Ubisoft 2001 Annual Report Download - page 10

Download and view the complete annual report

Please find page 10 of the 2001 Ubisoft annual report below. You can navigate through the pages in the report by either clicking on the pages listed below, or by using the keyword search tool below to find specific information within the annual report.

Page out of 124

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124

10
VIDEO GAMES
VVIIDDEEOO GGAAMMEESS:: AA WWOORRLLDD
WWIITTHHOOUUTT BBOOUUNNDDSS
The gamer's world has changed significantly
in the last few months. Following the success
of the handheld Nintendo Game Boy®Advance,
launched in June 2001, which sold more
than 8 million units(1) worldwide in six months,
two new consoles were introduced at the end
of the year: GameCube™ and Xbox™.
Offering comparable core capabilities and each
with different potential features, they have both
won over the public. The first sales were in the
US, with 1.5 million(2) gaming consoles sold at the
end of 2001 for Microsoft's Xbox™ and 1.3
million(3) units for the Nintendo GameCube™. These
two new consoles were introduced in Europe in
the first half of 2002. Their penetration will
accelerate at year's end, and the market in 2003-
04 should register growth in excess of 20%.
This new installed base of gaming consoles will be
added to that of the PlayStation®2, marketed
since 2000, which had a considerable lead with
an installed base of 30(4) million at the end of 2001.
The PC segment in turn offers a solid, stable,
highly profitable revenue base. It represented
a market of US$2.7 billion in 2001(5). Growth in
value terms increased 6% (4 percentage points)
in the US. In Europe, the segment grew
7 percentage points while remaining stable in
value terms. Growth for game software should
range between 4% and 5% per year until 2005(6).
(1) (2) (3) (4) (5) (6) IDG, March 2002.
The introduction of the new generation of gaming
consoles on all international markets has strengthened the sector's growth.
In 2001, revenue for the video game industry overtook box office sales. The
increasing interest in gaming has strengthened Ubi Soft's growth potential.
The interactive entertainment industry should represent US$22 billion in 2004,
corresponding to annual growth exceeding 22%.
Sony PlayStation®2 Microsoft XboxTM Nintendo GameCubeTM
launch date October 26, 2000 November 15, 2001 November 18, 2001
price at launch date $ 299 $ 299 $ 199
current price* $ 199 $ 199 $ 149 (May 2002
launch date November 24, 2000 March 14, 2002 May 3, 2002
price at launch date 300 479 199
current price* 259 (September 2002) 249 (September 2002) 199
launch date March 4, 2000 February 22, 2002 September 14, 2001
price at launch date ¥ 29,800 ($ 222) ¥ 34,800 ($ 260) ¥ 25 000 ($ 185)
current price* $ 230 $ 162 $162
* September, 2002.
USA
Europe
Japan
TAKE ON A WHOLE NEW
DIMENSION
Stand E3 2002 - Ubi Soft - Los Angeles.