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 ?