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Management Report
2013
2
THE GROUP’S BUSINESS ACTIVITIES AND RESULTS FOR
1
FINANCIAL YEAR 2012/2013
GROUP PRESENTATION 1.1
In 2012, Ubisoft
®
was ranked third worldwide among independent publishers in terms of physical
game sales (sources: NPD, Chart-Track, GFK, etc.).
The Group’s activities are centered around development, publishing and distribution of video games
for portable and home consoles, the PC, smartphones and tablets in both physical and online formats.
These games are aimed at two distinct categories of gamer:
- Core gamers;
- Casual gamers.
Ubisoft currently employs 8,300 staff.
HISTORY 1.1.1
In a constantly evolving industry, the Group has built and is continuing to establish solid foundations
that allow it to anticipate the entertainment of the future.
1986: Creation of Ubisoft by the five Guillemot brothers.
1989-1995: International expansion
Ubisoft opens its first distribution subsidiaries in the United States, Germany and the United Kingdom
and its first internal development studios in France and Romania. Launch in 1995 of Rayman
®
,
Ubisoft’s first major franchise.
1996-2001: Organic growth and strategic acquisitions
Flotation on the Paris stock exchange in 1996. Opening of new studios (Shanghai in 1996, Montreal in
1997, Morocco, Spain and Italy in 1998, Annecy and Montpellier in 1999). In 2000, acquisition of Red
Storm Entertainment (Tom Clancy
®
games); acquisition in 2001 of Blue Byte Software (The Settlers
®
)
and the video games division of The Learning Company (Myst
®
and Prince of Persia
®
). This strategy
powered Ubisoft into the world’s top 10 independent publishers in 2001.
2002-2006: A strategy of developing owned brands
Ubisoft increases its market share in new territories. In 2006: Acquisition of the Driver® and Far Cry®
franchises; opening of a studio in Bulgaria.
2007-2013: A true creator and development of online gaming
Ubisoft builds on its reputation as a key player: the Group becomes the world’s third independent
publisher. 57 million copies of Assassin’s Creed
®
and 41 million copies of Just Dance
®
have been sold
to date.
Opening of a new studio in China (Chengdu) in 2007 and acquisition of a studio in Japan (Digital
Kids). Acquisition of the Tom Clancy name for video games and ancillary products, and of the Anno
®
brand. Acquisition of four new studios: Action Pants (Vancouver, Canada), Southlogic (Porto Alegre,
Brazil), Massive Entertainment (Sweden) and Pune (India). In 2008, acquisition of Hybride, a studio
specializing in cinema special effects. In 2009, acquisition of the Nadéo studio and of the cult online
gaming brand TrackMania; agreement signed with the government of Ontario regarding the opening of
a studio in Toronto. In 2010, closure of the two Brazilian studios and acquisition of Quazal
Technologies, leader in the creation of online technology solutions. In 2011, acquisition of Owlient,
specializing in free-to-play games, and RedLynx, specializing in downloadable games. Closure of the
Vancouver studio in 2012. In 2013, acquisition of the THQ Montreal studio and partnership with
Electronic Arts, Warner Bros and other developers for the distribution of their PC games on Uplay
®
Shop, Ubisoft’s online services and distribution platform.