Chiffre D'affaires Q4 2000-2001
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It's Meant to Be Played
Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform. -
Ubisoft Opens New Office in Mexico
UBISOFT EXPANDS TO MEXICO, ANNOUNCES ELECTRONIC GAMES SHOW LINEUP Opens New Office to Strengthen Video Game Business in High-Growth Region Paris, FRANCE – October 25, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced the opening of a new business office in Mexico City, Mexico. The new office opens with a core team that will focus on establishing business relationships to help increase Ubisoft’s market share in Mexico. Etienne-Charles Nobert, Ubisoft’s Latin American area manager, will spearhead operations in the new location and will report to Olivier Ernst, general manager of Ubisoft operations in Canada and Latin America. Ubisoft will be present at the Electronic Games Show (EGS) at the World Trade Center in Mexico City from October 27 through 29. With over 30,000 people expected to attend, EGS is the most important games event in Latin America. Ubisoft will present some of this year’s most anticipated titles on its booth: • Red Steel ™ (first-person action, presented on the Wii™): The only original first-person game built from the ground up for Wii launch. • Rayman: Raving Rabbids ™ (action-adventure, presented on the Wii) Rayman® is back to fight crazed bunnies in this legendary series that has sold 17 million copies worldwide. • Tom Clancy’s Splinter Cell Double Agent™ (spy action, presented on the Wii): An amazing new installment in this series that has already sold 14 million units worldwide. • Open Season ™ (kids action-adventure, presented on the PlayStation®2 computer entertainment system): The video game adaptation of Sony Pictures Animation’s eagerly awaited first CGI movie. -
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. -
EA and Crytek Launches Crysis Warhead in North America and Europe
EA and Crytek Launches Crysis Warhead in North America and Europe The Next Installment of the Award-Winning Crysis Franchise Arrives at Retail Stores This Week REDWOOD CITY, Calif., Sep 16, 2008 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and Crytek GmbH announced today that Crysis Warhead(R), the next installment in the award-winning Crysis(R) franchise, has shipped to retailers in North America and Europe and will hit store shelves and participating digital download services starting September 18, 2008 exclusively for the PC. Containing a new single player campaign featuring Crytek's trademark open-ended gameplay and stunning visuals along with Crysis Wars(R), the exciting new multiplayer suite for the Crysis universe, Crysis Warhead is a tremendous value at only $29.99 and does not require the original Crysis to play. "The launch of Crysis Warhead marks a significant milestone for the entire Crytek family," said Cevat Yerli, CEO and President of Crytek. "The team at Crytek Hungary has delivered a dynamic and intense single player experience more than worthy of the Crysis franchise, while the multiplayer team in Frankfurt has revisited and extended multiplayer in the Crysis universe with Crysis Wars. They are both great representations of our studio's core values of technical excellence, craftsmanship and quality." "Crytek is a world-class partner and quickly becoming one of the most formidable independent developers in the industry," said David DeMartini, Senior Vice President and General Manager of EA Partners. "Crysis was one of the best games of last year and we are thrilled to have the opportunity to bring Crysis Warhead, a game that actually improves upon Crysis' core experience, to the largest possible audience on a global stage." Crysis Warhead takes place alongside the events of last year's critical hit, with players experiencing the explosive battles against waves of challenging enemies on the other side of the island through the eyes and nanosuit of the bold and aggressive Sergeant "Psycho" Sykes. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Ubisoft Antes up with Tom Clancy's Rainbow Six
UBISOFT ANTES UP WITH TOM CLANCY’S RAINBOW SIX® VEGAS 2 Team Rainbow Returns to Celebrate10th Anniversary of Rainbow Six Franchise in Sin City in 2008 Paris, FRANCE — November 20, 2007 — Today Ubisoft, one of the world’s largest video game publishers, announced that it is developing Tom Clancy’s Rainbow Six® Vegas 2 for next-generation consoles and PC. Developed at Ubisoft Montreal by the same team that created the award-winning Tom Clancy’s Rainbow Six Vegas , the highly anticipated sequel is scheduled for a March 2008 release. Tom Clancy’s Rainbow Six Vegas 2 is the sixth iteration in the wildly successful Rainbow Six franchise which celebrates its 10 th anniversary in 2008 with more than 16 million units sold worldwide to date. “Tom Clancy’s Rainbow Six Vegas took the gaming world by storm in 2006 thanks to its technological advances and gameplay innovations,” said Yves Guillemot, president and chief executive officer at Ubisoft. “We are convinced that Tom Clancy’s Rainbow Six Vegas 2 will remain a pioneer in the highly competitive first person shooter genre, bringing more of what Rainbow Six fans love to the table.” The highly anticipated sequel to the winner of numerous awards, including IGN’s 2006 Best First Person Shooter and Best Online Game, Tom Clancy’s Rainbow Six Vegas 2 will push the franchise to new heights by adding new gameplay features and even more stunning visuals. Players will encounter an intense solo campaign that uses new tactical possibilities in various locations around Sin City. As expected with one of the pioneer franchises for online multiplayer Tom Clancy’s Rainbow Six Vegas 2 will also break new ground in both co-op and adversarial modes, while providing unprecedented interaction between the solo and multiplayer modes. -
„Es Muss Bluten, Ist Doch Klar“ Für 16 Millionen Euro Entwickeln Drei Deutschtürken Aus Frankfurt Das Computerspiel „Crysis“
ELECTRONIC ARTS Ballerspiel „Crysis“ (Ausschnitt): Ein Budget größer als für die meisten deutschen Kinofilme COMPUTERSPIELE „Es muss bluten, ist doch klar“ Für 16 Millionen Euro entwickeln drei Deutschtürken aus Frankfurt das Computerspiel „Crysis“. Bill Gates lobt ihre Fähigkeiten, doch in Deutschland bekommen sie Probleme: „Crysis“ ist ein Killer-Game – und solche Spiele will die Regierung verbieten. Von Ansbert Kneip lso, wenn er jetzt tot wäre, sagt Ce- und wenn das dargestellt wird mit einer jemandem, der ihnen die weitere Entwick- vat Yerli, er sitzt auf dem hellgrau- ungeheuer detaillierten, noch nie gesehe- lung finanziert. Sie hatten Erfolg. „Far Cry“ Aen Ledersofa, zurückgelehnt, lässt nen Grafik, wenn seine Spielfiguren durchs verkaufte sich mehr als 2,4 Millionen Mal. die Beine schlaff hängen und legt den Kopf Gelände schleichen und jedes Farnkraut Yerli ist jetzt 28 Jahre alt, vor der Tür nach hinten, um zu zeigen, wie das aus- einzeln erkennbar wird, wenn Yerli jeden parkt sein Mercedes Sportcoupé, man könn- sähe, also nur mal angenommen, er wäre Schattenwurf exakt berechnet, dann, sagt te sagen, er hat es geschafft. Er und seine eine Leiche, und jetzt würde ihm jemand er, kann er von einem Toten auch verlan- Brüder Faruk und Avni sind gleichberech- ins Bein schießen – Yerli feuert mit Dau- gen, dass der sich wie ein echter Toter be- tigte Eigentümer und Geschäftsführer. men und Zeigefinger auf seinen Ober- nimmt. Seine Meinung. Zurzeit arbeitet das Unternehmen an schenkel: „Das muss doch zucken, oder?“ Wie viele junge Türken spricht Yerli sehr dem Nachfolgespiel. „Crysis“ wird es Er bewegt sein Bein, als würde er einen schnell, und wenn er sich aufregt noch ein heißen, Ende des Jahres soll es eigentlich kurzen Pass schlagen. -
As a New Crop of Baby Animals
Expert Guidance on Children’s Interactive Media May 2009 Volume 17, No. 5, Issue 110 Bugsby Reading System Cate West: The Vanishing Files Circus Games Crayola Colorful Journey Curious George’s Dictionary DanceDanceRevolution Disney Grooves Donkey Kong Jungle Beat Elizabeth Find, MD: Diagnosis Mystery Emergency! Disaster Rescue Squad Excitebots: Trick Racing Faceland Free Realms Grand Slam Tennis Harry Potter and the Half-Blood Prince Hell’s Kitchen Intel ClassMate Convertible PC Jewel Master: Cradle of Rome Kids Collection DVDs LEGO Education: WeDo Robotics LEGO Rock Band M&M’s Beach Party Madden NFL 10 Mortimer Beckitt and the Secrets of Spooky Manor NCAA Football 10 Nitro Jr. Notebook Nitro Tunes Desktop PuttingPutting thethe OMG! High School Triple Play Pack Paper Show PebbleGo APTOP PeeWee Pivot Tablet Laptop ““LL”” Penguin Cold Cash Professor Heinz Wolff’s Gravity Ride & Learn Giraffe Bike Rosetta Stone Version 3, Level 1: inin OLPCONE LAPTOP PER CHILD Italian OLPC SCRABBLE The Atom Powered Intel ClassMate Convertable PC Secret Saturdays Sims 3, The Step & Count Kangaroo DDR Disney Grooves, Help for Baby Animals, Curious George on an iPhone, Talking Pens and more.... Super Secret (www.supersecret.com) Tiger Woods PGA Tour 10 TouchMaster 2 Up! V.Smile Smartridges for 2009 One Laptop Per Doctor “Mr. Buckleitner?” My doctor peered into the waiting room, juggling a battered HP Laptop TM in one arm. The computer was clearly both a nuisance and a necessity that had earned a May 2009 proper place in the medical routine. Volume 17, No. 5, Issue 110 As the blood pressure monitor tightened EDITOR Warren Buckleitner, Ph.D., around my arm, I asked about the laptop. -
Future Graphics in Games
Future graphics in games Anton Kaplanyan Lead researcher Cevat Yerli Crytek CEO Agenda • The history: Crytek GmbH • Current graphics technologies • Stereoscopic rendering • Current graphics challenges • Graphics of the future • Graphics technologies of the future • Server-side rendering • Hardware challenges • Perception-driven graphics The Past - Part 1 • March 2001 till March 2004 • Development of Far Cry • Development of CryEngine 1 • Approach: A naïve, but successful push for contrasts, by insisting on opposites to industry. size, quality, detail, brightness • First right investment into tools - WYSIWYPlay Past - Part 1: CryEngine 1 • Polybump (2001) • NormalMap extraction from High-Res Geometry • First „Per Pixel Shading“ & HDR Engine • For Lights, Shadows & Materials • High Dynamic Range • Long view distances & detailed vistas • Terrain featured unique base-texturing • High quality close ranges • High fidelity physics & AI • It took 3 years, avg 20 R&D Engineers CryENGINE 2 The Past – Part 2 – CryENGINE 2 • April 2004 till November 2007 • Development of Crysis • Development of CryEngine 2 • Approach: Photorealism meets interactivity! • Typically mutual exclusive directions • Realtime productivity with WYSIWYPlay • Extremely challenging, but successful CryEngine 2 - Way to Photorealism The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again. The Past - Part 2: CryEngine 2 • CGI Quality Lighting & Shading • Life-like characters • Scaleable architecture in • Both content and pipeline • Technologies and assets allow various configurations to be maxed out! • Crysis shipped Nov 2007, works on PCs of 2004 till today and for future.. -
Prince of Persia the Sands of Time Is Rewarded Best Console Game of the Year at the 2004 Interactive Achievement Awards
Prince of Persia The Sands of Time is rewarded Best Console Game of the Year at the 2004 Interactive Achievement Awards Ubisoft wins 9 awards out of 23 nominations: its award- winning studios get the ultimate nod from industry peers Paris, FRANCE œ March 5, 2004 œ Ubisoft, one of the world‘s largest video game companies, was rewarded nine prestigious awards last night in Las Vegas at the 2004 Interactive Achievement Awards, including Best Console Game of the Year for its blockbuster hit Prince of Persia The Sands of Time™. Prince of Persia The Sands of Time took home more awards than any other game in the industry, including: Computer Action/Adventure Game of the Year, Outstanding Achievement in Game Design, Outstanding Achievement in Animation, Outstanding Achievement in Platform Action Adventure, Outstanding Achievement in Game Play Engineering, Outstanding Achievement in Visual Engineering and Outstanding Innovation in Computer Gaming. Tom Clancy‘s Rainbow Six ® 3 was also acknowledged as the Console First Person Action Game of the Year. In addition to Prince of Persia and Rainbow Six 3, Beyond Good & Evil™, XIII , Uru™: Ages Beyond MYST ®, Tom Clancy‘s Splinter Cell ® and IL2 Sturmovik were also nominated for awards. Similar to the Academy Awards for the film industry, the awards hosted by the Academy of Interactive Arts and Sciences are granted by members of the video game industry. —Ubisoft has the second largest internal game development studio in the industry and we are very proud to be recognized for producing the most creative and groundbreaking games of the year,“ said Yves Guillemot, President and CEO, Ubisoft. -
Annual Report 2015 Entertain. Inform. Engage
Annual Report 2015 Entertain. Inform. Engage. Key fi gures SHARE PRICE PERFORMANCE 30/04/2013 – 31/12/2015* + 42.7 % )RTL GROUP + 54.5 % MDAX + 48.1 % DJ STOXX 600 INDEX = 100 * RTL Group shares have been listed in the Prime Standard of the Frankfurt Stock Exchange since 30 April 2013. RTL GROUP REVENUE SPLIT In 2015, TV advertising accounted for 49.4 per cent of RTL Group’s total revenue, making the Group one of the most diversified groups when it comes to revenue. Content represented 22 per cent of the total, while greater exposure to fast-growing digital revenue streams and higher margin platform revenue will further improve the mix. 11.8 % OTHER 8.4 % DIGITAL 49.4 % TV ADVERTISING 22.0 % CONTENT 4.1 % PLATFORM REVENUE 4.3 % RADIO ADVERTISING Key fi gures REVENUE 2011 – 2015 (€ million) EBITA 2011 – 2015 (€ million) 15 6,029 15 1,167 14 5,808 14 1,144* 13 5,824* 13 1,148** 12 5,998 12 1,078 11 5,765 11 1,134 * Restated for IFRS 11 * Restated for changes in purchase price allocation ** Restated for IFRS 11 NET PROFIT ATTRIBUTABLE TO RTL GROUP SHAREHOLDERS 2011 – 2015 (€ million) EQUITY 2011 – 2015 (€ million) 15 789 15 3,409 14 652* 14 3,275* 13 870 13 3,593 12 597 12 4,858 11 696 11 5,093 * Restated for changes in purchase price allocation * Restated for changes in purchase price allocation TOTAL DIVIDEND/ MARKET CAPITALISATION* 2011 – 2015 (€ billion) DIVIDEND YIELD PER SHARE 2011 – 2015 (€ )(%) 15 11.9 15 4.00* 4.9 14 12.2 14 5.50** 6.8 13 14.4 13 7.00*** 10.0 12 11.7 12 10.50 13.9 11 11.9 11 5.10 6.6 * As of 31 December * Including