Ubisoft 2008 Annual Report Download - page 15

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An increasingly popular pastime
Although video games have not been limited to children and
young adults for some time now, today we see that consoles
have become a permanent xture of our households and
video gaming a family activity. With an installed base of close
to 20 million consoles per territory(1), the latest generation of
consoles is here to stay. It’s no surprise to see, for example,
that 65% of American households play video games(1) on
console or PC. The Nintendo WiiTM, with its accessible gaming
experience, has attracted new audiences to video games and
today has become the best-selling console in the world.
With increased visibility amongst the general public, video
games are now recognized as a means for learning and
development, allowing people to improve their memory,
vision or lifestyle and generating big sales along the way.
From gaming to entertainment
Video games, like films, now boast their fair share of
blockbusters. The industry is consolidating around players
capable of producing and marketing games with cinematic-
like production value. Video game sales can now be counted
by the millions and the most popular titles are able to bring
their storylines and creative universes to life in other media
such as comic books, TV shows or novels. Publishers are
gradually readjusting their strategies to respond to these
emerging realities.
A revolution in 3D
The 3D revolution is underway. In the US alone, there are
already more than two million 3D Ready TV monitors,
prepared to do justice to all of the creations currently brewing
in Hollywood. What is driving many entertainment industry
players to use these new technologies is the desire to offer
spectators extraordinary sensations. James Cameron with his
most recent project
Avatar
, Dreamworks, Disney, Sony and
Pixar are at the heart of this revolution and their upcoming
lms are expected to bring silver screen immersion to a
whole new level.
Games on the go
Handheld consoles have revealed simpler ways of gaming
that are encountering great success and attracting new types
of gamers. Being able to play on a Smartphone or use a
touch screen presents new opportunities for the industry
and for consumers. Glued to their owners, easy to use and
constantly connected (via 3G or Wi-Fi among others), these
mobile platforms have become ideal for gaming.
(1) The Entertainment Software Association (http://www.theesa.com/)
13
UBISOFT ANNUAL REPORT 2009