Should all future kids contents be interactive? What are ...€¦ · RAVING RABBIDS 14 million...

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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

+10 000 TEAM MEMBERS IN 30 COUNTRIES

€1.463 +15 FRANCHISES THAT HAVE SOLD MORE THAN ONE MILLION UNITS 50

BWAAAAHSper second1986

BILLIONIn Sales

in 2014-15

3rd

INDEPENDENTPUBLISHER WORLDWIDE

INTERNATIONAL PRESENCE

NATIONALITIES

MORE THAN

10 000

OF TEAMS

TEAM MEMBERS

DEDICATED TO

VIDEO GAME

DEVELOPMENT

80%

SPREAD ACROSS 6 CONTINENTS

96

STUDIOS

BUSINESS OFFICES

STUDIO + BUSINESS OFFICE

OVER

THE VIDEO GAME MARKET

IN 3 KEY FIGURES

Global video game marketexpected to value:

$83 billionby 2016*

Over

14million

new-gen consoles

sold in less than a year

Digital game & downloadablecontent sales

are growing at rate of

33% Year-on-Year**

* PwC, Global Entertainment & Media Outlook: 2012-2016** Research analysis from NPD, iResearch and Digi-Capital presented at GDC 2013

MARKET SEGMENTATION

DIGITAL Free-to-Play and social

HIGH-END Console & PC games

MOBILE games

1.86 BILLION ACTIVE SOCIAL NETWORK USERS

OVER A BILLION SMARTPHONES IN THE WORLD792 APPS DOWNLOADED EVERY SECOND*

+14 MILLION PS4 AND XBOX ONE IN LESS THAN ONE YEAR

* Source : Federal Communications Commission (2013)

WHO’S PLAYING?

58% of Americans

play video games.

48% of players

are female.

53%of players

play on smartphones

62% of gamers play games with others,

either in person or online.

* Data from Entertainment Software Association (2013 report)

AND THE KIDS ?

HARDWARE ADOPTION 2013

GAME

VISION &

BAROMETE

R 2014

8-13

source

0-6 7-9 10-13 14+NINTENDO 3DS

WII

iPOD TOUCH

FAMILY PC

TABLET

SMARTPHONE

‘OLD-GEN’ CONSOLE

PERSONAL LAPTOP

‘CURRENT-GEN’ CONSOLE

SOFTWARE ADOPTION 2013GAME

VISION8-13

source

0-6 7-9 10-13 14+EDUCATIONAL & CARING

VIRTUAL WORLDS

LIFE SIM

RACING

SPORTS

ADVENTURE

EXPRESSION

SANDBOX

SHOOTER

SNACKER

FUTURE TECH TRENDS

Android TV Cloud Gaming Virtual Reality

Wearable Tech

In 2017, 10-13 yo will have access to: And they will crave for:

2014MARKET

WATCH10-13

source

3D Printing

UBISOFT’S MAJOR KIDS BRANDS

PARTIE 4

EXPERIENCES TO BE SHARED WITH FRIENDS

RAVING RABBIDS14 million copies sold

THE SETTLERS10 million copies sold

RAYMAN28 million copies

sold

JUST DANCE56 million games sold

FOCUS ON THE RABBIDS

PARTIE 4

VIDEO GAME TV SHOW MERCH./LICENCING CO-BRANDING ATTRACTIONS

15M VIDEO GAME UNITS SOLD WORLDWIDE

450M VIEWS WORLDWIDE- RABBIDS TV SERIES

3M LICENSING PRODUCTS SOLD WORLDWIDE

80M + VIEWS ON RABBIDS YOUTUBE CHANNEL

THEA AWARD FOR BEST DARK RIDE WORLDWIDE 2014

CO-PRODUCED WITH

FRANCE TELEVISIONS

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

• Iconic characters, • captivating scenarios• innovative gameplayUbisoft creates

• immersive and engaging worldsthat offer players

• original and memorable experiences.• where people can learn and grow

BUILDING THE BRIDGES GAME MOVIE

BUILDING THE BRIDGES

2005 2009 2011

MOVIE GAME

UBISOFT’S FIRST STEPS

2009 2012 2016

GAME SHORTS FEATURE FILMS

TOMORROW : INTERACTIVE ?

• 360 Strategy :

Communication Tools : YesA whole range of commercial products : No if your brand is not installed

• InteractivityConsistent and rich contents – or nothing!

Are the parents ready to buy ?