2018 GENERAL MEETING DOCUMENT Annual Ordinary and Extraordinary General Meeting
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Ubisoft Kündigt Vr-Spiele Zu Assassin's Creed® Und Tom
UBISOFT KÜNDIGT VR-SPIELE ZU ASSASSIN’S CREED® UND TOM CLANCY’S SPLINTER CELL® IN PARTNERSCHAFT MIT OCULUS AN Basierend auf den Blockbuster-Marken von Ubisoft werden die neuen Spiele exklusiv für die Oculus-Plattform entwickelt Düsseldorf, 17. September 2020 – Ubisoft verkündete im Rahmen der Facebook Connect, dass zwei neue Spiele exklusiv für die Oculus-Plattform in Entwicklung sind. Die Spiele basieren auf den erfolgreichen Spielemarken Assassin’s Creed und Tom Clancy’s Splinter Cell und bieten mittels des einzigartigen, immersiven VR-Erlebnisses ein Abenteuer, das den beiden Spiele-Reihen gerecht bleibt. Die Assassin’s Creed- und Tom Clancy’s Splinter Cell-VR-Spiele werden von dem Ubisoft Studio Red Storm Entertainment in Zusammenarbeit mit Ubisoft Düsseldorf, Ubisoft Reflections und Ubisoft Mumbai entwickelt. Beide Spiele werden von Grund auf speziell für die Oculus-Plattform zugeschnitten und enthalten Elemente, die Fans der Spielreihen kennen und lieben. Indem Assassin’s Creed und Tom Clancy’s Splinter Cell für VR umgesetzt werden, verstärkt Ubisoft seine Innovationen in diesem wachsenden Sektor. Als Pionier bei neuen Technologien hat Ubisoft seit 2016 an zahlreichen VR-Erlebnissen gearbeitet, darunter Eagle Flight, Werewolves Within und Star Trek Bridge Crew, die alle für Oculus verfügbar sind. „Wir entdecken immer wieder neue Wege, wie wir Technologie nutzen können, um unvergessliche Spielerfahrungen zu erschaffen“, sagt Elizabeth Loverso, Vice President of Product Development bei Ubisoft Red Storm Entertainment. „Die State of the Art-Hardware von Oculus ermöglicht es uns, die Welten von Assassin’s Creed und Tom Clancy’s Splinter Cell für die Fans auf eine neue Art und Weise zum Leben zu erwecken. -
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. -
FY12 Earnings Presentation
FY12 Earnings Presentation May 15, 2012 Yves Guillemot, President and Chief Executive Officer Alain Martinez, Chief Financial Officer Jean-Benoît Roquette, Head of Investor Relations Disclaimer This statement may contain estimated financial data, information on future projects and transactions and future business results/performance. Such forward-looking data are provided for estimation purposes only. They are subject to market risks and uncertainties and may vary significantly compared with the actual results that will be published. The estimated financial data have been presented to the Board of Directors and have not been audited by the Statutory Auditors. (Additional information is specified in the most recent Ubisoft Registration Document filed on June 28, 2011 with the French Financial Markets Authority (l’Autorité des marchés financiers)). 2 Summary FY12 : Performance driven by strong performance from Just Dance, Assassin’s Creed and online/digital FY12 : Operating income up 90%, at the top end of initial guidance FY12 : Solid financial situation of 85 M€ with positive operating cash flows FY12 : Continued investments in online opportunities and next generation of consoles FY13 : A turning point FY13 : Significantly stronger offer for core gamers + re-enters the shooter genre + continued online/digital momentum FY13 : Strong topline and profitability growth expected from core games and online/digital FY13 : > 40% operating income growth based on midpoint of guidance Longer term : Significant opportunities with next generation of -
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. -
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. -
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. -
REGISTRATION DOCUMENT 2016/2017 and Annual Financial Report
2017 REGISTRATION DOCUMENT INCLUDING THE ANNUAL FINANCIAL REPORT 2016/2017 CONTENTS 15OVERVIEW OF THE GROUP 3 CONSOLIDATED 1.1 Key figures 4 FINANCIAL STATEMENTS 1.2 History 5 AT 31 MARCH 2017 123 1.3 Shareholding structure 6 5.1 Consolidated income statement 124 1.4 The Group’s activities 7 5.2 Consolidated statement of comprehensive 1.5 Related-party transactions and material income 125 contracts 10 5.3 Consolidated statement of financial position 126 1.6 Risk factors and insurance policy 12 5.4 Change in consolidated shareholders’ equity 127 5.5 Consolidated statement of cash flows 128 5.6 Notes to the consolidated financial 2 CORPORATE SOCIAL statements 129 RESPONSIBILITY (CSR) 19 5.7 Statutory auditors’ report on the consolidated financial statements 173 Introduction: Chairman’s Commitment 20 2.1 The Group’s policy and commitments 21 2.2 Employee-related information 25 6 COMPANY FINANCIAL 2.3 Environmental information 31 STATEMENTS 2.4 Societal information 45 AT 31 MARCH 2017 175 2.5 Table of environmental indicators by site 50 6.1 Balance sheet 176 2.6 2020 targets 53 6.2 Income statement 177 2.7 Note on methodology for reporting environmental and employee-related 6.3 Cash flow statement 178 indicators 54 6.4 Financial results for the last five years 179 2.8 Cross-reference tables 57 6.5 Notes to the financial statements 180 2.9 Independent verifier’s report 6.6 Statutory auditors’ report on the financial on consolidated social, environmental statements 190 and societal information presented in the management report 61 7 INFORMATION 3 CORPORATE GOVERNANCE ON THE COMPANY AND INTERNAL CONTROL 65 AND THE CAPITAL 191 7.1 General information about the Company 192 3.1 Composition of administrative and management bodies 66 7.2 Memorandums and Articles of Association 192 3.2 Report of the Chairman of the Board 7.3 General information about the share capital 194 of Directors 77 7.4 Shareholding and stock market information 202 3.3 Statutory Auditors’ report, prepared in 7.5 Items liable to have an impact in the event accordance with Article L. -
Game-Tech-Whitepaper
Type & Color October, 2020 INSIGHTS Game Tech How Technology is Transforming Gaming, Esports and Online Gambling Elena Marcus, Partner Sean Tucker, Partner Jonathan Weibrecht,AGC Partners Partner TableType of& ContentsColor 1 Game Tech Defined & Market Overview 2 Game Development Tools Landscape & Segment Overview 3 Online Gambling & Esports Landscape & Segment Overview 4 Public Comps & Investment Trends 5 Appendix a) Game Tech M&A Activity 2015 to 2020 YTD b) Game Tech Private Placement Activity 2015 to 2020 YTD c) AGC Update AGCAGC Partners Partners 2 ExecutiveType & Color Summary During the COVID-19 pandemic, as people are self-isolating and socially distancing, online and mobile entertainment is booming: gaming, esports, and online gambling . According to Newzoo, the global games market is expected to reach $159B in revenue in 2020, up 9.3% versus 5.3% growth in 2019, a substantial acceleration for a market this large. Mobile gaming continues to grow at an even faster pace and is expected to reach $77B in 2020, up 13.3% YoY . According to Research and Markets, the global online gambling market is expected to grow to $66 billion in 2020, an increase of 13.2% vs. 2019 spurred by the COVID-19 crisis . Esports is projected to generate $974M of revenue globally in 2020 according to Newzoo. This represents an increase of 2.5% vs. 2019. Growth was muted by the cancellation of live events; however, the explosion in online engagement bodes well for the future Tectonic shifts in technology and continued innovation have enabled access to personalized digital content anywhere . Gaming and entertainment technologies has experienced amazing advances in the past few years with billions of dollars invested in virtual and augmented reality, 3D computer graphics, GPU and CPU processing power, and real time immersive experiences Numerous disruptors are shaking up the market . -
Chiffre D'affaires Q4 2000-2001
Ubisoft reports first-quarter 2008-09 sales First-quarter sales up 26% to €169 million, outstripping targets. Guidance raised for 2008-09 full-year sales. Update on the games release schedule. Paris, July 24, 2008 – Today, Ubisoft reported its sales for the first fiscal quarter ended June 30, 2008. Sales Sales for the first quarter of 2008-09 came to €169 million, up 25.8%, or 33.0% at constant exchange rates, compared with the €134 million recorded for the same period of 2007-08. First-quarter sales for 2008-09 outstripped the initial guidance of approximately €154 million issued when Ubisoft released its sales figures for fourth-quarter 2007-08. This performance was primarily attributable to the solid showing of: − Titles launched in 2007-08, such as Tom Clancy's Rainbow Six® Vegas 2, Assassin's Creed® and Rayman Raving Rabbids® 2. − The "Games For Everyone" brands including the Petz®, Imagine™ and MyCoach series which represented 33% of sales versus 11% in the first quarter of 2007-08. − Titles launched in the first quarter of 2008-09, including Assassin’s Creed and Tom Clancy's Rainbow Six Vegas 2 for PC, Haze™, and the MyWeightLossCoach game which has got off to a promising start. Yves Guillemot, Chief Executive Officer of Ubisoft, stated: "Ubisoft delivered a very robust showing in the first quarter of 2008-09 against a particularly dynamic market backdrop. This achievement was especially fueled by ongoing strong growth for our Games For Everyone range where we are continuing to strengthen our leadership position. We are notably very pleased to see our latest work – MyWeightLossCoach – ranked among the best sellers for the Nintendo DS. -
Ubisoft® Annonce Son Chiffre D'affaires Et Ses Resultats Pour L'exercice 2016-17
Source: UBISOFT ENTERTAINMENT May 16, 2017 11:40 ET UBISOFT® ANNONCE SON CHIFFRE D'AFFAIRES ET SES RESULTATS POUR L'EXERCICE 2016-17 UBISOFT® ANNONCE SON CHIFFRE D'AFFAIRES ET SES RESULTATS pour L'EXERCICE 2016-17 3e année consécutive d'amélioration de la marge opérationnelle non-IFRS, reflet de la transformation du groupe vers un modèle plus récurrent et plus rentable, avec un segment digital et un back-catalogue records 2016-17 : résultat opérationnel non-IFRS RECORD, EN HAUSSE de 40,7%, en ligne avec les objectifs Chiffre d'affaires annuel à 1 459,9 M€, en hausse de 4,7%, en ligne avec l'objectif compris entre 1 455,0 M€ et 1 495,0 M€ Revenu digital à 729,3 M€, soit 50,0% du chiffre d'affaires total (32,0% en 2015-16) Forte progression de l'engagement (MAUs[1]) : +26,7% Très forte hausse du PRI[2] : +131,2%, à 304,0 M€ Back-catalogue à 649,2 M€, soit 44,5% du chiffre d'affaires total (25,7% en 2015-16) Solide performance au quatrième trimestre fiscal Premier éditeur[3] mondial depuis le début de l'année calendaire Tom Clancy's Ghost Recon® Wildlands, plus gros succès3 de l'industrie depuis le début de l'année : croissance de près de 60% de la communauté Ghost Recon For Honor®, deuxième plus gros succès3 de l'industrie Résultat opérationnel non-IFRS record à 237,7 M€, en hausse de 40,7%, en ligne avec l'objectif compris entre 230,0 M€ et 250,0 M€ et supérieur à l'objectif initial de 230,0 M€ Marge opérationnelle non-IFRS à un niveau record de 16,3% (12,1% en 2015-16) objectifs 2017-18[4] : nouvelle progression deS RESULTATS Chiffre d'affaires -
DOCUMENT DE RÉFÉRENCE Incluant Le Rapport fi Nancier Annuel Sommaire
2018 DOCUMENT DE RÉFÉRENCE Incluant le rapport fi nancier annuel Sommaire Le mot du président 3 5 Responsabilité sociétale de l’entreprise 109 5.1 Note méthodologique du reporting Attestation du responsable social, environnemental et sociétal 110 du document de référence 4 5.2 Stratégie de responsabilité sociétale 113 5.3 Indicateurs sociaux 113 1 5.4 Indicateurs environnementaux 125 Chiffres clés 5 5.5 Indicateurs sociétaux 132 1.1 Chiffre d’affaires consolidé 5.6 Devoir de vigilance 137 trimestriel et annuel 6 5.7 Rapport de l’organisme tiers 1.2 Chiffre d’affaires par type de support 7 indépendant 138 1.3 Chiffre d’affaires par destination géographique 8 6 États fi nanciers 141 2 Présentation du Groupe 9 6.1 Comptes consolidés au 31 mars 2018 142 6.2 Rapport des Commissaires aux 2.1 Profi l et stratégie du Groupe 10 comptes sur les comptes consolidés 204 2.2 Historique 10 6.3 Comptes sociaux d’Ubisoft 2.3 Faits marquants de l’exercice 11 Entertainment SA au 31 mars 2018 209 2.4 Filiales et participations 12 6.4 Rapport des Commissaires aux comptes sur les comptes annuels 240 2.5 Politique de recherche et développement, d’investissement 6.5 Rapport spécial des Commissaires et de fi nancement 15 aux comptes sur les conventions et engagements réglementés 244 2.6 Commentaires sur la performance 2017/2018 en données non-IFRS 17 6.6 Résultats d’Ubisoft (société mère) au cours des cinq derniers exercices 246 2.7 Perspectives 20 7 3 Information sur la Société Risques et contrôle interne 21 et le capital 247 3.1 Facteurs de risques 22 7.