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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. -
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. -
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 -
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 . -
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 -
List of Teen Zone Games
Gaming is Available When the Teen Zone is Staffed Must be Ages 13-19 & Have a Valid Library Card in Good Standing to Play Battlefield 1 Assassin’s Creed IV: Black Flag Battlefield 4 Battlefield 4 Gears of War 4 Call of Duty: Ghosts Halo 5 Call of Duty: Black Ops III Call of Duty: Infinite Warfare Army of Two Battalion Wars 2 Dark Souls III Assassin’s Creed Boom Blox Batman: Arkham Asylum & City Cabela’s Big Game Hunter 2010 Deus Ex Battlefield: 3 & Bad Company Cooking Mama Cookoff Fallout 4 BioShock DDR Hottest Party 2 Mortal Kombat X Burnout Paradise Dancing with the Stars Ace Combat 6 Call of Duty: Modern Warfare 1, 2 & 3 Deca Sports Avatar: The Game Star Wars Battlefront Call of Duty: World at War Geometry Wars Galaxies Batman: Arkham Asylum The Witcher Wild Hunt Call of Duty: Black Ops 1 & 2 Glee Karaoke Crackdown Uncharted 4: A Thief’s End Condemned 2: Bloodshot Just Dance 2, 3 & 4 Dead or Alive 4 Dead Space Legend of Zelda Twilight Princess DeadRising Devil May Cry 4 Lego: Batman 1, 2 & Star Wars Earth Defense Force 2017 Fallout 3 Mario & Sonic at the Olympic Games F.E.A.R. 2 FIFA 08 Mario Party 8 Gears of War: 1, 2 & 3 Fight Night Round 3 Mario Strikers Charged Halo: 3, 4, ODST & Wars Ghost Recon 2 MarioKart Left for Dead: 1 & 2 Dance Dance Revolution Guitar Hero: 3, 5, Aerosmith, Metallica Medal of Honor Heroes 2 Lost Planet God of War II & World Tour Metroid Prime Guitar Hero 2 Madden NFL: 09, 10 & 12 Madden NFL 09 New Carnival Games NBA 2K8 Madden 08 Metal Gear Solid 4 No More Heroes NCAA 08 Football NCAA Football 08 Mortal Kombat vs. -
Mobile App Reputation Report
MOBILE APP REPUTATION REPORT Summer 2014 WHITE PAPER Introduction The Appthority® App Reputation Report for summer 2014 provides an overview of the security risks behind the most popular mobile apps. For this report, Appthority App Risk Management Service analyzed the behaviors of Top 400 mobile apps: the top 100 free apps and 100 paid apps for both of the most popular mobile platforms, iOS and Android. The findings were compared against the data collected in the Summer 2013 report to provide broader insight into the evolution of the app economy and provide commentary on current app security trends. This year Appthority witnessed consistent risky app behaviors across both platforms and compiled the Top 10 Risky App Behaviors that put consumers and businesses at-risk. Appthority determined that the top risky app behaviors most often fall into one of two categories: sensitive data being captured and sensitive data being shared with third parties. What kinds of data are the most popular apps capturing and where is that data going? This report explains how risky apps access user and corporate data from mobile devices and how that data could be potentially misused. Appthority also examines which third parties are receiving or buying data. In the ongoing battle to determine which platform is more secure, iOS and Android are now nearly equal when it comes to the risky behavior of the top free apps. However, paid iOS apps surprisingly collect more data and share that information with more third parties than Android paid apps, making iOS slightly more risky than Android when it comes to data sharing. -
Ubisoft Reports Full-Year 2020-21 Earnings Figures
UBISOFT REPORTS FULL-YEAR 2020-21 EARNINGS FIGURES Record net bookings and non-IFRS operating income Rising value of Ubisoft’s portfolio and technology assets Back catalog share of net bookings firmly above 50% for the 3rd consecutive year 2021-22 targets reflecting growth initiatives ▪ Full-year net bookings and non-IFRS operating income in line with targets: In % of total net bookings Reported change In €m vs. 2019-20 12 months 12 months 2020-21 2019-20 IFRS 15 sales 2,223.8 +39.4% NA NA Net bookings 2,240.6 +46.1% NA NA Digital net bookings 1,609.0 +27.6% 71.8% 82.2% PRI net bookings 780.0 +11.0% 34.8% 45.8% Back-catalog net bookings 1,288.4 +15.5% 57.5% 72.7% IFRS operating income 289.4 NA NA NA Non-IFRS operating income 473.3 NA 21.1% 2.2% ▪ All time high activity with 141 million unique players on PC and consoles, up 20% ▪ Significant progression of Ubisoft’s portfolio value over 12 months: - Record performance for the Assassin’s Creed® franchise, with total yearly revenue up 50% vs prior record set in 2012-13 - Spectacular growth of Just Dance® - Rainbow Six®: One of the industry’s top 10 most played games in 20201. Double-digit player acquisition growth. Record viewership for Esports regional leagues. Upcoming release of Rainbow Six Quarantine to broaden audience reach - The Division®: 40 million unique players. Expansion of the universe with The Division Heartland on consoles and PC as well as a mobile game - Robust growth for Brawlhalla®, Far Cry®, For Honor®, Rabbids®, The Crew®, Watch Dogs® - Solid on-going sales-through trends for Immortals Fenyx Rising™, a player-favorite new IP - Significant portfolio expansion to come: Avatar, Beyond Good & Evil™ 2, Riders Republic™, Skull & Bones™, Star Wars™ ▪ Rising value of Ubisoft’s technology assets: - Rollout of Ubisoft Connect - i3D.net: a fast-growing hosting leader in the video game space ▪ 2021-22 targets: Net bookings up single digit. -
Table of Contents
RAY40496_PCS_MNL_guts.qxd 11/7/06 12:37 PM Page 1 TABLE OF CONTENTS GETTING STARTED . 2 MAIN MENU . 4 PAUSE MENU . 5 INTRODUCTION . 5 THE MAJOR CHARACTERS . 6 STORY MODE . 8 SCORE MODE . 10 HINTS AND TIPS . 11 WARRANTY . INSIDE FRONT COVER TECHNICAL SUPPORT . INSIDE BACK COVER 1 RAY40496_PCS_MNL_guts.qxd 11/7/06 12:37 PM Page 2 GETTING STARTED Installation System Requirements Installing Rayman Raving Rabbids™ To install Rayman Raving Rabbids, follow these simple steps: Supported OS: Windows® XP (only) 1. Start your computer. Processor: 1 GHz Pentium® IV or AMD Athlon™ class processors (2.5 GHz or better recommended) 2. Insert the Rayman Raving Rabbids CD into your CD-ROM drive. The Autorun menu should appear. RAM: 256 MB (512 MB recommended) NOTE: If the Autorun menu does not automatically appear, double-click on Video Card: 64 MB DirectX® 8.1-compliant video card (128 MB the My Computer icon located on your desktop, then double-click on the recommended) (see supported list*) icon that corresponds to your computer’s CD-ROM drive. The Autorun Sound Card: DirectX 8.1-compliant sound device menu should now appear. DirectX Version: DirectX 9.0c (included on disc) 3. Click on the Install button. The installation wizard now walks you through CD-ROM: 8x CD-ROM or better (32x or better recommended) each step of the setup and installation process for the game. Hard Drive Space: 1.5 GB 4. After installing the game, select Ubisoft/Rayman Raving Rabbids/Run Rayman Raving Rabbids from your computer’s Start menu or double- Peripherals: Keyboard and mouse, Windows-compatible gamepads click the Play Rayman Raving Rabbids shortcut on your desktop.