Should all future kids contents be interactive? What are the best games and TV coproduction models? Global Kids Media Congress March 10, 2016 Joëlle CAROLINE UBISOFT MOTION PICTURES
PARTIE 2 UBISOFT AT A GLANCE
KEY FACTS & FIGURES CREATED IN 1986 3 rd INDEPENDENT PUBLISHER WORLDWIDE 1.463 BILLION +15 FRANCHISES 50 THAT HAVE SOLD MORE THAN ONE MILLION UNITS in 2014-15 In Sales +10 000 TEAM MEMBERS IN 30 COUNTRIES BWAAAAHS per second
INTERNATIONAL PRESENCE 96 NATIONALITIES SPREAD ACROSS 6 CONTINENTS MORE THAN 10 000 TEAM MEMBERS OVER 80% OF TEAMS DEDICATED TO VIDEO GAME DEVELOPMENT STUDIOS BUSINESS OFFICES STUDIO + BUSINESS OFFICE
THE VIDEO GAME MARKET
IN 3 KEY FIGURES Global video game market expected to value: $83 billion by 2016* Over 14 million new-gen consoles sold in less than a year Digital game & downloadable content sales are growing at rate of 33% Year-on-Year** * PwC, Global Entertainment & Media Outlook: 2012-2016 ** Research analysis from NPD, iresearchand Digi-Capitalpresented at GDC 2013
MARKET SEGMENTATION HIGH-END Console & PC games +14 MILLION PS4 AND XBOX ONE IN LESS THAN ONE YEAR DIGITAL Free-to-Play and social 1.86 BILLION ACTIVE SOCIAL NETWORK USERS MOBILE games OVER A BILLION SMARTPHONES IN THE WORLD 792 APPS DOWNLOADED EVERY SECOND* * Source : Federal Communications Commission (2013)
WHO S PLAYING? 53% of players play on smartphones 58% of Americans play video games. 48% of players are female. 62% of gamers play games with others, either in person or online. * Data fromentertainment Software Association (2013 report)
AND THE KIDS?
source GAME VISION & 8-13 BAROMETE 2013 HARDWARE ADOPTION R 2014 0-6 7-9 10-13 14+ NINTENDO 3DS WII ipod TOUCH FAMILY PC OLD-GEN CONSOLE TABLET SMARTPHONE PERSONAL LAPTOP CURRENT-GEN CONSOLE
source GAME 8-13 2013 SOFTWARE ADOPTION VISION 0-6 7-9 10-13 14+ EDUCATIONAL & CARING VIRTUAL WORLDS LIFE SIM RACING EXPRESSION SPORTS ADVENTURE SANDBOX SHOOTER SNACKER
source FUTURE TECH TRENDS 10-13 MARKET WATCH 2014 In 2017, 10-13 yowill have access to: And they will crave for: Android TV Cloud Gaming Virtual Reality Wearable Tech 3D Printing
PARTIE 4 UBISOFT S MAJOR KIDS BRANDS
EXPERIENCES TO BE SHARED WITH FRIENDS THE SETTLERS 10 million copies sold JUST DANCE 56 million games sold RAYMAN 28 million copies sold RAVING RABBIDS 14 million copies sold
PARTIE 4 FOCUS ON THE RABBIDS
VIDEO GAME TV SHOW MERCH./LICENCING CO-BRANDING ATTRACTIONS
15M VIDEO GAME UNITS SOLD WORLDWIDE 450M VIEWS WORLDWIDE-RABBIDS TV SERIES CO-PRODUCED WITH FRANCE TELEVISIONS 3M LICENSING PRODUCTS SOLD WORLDWIDE 80M + VIEWS ON RABBIDS YOUTUBE CHANNEL THEA AWARD FOR BEST DARK RIDE WORLDWIDE 2014 WORLDWIDE DISTRIBUTION FTD & NICKELODEON
Season 1: Fully broadcasted on FTV & NICK Season 2: Currently on air Season 3: In production, launch summer 2016 in France 65M viewers in 2015 On FTV & Nickelodeon Worldwide 10 + Free TV channels Worldwide 50 + Broadcasting countries total Deal inked with CCTV China (airing 2016)
RELEASED
CREATING STRONG BRANDS
CREATING STRONG BRANDS Iconiccharacters, captivating scenarios innovative gameplay Ubisoft creates immersive and engaging worlds that offer players original and memorable experiences. wherepeople canlearnand grow
BUILDING THE BRIDGES GAME MOVIE
BUILDING THE BRIDGES MOVIE GAME 2005 2009 2011
UBISOFT S FIRST STEPS GAME SHORTS FEATURE FILMS 2009 2012 2016
TOMORROW : INTERACTIVE? 360 Strategy : Communication Tools : Yes A whole range of commercial products: No if yourbrand is not installed Interactivity Consistent and rich contents or nothing! Are the parents readyto buy?