UBISOFT Annonce Ses Résultats Pour L'exercice 2005-2006
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Ubisoft® Reports Third Quarter 2014-15 Sales
Ubisoft® reports third quarter 2014-15 sales . Record third-quarter sales, coming in above target at €810 million . Targets for full-year 2014-15 updated Paris, February 12, 2015 – Today, Ubisoft released its sales figures for the fiscal quarter ended December 31, 2014. Sales Sales for the third quarter of 2014-15 came to €809.7 million, up 55.8% (or 49.5% at constant exchange rates) compared with the €519.7 million recorded for third-quarter 2013- 14. For the first nine months of fiscal 2014-15, sales totaled €1,293.9 million versus €813.0 million in the corresponding prior-year period, representing an increase of 59.2% (or 58.3% at constant exchange rates). The third-quarter sales figure was higher than the target of approximately €730 million announced when Ubisoft released its first-half 2014-15 results. This performance reflects: . A sharp increase in market share to 12.8%1 for 2014 (from 9.6% in 2013). A very good performance delivered by the two Assassin’s Creed® opuses, Far Cry® 4 and The Crew®, with respective sales of 10 million, 7 million and 2 million units (sell- in): Far Cry 4 was voted “Best Shooter” at "The Games Awards 2014". Assassin’s Creed Unity won the prize for best “Character Animation in a Video Game” at the Annie Awards. To date, The Crew has recorded the best sales1 for the racing games released in late 2014. A solid showing from Just Dance® with 4 million units sold (sell-in). The continued success of Watch Dogs®, with 10 million units sold (sell-in) since its release. -
Ubisoft® Bringing Assassin's Creed Iv® Black Flagtm, Watch Dogstm
UBISOFT® BRINGING ASSASSIN’S CREED IV® BLACK FLAGTM, WATCH DOGSTM AND OTHER TOP TITLES TO XBOX ONE Publisher Plans to Deliver At Least Six Next-Gen Games for Xbox One During the System’s First 12 Months Paris, FRANCE — May 21, 2013 — Today, following the announcement of Xbox One, the all-in-one games and entertainment system from Microsoft, Ubisoft revealed that two of its most highly-anticipated titles – Assassin’s Creed IV Black Flag and Watch Dogs – will be available on the platform later this year. Ubisoft also announced that these titles will be among at least six next-gen games released for Xbox One in the system’s first year. “The next generation of consoles will reinvigorate our industry and make it possible for us to deliver incredible new entertainment to gamers,” said Yves Guillemot, co-founder and chief executive officer, Ubisoft. “Our teams are using the innovations in connectivity, immersion and social gaming included in Xbox One to create original and memorable next-gen gaming experiences.” In addition to Assassin’s Creed IV Black Flag and Watch Dogs, Ubisoft will deliver a mix of new episodes of existing franchises, new IPs and digital titles for Xbox One within the system’s first 12 months on the market. More information about the lineup of games planned for the new system will be available during Ubisoft’s press conference at E3. About Assassin’s Creed IV Black Flag: Assassin’s Creed IV Black Flag tells the story of Edward Kenway, a young British man with a thirst for danger and adventure, who falls from privateering for the Royal Navy into piracy as the war between the major Empires comes to an end. -
Analisi Della Crescita Di Società Di Gaming Attraverso La Lettura Dei Bilanci
ANALISIANALISI DELLADELLA CRESCITACRESCITA DIDI SOCIETÀSOCIETÀ DI GAMINGGAMING ATTRAVERSOATTRAVERSO LALA LETTURALETTURA DEIDEI BILANCI TESI DI LAUREA DI GUGLIELMO CALAMIA PACINI TESI DI LAUREA DI GUGLIELMO CALAMIA PACINI MATRICOLAMATRICOLA 212111 212111 INTRODUZIONE L’oggetto della tesi di questo saggio è analizzare alcune delle più note aziende dell’industria dell’intrattenimento videoludico. Si partirà con delle breve esposizioni della loro storia, i pe- riodi di crescita più significativi e l’analisi dei titoli chiave del loro successo degli ultimi dieci anni dal 2011 al 2019; le so- cietà prese sono la EA Sports o Electronic Arts Inc., la Ubisoft Entertainment SA e la Nintendo Co. Ltd. Su ognuna di esse verrà analizzata, tramite la lettura dei loro documenti di bilancio, la loro evoluzione anche collegando a questi dati numerici le informazioni relativi all’immissione dei prodotti chiave nel mercato e le loro conseguenze nei pe- riodi successivi. Una volta esposte tutte le imprese, ci prodigheremo alla for- mulazione di ipotesi sul loro futuro. 3 DESCRIZIONE DEL MERCATO L’incredibile successo di questo mercato dell’intrattenimento è frutto di un continuo sviluppo tecnologico iniziato in America a partire dalla fine degli anni ’40 ma arrivando alla prima di- stribuzione globale di prodotti videoludici solo nel 1961. Fu tuttavia a metà degli anni ’60 (1966) che fu introdotto uno degli strumenti principali del successo videoludico nonché elemento chiave per molte imprese neo-entranti, l’introduzio- ne della prima console. Dall’introduzione di quel primo modello, molte altre imprese hanno tentato di ottenere il controllo del mercato delle console e a oggi solo tre imprese detengono il controllo: la Sony, con la PlayStation; la Microsoft con l’XboX e infine la Nintendo con i suoi GameBoy, Wii e più recentemente Nintendo Switch (tra l’altro la EA e Ubisoft distribuiscono i loro prodotti console pro- prio su PlayStation e XboX e Switch). -
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. -
Livewire Zine Issue 9
ISSUE NINE / 2016 / FREE LIVEWIRE.ORG.AU LIVEWIRE.ORG.NZ BART’S ICECREAM IN A BAG WHAT’S IT LIKE TO BE A YOUTUBE STAR LIVEWIRE PHOTO COMP 2016 Livewire Zine Photo Comp FINALISTS winner - CATE MADE JUST FOR TEENAGERS ART / MUSIC / CRAFT / COMPETITIONS / STUFF CONTENTS 2. SNEAKER FREAKER: EXPLORING THE WORLD OF SNEAKER COLLECTING issueNINEHello! And welcome to Issue Nine! This issue is all about PEOPLE THAT MAKE imagery. We don’t normally theme our issues but I really 4. SHELL VALENTINE: TAILS OF A TATTOO ARTIST wanted to explore something that is so important (if not THIS HAPPEN un-noticed) in our lives. Imagery appears everywhere, ZINE TEAM from art to architecture, to words on a page or photos MIKE-LW 7. RECIPE: ICE CREAM IN A BAG on a screen. Imagery shapes how we interpret the LAUREN-LW HANNAH-LW world and in turn who we are as individuals. When you 8. MONEY DOESN’T GROW ON CHRISTMAS TREES tell a story, your words transform into images; when GABRIELLE-LW you sleep, your dreams come to life; when you listen BART-LW to music your mind creates colours, shapes, emotions CORAL-LW 10. SPOT THE DIFFERENCE and meaning. In this issue we really wanted to explore JONO-LW COVER ART all the facets of what imagery can be, from an interview 11. A CHAT WITH A LIVEWIRE.ORG MEMBER @MENTOR-MONKMAN with Shell Valentine, a Melbourne based tattoo artist or EMMA the Livewire Zine’s first photography competition, where ART WORK the teenagers from around the country share their EMMA 12. -
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. -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
UBISOFT Creator of Worlds: How Signiant Helps Power Ubisoft’S Global Game Development
CASE STUDY UBISOFT Creator of Worlds: How Signiant helps power Ubisoft’s global game development Ubisoft is well-known as a global leader in video-game production and publishing. For the millions who play games like Assassin’s Creed, Just Dance, Tom Clancy’s series, Rayman, Far Cry and Watch Dogs, Ubisoft creates worlds that are intensely engaging, fun and meaningful. But developing such immersive experiences and staying relevant in the increasingly competitive gaming market requires an equally intense production and delivery process. Founded more than 30 years ago in France, Ubisoft has the largest in-house game development staff in the world, with more than 15,000 team members from 95 nationalities spread across over 40 global studios. +1 781.221.4051 | WWW.SIGNIANT.COM More consoles, larger files, and long distances heighten pressure on game-development pipelines Today’s game development pipeline is far more complex than it was even five years ago. An increasing number of consoles from companies like Sony, Microsoft, and Nintendo require multiple versions of each game to be created and tested. And emerging display standards like 4K, HDR and VR mean managing enormous file sizes. “When we produce a game, it typically involves hundreds of people, programmers, artists, game designers and testers, from multiple studios around the world working on the same game, including a lead studio and several co-development studios,” says Li Xiao Song, Ubisoft Service Manager. Everyone working on a game needs to receive each new version, so they can run it, see what has been done and test it. -
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. -
Animal Crossing
Alice in Wonderland Harry Potter & the Deathly Hallows Adventures of Tintin Part 2 Destroy All Humans: Big Willy Alien Syndrome Harry Potter & the Order of the Unleashed Alvin & the Chipmunks Phoenix Dirt 2 Amazing Spider-Man Harvest Moon: Tree of Tranquility Disney Epic Mickey AMF Bowling Pinbusters Hasbro Family Game Night Disney’s Planes And Then There Were None Hasbro Family Game Night 2 Dodgeball: Pirates vs. Ninjas Angry Birds Star Wars Hasbro Family Game Night 3 Dog Island Animal Crossing: City Folk Heatseeker Donkey Kong Country Returns Ant Bully High School Musical Donkey Kong: Jungle beat Avatar :The Last Airbender Incredible Hulk Dragon Ball Z Budokai Tenkaichi 2 Avatar :The Last Airbender: The Indiana Jones and the Staff of Kings Dragon Quest Swords burning earth Iron Man Dreamworks Super Star Kartz Backyard Baseball 2009 Jenga Driver : San Francisco Backyard Football Jeopardy Elebits Bakugan Battle Brawlers: Defenders of Just Dance Emergency Mayhem the Core Just Dance Summer Party Endless Ocean Barnyard Just Dance 2 Endless Ocean Blue World Battalion Wars 2 Just Dance 3 Epic Mickey 2:Power of Two Battleship Just Dance 4 Excitebots: Trick Racing Beatles Rockband Just Dance 2014 Family Feud 2010 Edition Ben 10 Omniverse Just Dance 2015 Family Game Night 4 Big Brain Academy Just Dance 2017 Fantastic Four: Rise of the Silver Surfer Bigs King of Fighters collection: Orochi FIFA Soccer 09 All-Play Bionicle Heroes Saga FIFA Soccer 12 Black Eyed Peas Experience Kirby’s Epic Yarn FIFA Soccer 13 Blazing Angels Kirby’s Return to Dream -
Cougar Chronicle: Spring 2017: Page 1
Cougar Chronicle: Spring 2017: Page 1 Cougar Chronicle: Spring 2017: Page 2 Cougar Credits Spring 2017 Each issue of the Cougar Chronicle, Carl Sandburg Middle School’s newspaper, has been conceptualized, developed, and created top to bottom by students in Grades 6-8. We are proud to bring you current events in our school community and are eager for you to read. Chronicle Crew Staff: Grade Students 6 Allison Altman, Malina Alwis, Sindhu Balakavi, Anthony Barge, Shreya Chintawar, Debosree Datta, Ryan Ferraro, Jasmine Foo, Isabella Florio, Jennasis Guth-Spitzer, Madison Hessler, Angelica Ho, Julie Khourshed, Ethan Kraja, Frederick Kusi, Jacob Nieves, Farah Omeed, Jenna Ortiz, Preston Peng, Gianna Porcelli, Jennifer Rojas, Ryan Santiago, Ameer Sheikh, Antonio Somma, Mikayla Stepper, Mariah Turpin, & Shaye Walker 7 Rishabh Jain, Isabelle Padilla, Felicia Padin, Samar Raju, Shilpi Shah, Carel Soney, Mason Stepper, & Avani Trivedi 8 Vaishnavi Adusumilli, Gina Battaglia, Carolena Lodzinski & William Tsang Advisor Mr. Burica Teachers: Interested in contributing an article? Students: Want to share an event, artwork, or writing? Please contact Mr. Burica at [email protected]. *Cover Artwork designed by Mason Stepper* Stories Prowling Inside: Cougar Chronicle: Spring 2017: Page 3 James & The PEER Day: 8th Grade Ellis Volleyball Giant Peach Jr. Island Trip: Tournament: Coverage: Pages 4-11 Pages 12-14 Pages 15-16 Page 17 World Down Autism ESL Spotlight: Podiatrist Syndrome Day: Awareness: Interview: Page 18 Page 19 Pages 20-21 Pages 22-23 Percy Jackson -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer