Grand Theft GTA San Andreas coming to iOS, Android and Windows Phone this December For a re-release, the game holds up well to other mobile games but not You can tap on a person to manually lock or the game will lock on the closest person. Online Manuals for Gta Vice City 240x400 Download gta vice city Mobile Games Java / mobile9 Vice City is now available on: Android Phones: Free Nokia N73 mobile phone java games and apps from MobileRated Download Free Your indispensible guide to crafting in Minecraft. gratisgamehp.com download free game of gta chandigarh vice city in Cars, Jalandhar. Search. Www Gta Vice City Ke Games Mobile 206 Nokia Wale Nokia B Series Java Action Lg Microwave Manual Pdf Gta Vice City Nokia 206 Mobile Game Free. Vice city android cheats, GTA Vice Baixar: GTA: San Andreas For Windows Phone. Download older versions of java. The dark knight rises free download. Kolbrin bible free download. Free mobile full song downloads Download games to phone Royal alpha 587cx cash register manual download Download gta vice city Manual Gta Vice City Game For Mobile Java Phone Read/Download Phoneky - Most Downloaded gta vice city- Java Games for Nokia, Sony Ericsson, iPhone, Samsung, Motorola, LG, Blackberry and for all other mobiles.
    [Show full text]
  • Spjaldtölvur Í Norðlingaskóla Smáforrit Í Nóvember 2012 – Upplýsingar Um Forritin Skúlína Hlíf Kjartansdóttir – 31.8.2014
    Spjaldtölvur í Norðlingaskóla Smáforrit í nóvember 2012 – upplýsingar um forritin Skúlína Hlíf Kjartansdóttir – 31.8.2014 Lýsingar eru úr iTunes Preview eða af vefsíðum fyrirtækja framleiðnda forritanna. ! Not found on itunes http://ruckygames.com/ 30/30 – Productivity By Binary Hammer https://itunes.apple.com/is/app/30-30/id505863977?mt=8 You have never experienced a task manager like this! Simple. Attractive. Useful. 30/30 helps you get stuff done! 3D Brain – Education / 1 Cold Spring Harbor Lab http://www.g2conline.org/ https://itunes.apple.com/is/app/3d-brain/id331399332?mt=8 Use your touch screen to rotate and zoom around 29 interactive structures. Discover how each brain region functions, what happens when it is injured, and how it is involved in mental illness. Each detailed structure comes with information on functions, disorders, brain damage, case studies, and links to modern research. 3DGlobe2X – Education By Sreeprakash Neelakantan http://schogini.com/ View More by This Developer https://itunes.apple.com/us/app/3d-globe-2x/id430309485?mt=8 2 An amazing way to twirl the world! This 3D globe can be rotated with a swipe of your finger. Spin it to the right or left, and if you want it closer zoom in, or else zoom out. Watch the world revolve at your fingertips! An interesting feature of this 3D globe is that you can type in the name of a place in the given space and it is shown on the 3D globe by affixing a flag to show you the exact location. Also, when you click on the flag, you will get the details about the place on your screen.
    [Show full text]
  • Assassin's Creed and Transmedia Storytelling
    International Journal of Gaming and Computer-Mediated Simulations Volume 8 • Issue 2 • April-June 2016 Assassin’s Creed and Transmedia Storytelling Connie Veugen, Vrije Universiteit Amsterdam, Amsterdam, Netherlands ABSTRACT Although, the term itself was coined more than ten years ago by Henry Jenkins, transmedia storytelling still needs to be researched as the terminology has proven to be multi-interpretable. Transmedia storytelling involving computer games is even less-well researched. This article will look into both issues. First it will take a critical look at transmedia storytelling to show the difference between it and other terms such as convergence, cross-media storytelling and radical intertextuality. Next, the article will look at the role of games in transmedia storytelling, focusing on the Assassin’s Creed Desmond Saga to determine if games can be used as a narrative element in transmedia storytelling or if games are only a more active way to take part in the storyworld. KeywoRdS Additive Comprehension, Assassin’s Creed, Confluence, Convergence Culture, Cross-media Storytelling, Franchise, Radical Intertextuality, Storyworld, Transmedia Practice, Transmedia Storytelling INTRodUCTIoN As theorists and practitioners have noticed, in the past decade a new type of narrative has emerged, one that is multimedial, non-linear, game-like, participatory, and immersive as Frank Rose states in his book The Art of Immersion (2011). Rose’s term for this new type of storytelling is “deep media” (2011, p. 3). In The Art of Immersion, Rose discusses the diverse aspects of deep media using recent examples such as the Alternate Reality Campaign1 Why So Serious? that preceded the 2008 Batman movie The Dark Knight; the fan twitter accounts for the popular TV-series Mad Men (2007 – 2015), which forced the television company to set up their own official accounts; as well as the often cited TV-series Lost (2004 – 2010).
    [Show full text]
  • Chiffre D'affaires Q4 2000-2001
    UBISOFT® ACQUIRES OWLIENT AND HOWRSE BRAND, STRENGTHENING ITS FREE-TO-PLAY EXPERTISE AND PORTFOLIO Paris, France – July 12, 2011 – Today, Ubisoft announced the acquisition of free-to-play game developer Owlient. The team at Owlient has extensive expertise in the management of online game-playing communities, and their Howrse brand has almost two million monthly active users. Founded in Paris in 2005, Owlient and their 40 team members is a forerunner in creating free- to-play games. The company set itself apart for its ability to develop the expertise and technology necessary to manage and entertain an online game community. "We are thrilled to welcome the talented team at Owlient to Ubisoft. Over the last five years they have developed an architecture dedicated to delivering and monetizing games as a service, as well as the skills of attracting and retaining online communities,” said Yves Guillemot, chief executive officer at Ubisoft. “This acquisition is the next step in the acceleration of Ubisoft’s free-to-play strategy following last year’s launch of Settlers Online, CSI Crime City and Heroes Kingdoms, as well as the recent beta launch of our ambitious title Tom Clancy’s Ghost Recon Online.” "Joining the Ubisoft team will allow us to accelerate our international business and to expand our expertise and our games to new platforms. It also lets us integrate our proven online services architecture with Ubisoft’s so that we can help grow their brands online,” affirmed Olivier Issaly, chief executive officer of Owlient. “We are proud of what our team has accomplished and confident that joining Ubisoft will allow us to continue that success.
    [Show full text]
  • Stealing Swagger: NFL End Zone Celebrations and Fortnite's Fortune Alex Avakiantz
    Washington Law Review Volume 94 | Number 1 3-1-2019 Stealing Swagger: NFL End Zone Celebrations and Fortnite's Fortune Alex Avakiantz Follow this and additional works at: https://digitalcommons.law.uw.edu/wlr Part of the Intellectual Property Law Commons Recommended Citation Alex Avakiantz, Comments, Stealing Swagger: NFL End Zone Celebrations and Fortnite's Fortune, 94 Wash. L. Rev. 453 (2019). Available at: https://digitalcommons.law.uw.edu/wlr/vol94/iss1/10 This Comments is brought to you for free and open access by the Law Reviews and Journals at UW Law Digital Commons. It has been accepted for inclusion in Washington Law Review by an authorized editor of UW Law Digital Commons. For more information, please contact [email protected]. 15 - Avakiantz.docx (Do Not Delete) 4/4/2019 9:00 PM STEALING SWAGGER: NFL END ZONE CELEBRATIONS AND FORTNITE’S FORTUNE Alex Avakiantz* Abstract: Football is a staple in many American households: each week, millions watch the game. Every year, National Football League athletes benefit by taking advantage of this passion, not only by earning millions of dollars in salary, but also by signing lucrative endorsement deals. While success on the field is a starting point, an athlete with a captivating personality stands to gain even more financially. A unique end zone celebration that captures fans’ hearts contributes to that personality and makes the player more marketable. In 2017, after announcing plans to relax the rules against end zone celebrations, the National Football League saw a rise in such celebrations. That same year, a video game called Fortnite exploded onto the scene.
    [Show full text]
  • Reference Document 2012
    REFERENCE DOCUMENT 2012 Pursuant to Article 212-13 of the General Regulations of the Autorité des Marchés Financiers (AMF), this reference document was filed with the AMF on 30 April 2013 under the number D. 13-0478. It may be used in support of a financial operation if accompanied by a “note d’opération” (securities note) approved by the AMF. This document has been authored by the issuer and is binding upon the signatories. Pursuant to Article 28 of European Commission (EC) Regulation 809/2004, the following information is included in this reference document by way of reference: ● The consolidated and individual financial statements for the fiscal year ended 31 December 2010, as well as the related auditors’ reports, appear on pages 74 to 148 of the reference document filed with the AMF on 29 April 2011 under number D.11-426. ● The consolidated and individual financial statements for the fiscal year ended 31 December 2011, as well as the related auditors’ reports, appear on pages 77 to 152 of the reference document filed with the AMF on 27 April 2012 under number D.12-0463. Copies of this document are available at the registered office of GAMELOFT SE – 14 rue Auber, 75009 Paris Registered office: 14 rue Auber, 75009 Paris Societas Europaea with capital of 4,090,926.20 euros Tel.: (33) 1 58 16 20 40 Paris Corporate and Trade Register No. 429 338 130 - NAF code 5821Z Page 1 CONTENTS 1. PERSONS RESPONSIBLE FOR THE DOCUMENT 10 1.1 Person Responsible for the Reference Document 1.2 Certification of the Person Responsible for the Document 1.3 Persons Responsible for the Audit of the Financial Statements 1.3.1 Principal Auditors 1.3.2 Acting Auditors 1.4 Person Responsible for Financial Communications 1.5 Financial Communications Schedule 2.
    [Show full text]
  • Registration Document and Annual Report Contents
    2015 Registration Document and Annual Report Contents Message from the Chairman 3 1 Key fi gures 5 5 Financial statements 93 1.1 Quarterly and annual consolidated 5.1 Consolidated fi nancial statements as sales 6 at March 31, 2015 94 1.2 Sales by platform 7 5.2 Statutory auditors’ report on the consolidated fi nancial statements 142 1.3 Sales by geographic region 8 5.3 Separate fi nancial statements of Ubisoft Entertainment SA for the 2 Group presentation 9 year ended March 31, 2015 144 5.4 Statutory auditors’ report on the 2.1 Group profi le and strategy 10 annual fi nancial statements 170 2.2 History 10 5.5 Ubisoft (parent company) results 2.3 Subsidiaries and equity investments 11 for the past fi ve fi nancial years 172 2.4 Research and development, investment and fi nancing policy 13 6 Information on the Company 2.5 2014/2015 fi nancial year 15 and its capital 173 2.6 Outlook 19 6.1 Legal information 174 3 6.2 Share capital and stock ownership 177 Governance, risks, risk 6.3 Securities market 186 management and internal control 21 6.4 Securities other than equity securities 190 3.1 Report of the Chairman of the 6.5 Financial communication 191 Board of Directors on corporate governance, internal control and risk management 22 7 General Meeting 193 3.2 Compensation of corporate offi cers – options or free shares awarded 7.1 Agenda 194 to the Group’s employees and 7.2 Draft resolutions for approval corporate offi cers 48 by the General Meeting 195 3.3 Statutory auditors’ report on the 7.3 Statutory auditors’ special report of the Chairman of the
    [Show full text]