News Article | March 1, 2017
— The study covers critical gaming software market business information about already established industry players offering an outlook to new entrants as well as prospective stakeholders. Competitive analysis numbers may prove to be of great importance for decision makers looking to enter or grow within the global industry. Worldwide markets for gaming software are estimated in terms of size and market share by players in this research that offers industry evaluation and expert analysis, supported by a thorough and an up-to-date research methodology. A review of the prevalent trends seen in the global gaming software market forms an integral part of this research report. The study also includes insight reference on the leading companies active in gaming software, not only offering numbers about these businesses but also their recent developments. Moving further, the competitive landscape covers data on product offerings of these players, each company’s gaming software revenue value for 2012-2017 along with details on services and solutions. Here, the report also includes competitive status and trends, gaming software market concentration rate coverage, product/service differences, new entrants information as well as technology trends in future. Companies covered in this report include Activision Blizzard, Electronic Arts, Nintendo, Ubisoft Entertainment, 2K Games, Disney Interactive, Petroglyph Games, Sony Computer Entertainment, Nexon and Tencent. Inquire about a discount on listed prices of Global Gaming Software Market Size, Status and Forecast 2022 report @ http://emarketorg.com/product-enquiry/?product-id=86874 . Regionally, this research talks about gaming software in United States, EU, Japan, China, India and Southeast Asia offering industry analysis, development status and forecasts for these regions. Applications of gaming software market in education and entertainment industries are discussed in this report along with product types covering kids and adults gaming software. Selected Chapters from Table of Contents / Partial list of Data Tables and Figures provided in this gaming software research include: Figure Global Gaming Software Market Size (Value) by Regions (2017-2022) Table Global Gaming Software Market Size by Regions (2017-2022) Figure United States Gaming Software Revenue and Growth Rate (2017-2022) Figure EU Gaming Software Revenue and Growth Rate (2017-2022) Figure Japan Gaming Software Revenue and Growth Rate (2017-2022) Figure China Gaming Software Revenue and Growth Rate (2017-2022) Figure India Gaming Software Revenue and Growth Rate (2017-2022) Figure Southeast Asia Gaming Software Revenue and Growth Rate (2017-2022) Table Global Gaming Software Market Size by Type (2017-2022) Table Global Gaming Software Market Size by Application (2017-2022) Explore more reports on gaming market published recently and available with eMarketOrg.com at http://emarketorg.com/product-tag/gaming/ . Another study titled Global SSD for Gaming Market Research Report 2021 is of 101 pages and is supported with 120 tables and figures. Companies like Samsung, Silicon Power, Neutron XT, Crucial, Intel, Kingston, OCZ, Plextor and SanDisk are profiled in this research available at http://emarketorg.com/pro/global-ssd-for-gaming-market-research-report-2021/ . About Us: eMarketOrg.com aims to provide businesses and organizations market intelligence products and services that help in making smart, instant and crucial decisions. Our database offers access to insights from industry leaders, experts and influencers on global and regional sectors, market trends, user behaviour, for companies as well as products. Connect With Us: Market Research Blog: http://emarketorg.com/blog/ News on current market trends and more: http://emarketorg.com/news1/ Follow Us on Twitter: https://twitter.com/emarketorg Follow us on G+ https://plus.google.com/collection/w7ioaB For more information, please visit http://emarketorg.com/pro/global-gaming-software-market-size-status-and-forecast-2022/
News Article | March 1, 2017
SAN FRANCISCO--(BUSINESS WIRE)--Healthcare coverage technology leader Collective Health today announced that since welcoming its first client in January 2014, it has grown its membership 500x and secured increasing demand for its integrated health benefits platform with high growth, enterprise clients across a variety of verticals, including technology, financial services, aerospace and consumer packaged goods. In the past year alone, Collective Health has doubled its membership to 70,000 employee and dependent lives across 15 employer clients. In light of its significant growth, the company has brought on new commercial leaders, including its first chief financial officer, and is introducing an innovative new product to drive improved experience and efficiencies into the $1.2 trillion employer healthcare market. Accelerated growth in enterprise market, and a new standard for Net Promoter Score Since its first year of sales focused on selling to the sub-500 employer market for the January 2014 plan year, Collective Health has rapidly moved up market, securing a majority of deals with an average member size of 5,000. Employers are drawn to Collective Health because of its unique integrated technology and services health plan solution, which is focused on dramatically improving employees’ experience with their health plan, while ensuring employers’ healthcare spend drives ROI. “We have spent the past three years singularly focused on creating the healthcare experience we all deserve, and that vision has reverberated across the large enterprise market,” said Ali Diab, co-founder and chief executive officer of Collective Health. “In addition to our sales momentum that has captured the attention of enterprise employers, we continue to attract and retain a deeply experienced leadership team and pioneer innovative products driven by technology and design to take better care of employers and their people.” As of January 2017, Collective Health’s new clients, which include Counsyl, Cloudera, CrossFit, Red Bull, Jazz Pharmaceuticals, Trace3 and others, have chosen to move their health plans to the Collective Health platform because of the real opportunity to drive performance and innovation in their health benefits program, while simultaneously offering a superior experience for their people. Hitting a year-to-date Net Promoter Score (NPS) of 75 across its clients, comparable with consumer technology standouts like Apple (72), Netflix (68) and Amazon (62)1, it’s not surprising that such a diverse range of companies have joined return employer clients including Activision Blizzard, Palantir, Zendesk and others. To support its momentum, Collective Health has broadened its leadership bench, hiring Kenneth (Ken) Hahn as chief financial officer and adding former senior vice president of people operations at Google, Laszlo Bock, to its advisory board. Ken has served as chief financial officer for three public companies where he led two successful IPOs. Most recently, he served as chief financial officer at Icontrol Networks that announced the signing of a successful sale of the company to Comcast and Alarm.com in a complex deal. "I was initially drawn to Collective Health because of their incredible vision to make healthcare accessible for everyone," said Ken Hahn, chief financial officer, Collective Health. "After meeting their world-class leadership team and leading investors, as well as seeing the quality and breadth of employers engaged on their platform, I jumped at the opportunity to be a part of this passionate group of people and to help scale company operations so that we can continue executing against that vision and take care of even more lives." Laszlo has been credited with transforming Google’s workforce and culture, and during his tenure, Google was named the “Best Company to Work For” more than 30 times in multiple publications around the world and received over 100 awards as an employer of choice. In 2010, he was named "Human Resources Executive of the Year" by HR Executive Magazine. Both Ken and Laszlo will bring their deep industry expertise and perspective to our team as the company continues to execute against its mission of simplifying healthcare. "One of the most pressing issues today for employers, individuals and our nation is healthcare: how can we improve it to save even more lives, while also reducing costs and delivering a more human and compassionate experience. To me, no one is tackling these issues more effectively or cohesively than Ali and his team at Collective Health,” said Laszlo Bock, advisor, Collective Health. "Their mastery of data science, the healthcare system and how they help employers take care of their people is unrivaled. Not only are they solving incredibly tough problems, but they're building an amazing company culture while they do it. It’s an honor to join as an advisor to support their team and mission." These announcements follow the recent executive hires of chief operating officer, Roy Gilbert, senior vice president of sales and client success, Jeff Hermosillo and senior director of clinical and network solutions, Dr. Andrew Halpert. Jeff has been responsible for quickly building out Collective Health’s sales function, hiring tenured regional vice presidents to scale Collective Health nationally with experience from Cigna, Aetna and Blue Shield of CA. As part of today’s news, Collective Health is announcing the release of its member-focused beta product: CareX. Currently being piloted in a private beta with select clients and their 15,000+ members, CareX is a new addition to the Collective Health platform that uses full stack data and machine learning to identify and proactively connect members with the care they need. The product was created to reduce the confusion, fear and frustration most Americans face when dealing with a complex care issue such as maternity, behavioral health and diabetes, as well as close the engagement gap employers see with their existing health plan and benefits programs. In the last three months of its beta, CareX has been live with 15,000+ members and has already fueled a 2x increase in program engagement, thanks to Collective Health’s unique, technology-enabled approach that utilizes data from disparate sources combined with personalized, premium member support. “As a tenured benefits leader, Activision Blizzard offers a wealth of great benefits for health and wellness, fertility, compassionate leave and more,” said Milt Ezzard, senior director of global benefits for Activision Blizzard. “But this innovation only makes a difference if employees understand the programs and how to use them. That’s why I’m so excited to be part of the Collective Health CareX beta. With CareX, we can be confident that we’re offering the right benefits in the right way. CareX also provides great data on the impact of our benefits spend, so that we can continue to invest strategically in employees.” Integrated on top of Collective Health’s existing claims and member experience technology platform, CareX is an intelligent system that uses three steps to integrate population data as well as member-specific claims and queries with a high-touch, personalized Care Navigation experience to simplify members’ care journeys. Each new cycle combines utilization results, experience feedback, clinical impact data and evolved algorithms to refine our ability to connect the right person to the right program at the right time. For more complex conditions, a primary goal of CareX is to connect members with a Collective Health Care Navigator who personally helps members navigate their coverage, programs and unique care needs, using the intelligence within the CareX system. CareX also gives employers a more powerful set of tools to analyze and optimize their benefits ecosystem, member impact and associated investment. An example of how CareX might work is if a member has a complex oncology case. CareX will identify that member, engage that member in the CareX and case management programs as appropriate, as well as guide the member through additional services that can drive better outcomes such as a second opinion service. Collective Health's deep integrations with partners allow for a more seamless navigation and tracking of members throughout their care journey, while its identification and outreach capabilities allow for a superior level of member engagement than other solutions on the market. The CareX private beta will continue with select clients and their populations through 2017 and will become more widely available in January 2018. Collective Health gives companies a smarter way to provide healthcare coverage through technology and design. Powered by a platform that connects and administers the entire benefits ecosystem—health plans, benefits programs, spending accounts, employee support—their solution delivers an effortless experience for everyone. Focused on serving the 170M+ Americans who receive healthcare coverage from their employers, the Collective Health platform has been selected by leading U.S. employers including Activision Blizzard, Cloudera, Crossfit, Palantir, Red Bull and Zendesk. Founded in October 2013, Collective Health is backed by NEA, Founders Fund, Google Ventures and other leading investors. The company is headquartered in San Francisco, CA. For more information, visit https://www.collectivehealth.com.
News Article | February 15, 2017
TOKYO, Feb. 15, 2017 /PRNewswire/ -- Good Smile Company, Inc., a premier Japanese collectible figure maker, announced on February 15 that it has acquired the license to produce Nendoroid collectible figures based on the heroes of Blizzard Entertainment's internationally acclaimed multiplayer team-based shooter "Overwatch" (R). "We are very excited to be working closely with Blizzard Entertainment to create these collectible figures that both our fans and their players will enjoy!" said Good Smile Company President and CEO Takanori Aki. Overwatch's Tracer will be the first character to join the Nendoroid lineup and is fully articulated, allowing her to be posed in many different ways. She comes complete with a variety of optional parts to add effects for her abilities, interchangeable bent legs, and hair options that can cover up her eyes to recreate her iconic poses from the game. Also included are her trademark Pulse Pistols and open-hand parts to pose her without her guns. Her Pulse Bomb is also included to pose her activating her ultimate ability. Nendoroid Tracer is now available for preorder at the GOODSMILE ONLINE SHOP(http://goodsmileshop.com/en/) and at participating retailers worldwide. Information on other upcoming Nendoroid and figma Overwatch heroes will be made available soon. Established in 2001, Good Smile Company is the worldwide leader in Japanese hobby products and services including the design, manufacturing and marketing of collectible figurines. Known for creating highly detailed collectibles, Good Smile Company's quality of production, sculpting, and manufacturing is known industry-wide as the new standard for Japanese anime/manga/video game characters. The company is actively involved in other new areas such as animation production/development and the motor sports business. More information about Good Smile Company can be found at http://www.goodsmile.info/en/. Best known for blockbuster hits including World of Warcraft (R), Hearthstone (R), Overwatch (R), the Warcraft (R), StarCraft (R), and Diablo (R) franchises, and the multi-franchise Heroes of the Storm (R). Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. Blizzard Entertainment's track record includes twenty-one #1 games (*) and multiple Game of the Year awards. The company's online-gaming service, Battle.net (R), is one of the largest in the world, with millions of active players. (*) Based on internal company records and reports from key distribution partners. To view the original version on PR Newswire, visit:http://www.prnewswire.com/news-releases/overwatch-r-heroes-to-join-good-smile-companys-nendoroid-lineup-300407715.html
Vivendi 2016 Revenues of 10.819 bn 0.5 , EBIT of 1.194 bn 2.9 , Earnings Attributable to Vivendi SA Shareowners of 1.256 bn 35 , Earnings from Continuing Operations Attributable to Vivendi SA Shareowners of 1.236 bn 77
News Article | February 23, 2017
Vivendi's Supervisory Board met today under the chairmanship of Vincent Bolloré and reviewed the Group’s Consolidated Financial Statements for the year ended December 31, 2016, which were approved by the Management Board on February 16, 2017. In the Financial Statements: - Revenues remained relatively stable at €10.8 billion, reflecting the contrasting results in the Group’s business segments: -Earnings attributable to Vivendi SA shareowners of €1,256 million, down 35%, of which earnings attributable to Vivendi SA shareowners from continuing operations, after non-controlling interests of €1,236 million, up 77.0%. As of December 31, 2016, the net cash position amounted to €1.1 billion, bearing in mind that the return to shareholders was particularly large in 2016, amounting to €4.2 billion. Vivendi is building a global content and media group, a very attractive business sector in the 3rd millennium. It owns powerful and complementary assets in this industry, which it gets to work together in order to extract greater value from them. The Group owns the three most widely consumed forms of content in the world: music, video games and audiovisual, and holds leading positions in the three most dynamic sectors of the creative industries: music with Universal Music Group, video games with Gameloft and audiovisual with Canal+ Group. Alongside its content creation capacity, Vivendi has its own distribution capabilities and, to ensure its content gets maximum exposure, establishes partnerships with telecom operators and invests in digital and physical distribution networks. The Group therefore relies on two growth drivers: creation and distribution. Producing and distributing relevant content requires in-depth consumer knowledge, data leveraging and supporting the shift to mobile advertising. This ambitious strategy is made possible thanks to its main shareholder, the family-owned Bolloré Group (it will hold 29% of voting rights in April 2017), which provides the long-term stability that is needed. In 2017, revenues should increase by more than 5% and, thanks to the measures taken in 2016, EBITA should increase by around 25%. The Management Board confirmed to the Supervisory Board that this year it would propose the distribution of an ordinary dividend of €0.40 per share with respect to 2016. While building a group creating high long-term value, the cash flow generated by Vivendi allows the Group to provide a 2% yield on its shares (2.35% with the closing stock price of February 22, 2017). Furthermore, the Group may continue to undertake share repurchases depending on market conditions. Universal Music Group’s (UMG) revenues amounted to €5,267 million, up 4.4% at constant currency compared to 2015 (+3.1% on an actual basis), driven by growth across all divisions. Recorded music revenues grew 2.9% at constant currency thanks to the growth in subscription and streaming revenues (+57.9 %), which more than offset the decline in both download and physical sales. Music publishing revenues grew 6.7% at constant currency, also driven by increased subscription and streaming revenues, as well as growth in synchronization and performance income. Merchandising and other revenues were up 16.1% at constant currency thanks to stronger touring activity. Recorded music best sellers for the year included new releases from Drake, Rihanna, Ariana Grande and The Rolling Stones, as well as carryover sales from Justin Bieber. UMG’s income from operations amounted to €687 million, up 10.7% at constant currency compared to 2015 (+9.8% on an actual basis). This favorable performance reflected the benefit of both revenue growth and cost savings. UMG’s EBITA amounted to €644 million, up 9.1% at constant currency compared to 2015 (+8.4% on an actual basis). EBITA included legal settlement income and restructuring charges in 2016 and 2015. In recent months, UMG entered into several agreements with the estate of the late artist Prince and NPG Records Inc., becoming the home for Prince’s music publishing, merchandise and much of his recorded music. UMG is now the exclusive worldwide publishing administrator for all of the artist's released and unreleased songs and the exclusive worldwide branding and licensing partner. It also holds the exclusive licensing rights to certain of his NPG recordings, including some Grammy-winning songs, as well as the right to compile and release albums from his unreleased recordings. Canal+ Group revenues amounted to €5,253 million, down 4.7% compared to 2015. Revenues from pay-TV operations in mainland France were down 6.1% year-on-year. This change was primarily due to a decline of the individual subscriber base (down 492,000 year-on-year to 5.25 million subscribers), despite a strong improvement in business performance towards the end of the year following the launch of the new Canal offers in mid-November 2016. Moreover, Canal+ Group entered into agreements with Free and Orange during the fourth quarter of 2016 pursuant to which the Canal TV offer can be included in the set-top boxes of these operators (only the fiber offer for Orange). Revenues from pay-TV international operations grew by 5.7% compared to 2015, thanks to continued growth in the subscriber base, particularly in Africa where the year-on-year increase amounted to 692,000 to reach nearly 2.8 million subscribers at the end of December 2016. At the end of December 2016, Canal+ Group had increased its subscriber base to approximately 11.5 million individual subscribers and 2.9 million Free and Orange customers under the aforementioned partnerships. Advertising revenues from free-to-air channels in mainland France were up 6.9% year-on-year, notably thanks to C8, which was the most watched DTT channel in France and the fifth most watched channel overall at the end of 2016. Among its primary target audience of 25-49 year old, C8 was the fourth most watched French channel with an average share of 4.4% in 2016. Studiocanal's revenues amounted to €416 million, down 26.1% compared to the record high achieved in 2015, which benefited from exceptional performances with the success of several movies, including Paddington, Shaun the Sheep, Imitation Game, Legend and Hunger Games. Canal+ Group's income from operations amounted to €303 million, compared to €542 million in 2015, and EBITA amounted to €240 million, compared to €454 million in 2015. This change was mainly due to the decline in the individual subscriber base in mainland France (excluding wholesale agreements) and content investments. EBITA from Canal+ channels in France5 amounted to a €399 million loss, compared to a €264 million loss in 2015. Gameloft’s revenues amounted to €132 million for the second half of 2016. As a reminder, Vivendi has fully consolidated Gameloft since June 29, 2016; Gameloft’s revenues amounted to €125 million for the first half of 2016. Gameloft’s dynamic growth accelerated compared to the first half of 2016. Gameloft’s operations in the second half of the year were notably driven by the strong development of its mobile advertising agency, Gameloft Advertising Solutions. The continued long-term success of games such as Asphalt 8: Airborne, Dungeon Hunter 5, Dragon Mania Legends, March of Empires and Modern Combat 5: Blackout and the successful launch of Disney Magic Kingdoms in 2016 also contributed to a strong second half performance. Gameloft benefited from improved monetization of services for existing games and from a more efficient and targeted user acquisition policy. Year-end was especially dynamic for Gameloft, with sales reaching a historic high of €69 million for the fourth quarter of 2016. The games released in 2016 accounted for 14% of Gameloft’s sales during the second half of 2016. Disney Magic Kingdoms in particular has been a stand out since its launch by Gameloft in March 2016, notably in Japan where the game, which is distributed in partnership with GungHo, was the most downloaded game on iOS and Google Play upon its release. During the second half of 2016, two thirds of Gameloft’s sales were generated by internally developed franchises which continue to grow as a percentage of sales. Gameloft franchises represented 57% of sales in 2013, 60% in 2014, 64% in 2015, and 67% in the second half of 2016. The goal is to continue to create new franchises every year and, at the same time, to strengthen the appeal of the existing franchises. Gameloft’s income from operations amounted to €10 million for the second half of 2016 thanks to a sharp increase in revenues and fewer operating costs. The income from operations’ margin stood at 7.6%, a level that Gameloft had not achieved since the second half of 2013. Gameloft’s EBITA amounted to €7 million for the second half of 2016. Vivendi Village’s revenues amounted to €111 million, a 10.9% increase compared to 2015 (+14.7% at constant currency and +3.8% at constant currency and perimeter). Over the same period, Vivendi Village’s income from operations and EBITA amounted to losses of €7 million and €9 million, respectively. Vivendi Village continues to serve as a lab for experimentation and a launch pad for new projects for the entire Group thanks in particular to the flexibility offered by small organizational structures. Vivendi Ticketing generated revenues of €52 million in 2016 and significantly improved its income from operations (+11.8% compared to 2015). MyBestPro (web-based expert counseling) continued to perform well in 2016 with an 11.3% increase in revenues and a 23.5% increase in income from operations compared to 2015. Despite a difficult environment following the November 2016 Paris bombings, L’Olympia almost maintained the same level of revenues in 2016 as the year before by increasing its initiatives, in particular partnerships and events. The Théâtre de L’Œuvre in Paris was re-launched in October 2016 with an original program line-up. Since early 2017, Olympia Production has coproduced the ambitious tour of Slimane, the 2016 winner of the The Voice France. CanalOlympia has successfully opened three new cinema and entertainment venues in Africa since the beginning of the year and will open a fourth one in Burkina Faso on February 24, 2017. Revenues generated by New Initiatives, which groups together Dailymotion (since June 30, 2015) and Vivendi Content, amounted to €103 million, compared to €43 million in 2015. Dailymotion, a global video platform with 300 million unique users per month and 3 billion video views, began a major transformation plan in 2016. Over the past few months, Dailymotion has strengthened its technical infrastructure, optimized its monetization tools, improved the quality of its audience and taken measures to remove explicit content incompatible with its new premium positioning. Dailymotion intends to offer its users a new experience allowing them to better discover and watch videos, including live videos, directly related to their individual interests and desires. To do this, Dailymotion will rely on the content provided by the hundreds of contributors (publishers, media groups) around the world with whom it has established partnerships. This new experience will be available in the second quarter of 2017, with the worldwide launch of a completely revamped user interface for all screen types, particularly mobile screens, which will mark an important step in Dailymotion’s transformation. Vivendi Content is a business dedicated to developing new content formats aimed at an international audience in close collaboration with the Group’s other businesses. It includes Studio+, an offer of short premium digital series specifically designed for mobile devices which was launched in Latin America and Europe during the fourth quarter of 2016, and Vivendi Entertainment which produces original formats for television shows. Vivendi Content also includes the Group’s initiatives in the field of e-sports. New Initiatives’ income from operations amounted to a €44 million loss in 2016, compared to an €18 million loss in 2015. EBITA amounted to a €56 million loss, compared to a €20 million loss in 2015. Notes 1 In compliance with IFRS 5, GVT (sold in 2015), has been reported as a discontinued operation. In practice, income and charges from this business have been reported as follows: 2 Constant perimeter reflects the impacts of the acquisitions of Dailymotion on June 30, 2015, Radionomy on December 17, 2015, Alterna’TV (Thema America) on April 7, 2016, Gameloft on June 29, 2016 and the licence of the Paddington Bear on June 30, 2016. 3 A reconciliation of EBIT to EBITA and to income from operations, as well as a reconciliation of earnings attributable to Vivendi SA shareowners to adjusted net income, are presented in Appendix IV. 4 Non-GAAP measures. 5 Relates to the six premium channels: Canal+, Canal+ Cinéma, Canal+ Sport, Canal+ Séries, Canal+ Family and Canal+ Décalé. Note: This press release contains audited consolidated earnings established under IFRS, which were approved by Vivendi’s Management Board on February 16, 2017, reviewed by the Vivendi Audit Committee February 20, 2017, and by Vivendi’s Supervisory Board on February 23, 2017. For additional information, please refer to the “Financial Report and audited Consolidated Financial Statements for the year ended December 31, 2016” which will be released later online on Vivendi’s website (www.vivendi.com). About Vivendi Vivendi is an integrated media and content group. The company operates businesses throughout the media value chain, from talent discovery to the creation, production and distribution of content. Universal Music Group is engaged in recorded music, music publishing and merchandising. It owns more than 50 labels covering all genres. Canal+ Group is engaged in pay-TV in France, as well as in Africa, Poland and Vietnam. Its subsidiary Studiocanal is a leading European player in production, sales and distribution of movies and TV series. Gameloft is a worldwide leader in mobile games, with 2 million games downloaded per day.Vivendi Village, groups together Vivendi Ticketing (in the United Kingdom, the United States and France), MyBestPro (expert counseling), Watchever (subscription streaming services), Radionomy (digital radio), the venues L’Olympia and Theâtre de L‘Œuvre in Paris, and CanalOlympia in Africa, as well as Olympia Production. With 3 billion videos viewed each month, Dailymotion is one of the biggest video content aggregation and distribution platforms in the world. www.vivendi.com, www.cultureswithvivendi.com Important Disclaimers Cautionary Note Regarding Forward-Looking Statements. This press release contains forward-looking statements with respect to the financial condition, results of operations, business, strategy, plans and outlook of Vivendi, including the impact of certain transactions and the payment of dividends and distributions, as well as share repurchases. Although Vivendi believes that such forward-looking statements are based on reasonable assumptions, such statements are not guarantees of future performance. Actual results may differ materially from the forward-looking statements as a result of a number of risks and uncertainties, many of which are outside our control, including, but not limited to, the risks related to antitrust and other regulatory approvals as well as any other approvals which may be required in connection with certain transactions and the risks described in the documents of the Group filed by Vivendi with the Autorité des Marchés Financiers (the French securities regulator), which are also available in English on Vivendi's website (www.vivendi.com). Investors and security holders may obtain a free copy of documents filed by Vivendi with the Autorité des Marchés Financiers at www.amf-france.org, or directly from Vivendi. Accordingly, we caution readers against relying on such forward looking statements. These forward-looking statements are made as of the date of this press release. Vivendi disclaims any intention or obligation to provide, update or revise any forward-looking statements, whether as a result of new information, future events or otherwise. Unsponsored ADRs. Vivendi does not sponsor an American Depositary Receipt (ADR) facility in respect of its shares. Any ADR facility currently in existence is “unsponsored” and has no ties whatsoever to Vivendi. Vivendi disclaims any liability in respect of any such facility. Speakers: Arnaud de Puyfontaine Chief Executive Officer Hervé Philippe Member of the Management Board and Chief Financial Officer Media invited on a listen-only basis. The conference will be held in English. Internet: The conference can be followed on the Internet at: www.vivendi.com (audiocast) On our website www.vivendi.com will be available dial-in numbers for the conference call and for replay (14 days), an audio webcast and the slides of the presentation. In millions of euros, except per share amounts. As a reminder, GVT (sold in 2015) has been reported as a discontinued operation in compliance with IFRS 5. In practice, income and charges from this business has been reported as follows: For any additional information, please refer to the “Financial Report and Audited Consolidated Financial Statements for the year ended December 31, 2016“, which will be released online later on Vivendi’s website (www.vivendi.com). In millions of euros, except per share amounts. The reconciliation of EBIT to EBITA and to income from operations, as well as of earnings attributable to Vivendi SA shareowners to adjusted net income is presented in the Appendix IV. a. Constant perimeter reflects the impacts of the following acquisitions: The reconciliation of EBIT to EBITA and to income from operations is presented in the Appendix IV. Income from operations, adjusted earnings before interest and income taxes (EBITA), and adjusted net income, non-GAAP measures, should be considered in addition to, and not as a substitute for, other GAAP measures of operating and financial performance. Vivendi considers these to be relevant indicators of the group’s operating and financial performance. Vivendi Management uses income from operations, EBITA and adjusted net income for reporting, management and planning purposes because they provide a better illustration of the underlying performance of continuing operations by excluding most non-recurring and non-operating items. As reported in the Consolidated Statement of Earnings. Nota : As a reminder, in compliance with IFRS 5, GVT (sold on May 28, 2015) has been reported as a discontinued operation. SELECTED KEY CONSOLIDATED FINANCIAL DATA FOR THE LAST FIVE YEARS Vivendi deconsolidated GVT, SFR, Maroc Telecom group and Activision Blizzard as from May 28, 2015, November 27, 2014, May 14, 2014, and October 11, 2013, respectively, i.e., the date of their effective sale by Vivendi. In compliance with IFRS 5, these businesses have been reported as discontinued operations for the relevant periods as set out in the table of selected key consolidated financial data below in respect of data reflected in the Consolidated Statement of Earnings and Consolidated Statement of Cash Flows. In millions of euros, number of shares in millions, data per share in euros. a. The non-GAAP measures of Income from operations, EBITA, Adjusted net income, Net Cash Position (or Financial Net Debt), Cash flow from operations (CFFO) and Cash flow from operations after interest and income tax paid (CFAIT) should be considered in addition to, and not as a substitute for, other GAAP measures of operating and financial performance as presented in the Consolidated Financial Statements and the related Notes, or as described in this Financial Report. Vivendi considers these to be relevant indicators of the group’s operating and financial performance. Each of these indicators is defined in the appropriate section of this Financial Report or in its Appendix. In addition, it should be noted that other companies may have definitions and calculations for these indicators that differ from those used by Vivendi, thereby affecting comparability. b. On April 21, 2016, Vivendi’s General Shareholders’ Meeting approved the payment of an ordinary dividend of €3 per share with respect to fiscal year 2015, i.e., an aggregate dividend payment of €3,951 million. This amount included €2,588 million paid in 2016: €1,318 million for the second interim dividend of €1 per share, paid on February 3, 2016, and €1,270 million representing the balance of €1 per share, paid on April 28, 2016. c. In 2015, Vivendi paid the dividend with respect to fiscal year 2014 (€1 per share, i.e., €1,363 million) and a first interim dividend with respect to fiscal year 2015 (€1 per share, i.e., €1,364 million). d. On June 30, 2014, Vivendi SA paid an ordinary dividend of €1 per share to its shareholders from additional paid-in capital, treated as a return of capital distribution to shareholders.
News Article | February 23, 2017
Vivendi construit un Groupe mondial de contenus et de médias, secteur très attractif du 3ème millénaire. Il dispose d’actifs puissants dans cette industrie, qu’il fait travailler ensemble pour dégager plus de valeur en les complétant. Le Groupe possède les trois premiers contenus consommés dans le monde : la musique, les jeux vidéo et l’audiovisuel, et détient des positions de leader sur les trois segments les plus dynamiques des industries créatives : dans la musique avec Universal Music Group, dans les jeux vidéo mobiles avec Gameloft et dans l’audiovisuel avec Groupe Canal+. Parallèlement à la création, Vivendi s’appuie sur ses propres capacités de distribution et, pour offrir une exposition maximale à ses contenus, établit des partenariats avec des opérateurs telcos et investit dans des réseaux de distribution numériques et physiques. Le Groupe dispose donc de deux moteurs de croissance : la création et la distribution. Produire et distribuer des contenus pertinents nécessite de bien connaître le consommateur, de valoriser la data et d’accompagner le basculement des investissements publicitaires vers le mobile. Au cours des derniers mois, UMG a signé plusieurs accords avec les héritiers de Prince et NPG Records Inc, devenant la maison d'édition musicale, de merchandising et de la plupart de la musique enregistrée de l’artiste. Il est ainsi devenu l’éditeur exclusif mondial des chansons publiés et inédites de l’artiste et le partenaire exclusif mondial pour la marque et les licences. Il détient également les droits de licence exclusifs de certains enregistrements de NPG Records Inc, dont ceux ayant gagné des Grammies, ainsi que le droit de compiler et de sortir des albums issus des enregistrements inédits. Le chiffre d’affaires des activités de télévision payante en France métropolitaine recule de 6,1 % sur un an. Cette évolution est essentiellement liée à la décroissance du portefeuille d’abonnés individuels (en recul de 492 000 sur un an à 5,25 millions d’abonnés), malgré une forte amélioration des performances commerciales en fin d’année à la suite du lancement des nouvelles offres Canal mi-novembre 2016. Par ailleurs, Groupe Canal+ a conclu au quatrième trimestre 2016 des accords avec Free et Orange permettant d’inclure l’offre TV de Canal dans les boxes de ces opérateurs (uniquement pour l’offre fibre pour Orange). La dynamique de croissance de Gameloft s’est accélérée au second semestre 2016. L’activité est notamment portée par la très forte croissance de sa régie publicitaire mobile, Gameloft Advertising Solutions. Le succès continu depuis plusieurs années de jeux tels qu’Asphalt 8 : Airborne, Dungeon Hunter 5, Dragon Mania Legends, March of Empires et Modern Combat 5 : Blackout et le lancement réussi de Disney Magic Kingdoms en 2016 contribuent aussi à la bonne performance du second semestre. Gameloft bénéficie enfin d’une meilleure monétisation des services de jeux existants ainsi que d’une politique d’acquisition d’utilisateurs plus ciblée et plus efficace. La fin d’année est particulièrement dynamique pour Gameloft dont les ventes atteignent un plus haut historique à 69 millions d’euros au quatrième trimestre 2016. Deux tiers de ventes de Gameloft au second semestre 2016 sont réalisées avec ses propres franchises de jeux qui continuent de progresser en pourcentage des ventes. En 2013, les licences Gameloft représentaient 57 % des ventes, 60 % en 2014, 64 % en 2015 et 67 % au second semestre 2016. L’objectif est de continuer de créer de nouvelles marques chaque année et de consolider en parallèle l’attrait des licences existantes. La solide croissance du chiffre d’affaires et la baisse des coûts opérationnels permettent à Gameloft de générer un résultat opérationnel courant (ROC) de 10 millions d’euros au second semestre 2016. La marge opérationnelle courante s’établit donc à 7,6 %, niveau qui n’avait plus été atteint depuis le second semestre 2013. Le chiffre d’affaires de Vivendi Village s’élève à 111 millions d’euros en 2016, en hausse de 10,9 % par rapport à 2015 (+14,7 % à taux de change constant et +3,8 % à taux de change et périmètre constants). Sur la même période, Vivendi Village enregistre une perte opérationnelle courante (ROC) de 7 millions d’euros et une perte opérationnelle ajustée (EBITA) de 9 millions d’euros. Vivendi Village continue d’être un terrain d’expérimentations et de lancement de nouveaux projets pour l’ensemble du Groupe, bénéficiant notamment de la souplesse d’organisation propre aux petites structures. Olympia Production coproduit depuis début 2017 l’ambitieuse tournée de Slimane, vainqueur de The Voice en 2016. CanalOlympia a ouvert avec succès trois nouvelles salles de cinéma et de spectacle en Afrique depuis le début de l’année et s’apprête à en ouvrir une quatrième le 24 février 2017 au Burkina Faso. Dailymotion, plateforme mondiale de vidéos attirant 300 millions de visiteurs uniques par mois pour 3 milliards de vidéos vues, a engagé en 2016 un important plan de relance. Au cours des derniers mois, Dailymotion a ainsi renforcé ses infrastructures techniques, optimisé ses outils de monétisation, assaini son audience et pris des mesures pour éliminer les contenus explicites incompatibles avec son nouveau positionnement premium. Dailymotion entend en effet proposer à ses utilisateurs une nouvelle expérience permettant de mieux découvrir et consommer des vidéos, y compris en live, directement en lien avec les centres d’intérêt et les envies de chacun. Dailymotion s’appuiera pour cela sur les contenus issus de centaines de partenariats noués dans le monde entier avec différents contributeurs de premier plan (éditeurs, groupes média, etc.). Vivendi Content est une entité qui développe de nouveaux formats de contenus à vocation internationale en étroite collaboration avec les autres entités du Groupe. Elle comprend notamment Studio+, une offre de séries digitales courtes et premium destinée plus particulièrement aux mobiles, lancée au dernier trimestre 2016 en Amérique latine et en Europe, et Vivendi Entertainment qui produit des formats originaux pour des émissions de flux. Vivendi Content rassemble également les initiatives du Groupe dans le domaine de l’e-sport. 2 Le périmètre constant permet de retraiter les impacts des acquisitions de Dailymotion le 30 juin 2015, Radionomy le 17 décembre 2015, Alterna’TV (Thema America) le 7 avril 2016, Gameloft le 29 juin 2016 et de la licence de l’Ours Paddington le 30 juin 2016. 3 Pour la réconciliation de l’EBIT à l’EBITA et au ROC, ainsi que du résultat net, part du groupe, au résultat net ajusté, voir annexe IV. 4 Mesures à caractère non strictement comptable. 5 Correspond aux six chaînes premium : Canal+, Canal+ Cinéma, Canal+ Sport, Canal+ Séries, Canal+ Family et Canal+ Décalé. A propos de Vivendi Groupe industriel intégré dans les médias et les contenus, Vivendi est présent sur toute la chaîne de valeur qui va de la découverte des talents à la création, l’édition et la distribution de contenus. Universal Music Group est le leader mondial de la musique présent tant dans la musique enregistrée que l’édition musicale et le merchandising. Il dispose de plus de 50 labels couvrant tous les genres musicaux. Groupe Canal+ est le numéro un de la télévision payante en France, présent également en Afrique, en Pologne et au Vietnam. Sa filiale Studiocanal occupe la première place du cinéma européen en termes de production, vente et distribution de films et de séries TV. Gameloft est un des leaders mondiaux des jeux vidéo sur mobile, fort de 2 millions de jeux téléchargés par jour. Vivendi Village rassemble Vivendi Ticketing (billetterie au Royaume-Uni, aux Etats-Unis et en France), MyBestPro (conseil d’experts), Watchever (service de streaming par abonnement), Radionomy (audionumérique), la salle de spectacles L’Olympia et le Théâtre de L’Oeuvre à Paris, les salles de spectacles CanalOlympia en Afrique et Olympia Production. Avec 3 milliards de vidéos vues par mois, Dailymotion est l’une des plus grandes plateformes d’agrégation et de diffusion de contenus vidéo au monde. www.vivendi.com, www.cultureswithvivendi.com Avertissement Important Déclarations prospectives. Le présent communiqué de presse contient des déclarations prospectives relatives à la situation financière, aux résultats des opérations, aux métiers, à la stratégie et aux perspectives de Vivendi, y compris en termes d’impact de certaines opérations ainsi que de paiement de dividendes, de distribution et de rachats d’action. Même si Vivendi estime que ces déclarations prospectives reposent sur des hypothèses raisonnables, elles ne constituent pas des garanties quant à la performance future de la société. Les résultats effectifs peuvent être très différents des déclarations prospectives en raison d'un certain nombre de risques et d'incertitudes, dont la plupart sont hors de notre contrôle, notamment les risques liés à l'obtention de l'accord d'autorités de la concurrence et d’autres autorités réglementaires ainsi que toutes les autres autorisations qui pourraient être requises dans le cadre de certaines opérations et les risques décrits dans les documents déposés par Vivendi auprès de l'Autorité des Marchés Financiers, également disponibles en langue anglaise sur notre site (www.vivendi.com). Les investisseurs et les détenteurs de valeurs mobilières peuvent obtenir gratuitement copie des documents déposés par Vivendi auprès de l'Autorité des Marchés Financiers (www.amf-france.org) ou directement auprès de Vivendi. Le présent communiqué de presse contient des informations prospectives qui ne peuvent s'apprécier qu'au jour de sa diffusion. Vivendi ne prend aucun engagement de compléter, mettre à jour ou modifier ces déclarations prospectives en raison d’une information nouvelle, d’un évènement futur ou de tout autre raison. ADR non sponsorisés. Vivendi ne sponsorise pas de programme d’American Depositary Receipt (ADR) concernant ses actions. Tout programme d’ADR existant actuellement est « non sponsorisé » et n’a aucun lien, de quelque nature que ce soit, avec Vivendi. Vivendi décline toute responsabilité concernant un tel programme. Le résultat opérationnel courant (ROC), le résultat opérationnel ajusté (EBITA - adjusted earnings before interest and income taxes) et le résultat net ajusté (ANI - adjusted net income), mesures à caractère non strictement comptable, doivent être considérés comme des informations complémentaires, qui ne peuvent se substituer à toute mesure des performances opérationnelles et financières du groupe à caractère strictement comptable et Vivendi considère qu’ils sont des indicateurs pertinents des performances opérationnelles et financières du groupe. La Direction de Vivendi utilise le résultat opérationnel courant, le résultat opérationnel ajusté et le résultat net ajusté dans un but informatif, de gestion et de planification car ils illustrent mieux les performances des activités et permettent d’exclure la plupart des éléments non opérationnels et non récurrents. Vivendi a déconsolidé GVT, SFR, le groupe Maroc Telecom et Activision Blizzard respectivement à compter du 28 mai 2015, du 27 novembre 2014, du 14 mai 2014 et du 11 octobre 2013, dates de leur cession effective par Vivendi. En application de la norme IFRS 5, ces métiers sont présentés comme des activités cédées ou en cours de cession pour les périodes concernées dans le tableau des chiffres clés consolidés infra pour les données issues des comptes de résultat et des tableaux de flux de trésorerie. a. Le résultat opérationnel courant (ROC), le résultat opérationnel ajusté (EBITA), le résultat net ajusté (ANI), la position nette de trésorerie (ou l’endettement financier net), les flux nets de trésorerie opérationnels (CFFO) et les flux nets de trésorerie opérationnels après intérêts et impôts (CFAIT), mesures à caractère non strictement comptable, doivent être considérés comme une information complémentaire qui ne peut se substituer à toute mesure des performances opérationnelles et financières à caractère strictement comptable, telles que présentées dans les états financiers consolidés et leurs notes annexes, ou citées dans le rapport financier, et Vivendi considère qu’ils sont des indicateurs pertinents des performances opérationnelles et financières du groupe. Chacun de ces indicateurs est défini dans le rapport financier ou à défaut dans son annexe. De plus, il convient de souligner que d’autres sociétés peuvent définir et calculer ces indicateurs de manière différente. Il se peut donc que les indicateurs utilisés par Vivendi ne puissent être directement comparés à ceux d’autres sociétés.
News Article | December 8, 2016
BOSTON--(BUSINESS WIRE)--Gamer Sensei, the online mastery platform for competitive gamers, today announced the acquisition of DotaCoach.org, an on-demand coaching service for players of Dota 2. The combination of the two companies creates the world’s largest community of professional Dota 2 coaches dedicated to helping competitive gamers win more. Terms of the deal were not disclosed. In conjunction with the news, Gamer Sensei also announced the appointment of Jim Drewry as chief operating officer. Jim joins the company from Warner Brothers Games, where he was VP of Digital Publishing and led a cross-functional team marketing and publishing digital, mobile, and live online games. Jim leads Gamer Sensei’s marketing, product, engineering and analytics teams. Gamer Sensei will integrate DotaCoach.org’s on-demand coaching service with Gamer Sensei’s patent-pending mastery platform, which matches players seeking to improve their performance with top-ranked professional gamers for coaching. Once matched with a Sensei, players receive personalized in-game coaching, resulting in measurable improvements. On a one-on-one basis, Gamer Sensei coaches help players of Dota 2 and other competitive games to improve their skill and strategy, leading them to win more. Gamer Sensei already offers coaching for League of Legends, Hearthstone, Overwatch and other popular games. “I’m extremely excited to join Gamer Sensei as we grow the company in this period of incredible interest in professional eSports coaching,” said Jim Drewry. “With the acquisition of DotaCoach.org, our goal is to provide both the best on-demand and pre-scheduled coaching experiences for players around the world. We’re thrilled to welcome the site and its community to Gamer Sensei.” As part of the acquisition, DotaCoach.org founder Kenn Sippell joins the Gamer Sensei team. “The combination of DotaCoach.org and Gamer Sensei is a great thing for our roster of professional coaches and for the players who love our service,” said Sippell. “Both companies share a focus on building a great community of top pro gamer coaches while providing the best coaching technology platforms. Bringing the DotaCoach.org and Gamer Sensei communities together will create the best possible experience for our players and coaches.” Players can sign up for live coaching now at http://www.gamersensei.com. About Gamer Sensei Gamer Sensei is the world’s premiere mastery platform for players who want to win more in their favorite online games. Gamer Sensei’s coaches are among the best pro gamers in the world, each matched with students via a patent-pending algorithm. Gamer Sensei coaches provide personalized lessons to help gamers of all skill levels in their quest to make epic plays. Gamer Sensei currently offers coaching for all of today’s most popular games, including Dota 2 from Valve Corporation; Overwatch, Hearthstone, Heroes of the Storm and StarCraft II from Activision Blizzard (ATVI); and League of Legends from Riot Games.
News Article | February 16, 2017
SANTA MONICA, Calif.--(BUSINESS WIRE)--Activision Blizzard (Nasdaq: ATVI) today announced an expansion of its in-game program that supports the Call of Duty™ Endowment’s nationwide effort to help veterans find high-quality careers. Launching today for PlayStation®4 and Xbox One, the Call of Duty™ Endowment (C.O.D.E.) Brass Personalization Pack for Call of Duty®: Modern Warfare® Remastered includes a full suite of exclusive content: Player Card, Universal Weapon Camo, Universal Reticle and Emblem. The pack will be available for a suggested retail price of $4.99 in the in-game store and the Sony and Microsoft online stores. One hundred percent of Activision Publishing’s net proceeds from the purchase of the C.O.D.E. Brass Pack will go directly to the most effective charities that combat veteran unemployment. More than 3,400 veterans have been placed in high quality jobs through the in-game program to-date. “ Raven is honored to partner with the Endowment,” said Raven Software Studio Head Brian Raffel. “ We believe this new pack offers a great way for our players to support veterans while taking their in-game experience to a new level.” The Endowment is a non-profit, public benefit corporation co-founded in 2009 by Activision Blizzard CEO Bobby Kotick. With a mission to identify and fund the best and most effective employment-focused veteran-serving organizations, the Endowment’s original goal was to identify and fund best-in-class organizations to place 25,000 veterans in jobs by the end of 2018. The Endowment met that goal two years early, reaching 31,000 placements in 2016, with a six-month retention rate of 88 percent. The Endowment’s new goal is to place a total of 50,000 veterans into high-quality jobs by 2019. “ Through our previous personalization pack and calling card programs, the Call of Duty® community contributed over $2.1 million to help 3,400 veterans secure good jobs,” said Endowment Executive Director Dan Goldenberg. “ Employment is vital to providing stability when transitioning from military to civilian life. Raven, Infinity Ward, Treyarch, Sledgehammer Games, Sony and Microsoft continue to be indispensable partners in this effort, as the in-game program would not be possible without their generosity and commitment. We are grateful for their continued support.” Activision Blizzard, Inc., a member of the S&P 500, is the world's most successful standalone interactive entertainment company. We delight hundreds of millions monthly active users around the world through franchises including Activision's Call of Duty®, Destiny and Skylanders®, Blizzard Entertainment's World of Warcraft®, Overwatch®, Hearthstone®, Diablo®, StarCraft®, and Heroes of the Storm®, and King's Candy Crush™, Pet Rescue™, Bubble Witch™ and Farm Heroes™. The company is one of the Fortune "100 Best Companies To Work For®." Headquartered in Santa Monica, California, Activision Blizzard has operations throughout the world, and its games are played in 196 countries. More information about Activision Blizzard and its products can be found on the company's website, www.activisionblizzard.com. About the Call of Duty Endowment: The Call of Duty Endowment is a non-profit, public benefit corporation co-founded by Bobby Kotick, CEO of Activision Blizzard. The Endowment helps veterans find high quality careers by supporting groups that prepare them for the job market and by raising awareness of the value vets bring to the workplace. For more information about the Call of Duty Endowment, please visit www.callofdutyendowment.org. ACTIVISION and CALL OF DUTY are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners.
News Article | February 27, 2017
IRVINE, Calif.--(BUSINESS WIRE)--Are you seeking adventure and fame with a dash of danger? Azeroth’s finest scholars and explorers have today begun preparing for Journey to Un’Goro™, the new expansion coming to Hearthstone®, Blizzard Entertainment’s smash-hit digital card game, in April. Those brave or at least curious enough to embark on an expedition to a land of primordial wonder will encounter ancient elementals, frightening flora, and some of the fiercest predators to ever inhabit Azeroth—all while unearthing 135 new Hearthstone cards to add to their collections! Journey to Un’Goro will take adventurers to the heart of the Un’Goro crater, a prehistoric region of Azeroth preserved in time. Rumor has it that previous explorers left some unfinished business in Un’Goro—daunting quest cards that, should you complete their requirements, grant rewards of monstrous power. It’s also said that the crater’s dinosaurs can adapt to any threat through a newly discovered form of evolution, and can be quite territorial. Though you’ll be tested at every turn, worry not! Your safety is virtually guaranteed ... just make sure not to touch anything! Coming to Windows and Mac PCs; Windows, iOS, and Android™ tablets; and mobile phones, Journey to Un’Goro card packs will be winnable in Hearthstone’s Arena mode and purchasable with in-game gold or real money at the same prices as Hearthstone’s other card packs. Starting tomorrow and up until the expansion is released, players can pre-purchase Journey to Un’Goro card packs in a special 50-pack bundle, on any platform, for a one-time price of $49.99 (one purchase per account). Eager explorers who pre-purchase this bundle will receive a unique themed card back to help set the proper mood for the upcoming expedition. Prepare for your journey at ungoro.com. Best known for blockbuster hits including World of Warcraft®, Hearthstone®, Overwatch®, the Warcraft®, StarCraft®, and Diablo® franchises, and the multifranchise Heroes of the Storm®, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry’s most critically acclaimed games. Blizzard Entertainment’s track record includes twenty-one #1 games* and multiple Game of the Year awards. The company’s online-gaming service, Battle.net®, is one of the largest in the world, with millions of active players. *Based on internal company records and reports from key distribution partners. Information in this press release that involves Blizzard Entertainment's expectations, plans, intentions or strategies regarding the future, including statements about pricing, preorder dates, release dates, and features of the Journey to Un’Goro expansion for Hearthstone: Heroes of Warcraft, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment's actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.
News Article | March 1, 2017
As the premiere East Coast gathering of eSports thought leaders, the Cynopsis World eSports Summit is assembling unrivaled panels and presentations in all aspects of business within the emerging global sporting category. The event, held on Wednesday, April 12 in New York City, will focus on authentically marketing the space, especially for non-endemic brands and advertisers, and will feature industry leaders from brands, professional teams, publishers and leagues. Discussion will cover the exploding world of competitive gaming and offer tactics for monetizing the global eSports audience. The Cynopsis World eSports Summit will feature keynotes and panel discussions on key topics such as how eSports is changing media, sponsorship strategies for endemic and non-endemic brands, dynamics of running a team, tournament logistics, as well as exclusive research presentations from both SuperData Research and eSports Ad Bureau. The Summit will close with a Shark-Tank session titled “Bruin Battles” sponsored by Bruin Sports Capital where an attendee will walk away with the possibility of getting their eSports idea funded. While the full list of speakers will be unveiled in the coming weeks, the April 12 Summit will feature a lineup of executives from notable companies, brands and teams, including Intel, PepsiCo, Activision Blizzard, ELeague, Buffalo Wild Wings, OpTic Gaming, ESL, Anheuser-Busch, Twitch, Machinima, NGE, AEG, Splyce, SuperData Research, 76ers’ Team Dignitas, WESA, and WorldGaming. Attendees will include non-endemic brand executives and marketers, potential team owners, executive leaders from agencies, content creators, sales-team executives, media buyers, online startups, digital-services providers, and publishers. The Cynopsis eSports Conference, sponsored by Go To Team, Bruin Sports Capital, eSports Ad Bureau and rEvXP, will be held at 10 on the Park at the Time Warner Center in New York City. For more details, go to http://www.cynopsisesportsconference.com. For questions about registration, contact Jenn Ocampo at email@example.com or go to cynopsisesportsconference.com. For sponsorship information, contact Vice President of Sales and Marketing Mike Farina at mike(at)cynopsis.com. About Cynopsis Media: Cynopsis Media is what the TV industry reads first every day. The Cynopsis Media family of products includes the media industry's most-read daily, Cynopsis, plus sister dailies Cynopsis Digital and Cynopsis Sports, the Cynopsis Jobs board and special reports. Serving TV, agency and brand professionals, Cynopsis Media produces conferences, webinars, and awards programs that are second to none. Find out more at cynopsis.com.
News Article | November 4, 2016
Blizzard Entertainment pioneered e-sports with its “Starcraft” franchise more than a decade ago. Now, with “Overwatch,” the Irvine video game maker wants to bring to e-sports the wealth and recognition that sports such as soccer, football and basketball generate. To do so, Blizzard Entertainment, a division of Santa Monica’s Activision Blizzard Inc., announced Friday it will adopt hallmarks of traditional sports leagues to form an e-sports league more instantly relatable than others spawned in the last few years. Blizzard envisions professional teams for the shooting game “Overwatch” based in a major cities worldwide. Players would be scouted and signed through free agency and receive guaranteed salaries and benefits. Feeder leagues would help train players up for the pros. Potential team owners are expected to bid millions of dollars in the coming months to be one of the league’s founding members. Their team’s slot in the league would be permanent. “The Overwatch League represents … a genuine career opportunity for the most skilled Overwatch players,” Blizzard Entertainment Chief Executive Mike Morhaime said in a statement. “We’re building a league that’s accessible to players and fans, sustainable, and exciting for everyone involved.” The announcement that “Overwatch” League would debut next year came as part of BlizzCon, the annual convention the 25-year-old company holds for users at the Anaheim Convention Center. Media moguls, NBA owners, venture capitalists and former players are circling to invest in teams, and Blizzard invited several to hear more details Friday in Anaheim, according to sources familiar with the private discussions. Over the last two years, such investors have put millions of dollars into teams for Riot Games’ “League of Legends” League Championship Series, which has gained tens of millions of fans in its seven years. One financier, Sacramento Kings co-owner Andy Miller, said he’s “super interested” in the new league. NRG, the e-sports club he co-owns with former Lakers star Shaquille O’Neal and several others, signed a six-person “Overwatch” team in August. It features Brandon Larned, one of the nascent sport’s most popular players. “It’s different,” Miller said of Blizzard’s plans. “But it’s definitely worth a try.” Though only months old, “Overwatch” has attracted 20 million players. It has benefited from being within a familiar, long-established genre of games and being available to play on many devices. E-sports businesses say it’s already one of the most popular games among competitive players. On Plays.tv, an app for creating and sharing clips from video game matches, “Overwatch” is the third-most active community, closing in on “Counter-Strike: Global Offensive.” On Battlefy, a tournament-organization service, “Overwatch” activity is growing faster than “Hearthstone,” another Blizzard title. “ Overwatch’ has been quite an anomaly,” said Jason Xu, chief executive of gaming tournament software developer Battlefy. “It’s incredibly polished and simple from the very beginning, yet hard to master, which is perfect for e-sports. They’ve grown tremendously fast.” How that engagement translates to spectators, sponsors and broadcasting fees is what investors must evaluate as they weigh whether to back the proposed league. Details about how the league expects to generate income weren’t publicly released. But some prospective bidders are pleased at least so far. “It’s a breath of fresh air to see a game publisher get very involved in creating a league that makes sense from a business perspective,” said Mike Rufail, who owns Team EnVyUs. Many conventions are in Blizzard’s favor. Spectators tend to be players, and players are typically spectators, Xu said. That’s unlike traditional sports, where many fans aren’t active players themselves. The relationship has been lucrative for game developers. Launching competitions with big cash prizes gets people to keep playing a game in hopes of climbing in the rankings. The competition gets players to spend more money on in-game purchases to personalize and improve their experience. And Blizzard is likely betting the additional revenue from fostering competition outweighs the expenses of operating a league, Xu said. The league unveiling drew surprise and awe from the thousands of attendees at BlizzCon, who applauded when Morhaime said players and teams would share in league finances. Potential owners expect Blizzard Entertainment to be selective in whom it approves as buyers for the limited number of initial franchises. Teams, at least at first, will compete in a single global division. Online tournaments and leagues run by other companies would give players chances to distinguish themselves and gain the attention of pro teams. Blizzard Entertainment plans to hold a scouting combine for top players to show off their skills. Teams would vie for players during a signing period. There would be a regular season and playoffs. The city-based teams open two untapped business opportunities in e-sports: local advertisers and fans. Most of the revenue generated in e-sports comes from national or global companies sponsoring events. And though Los Angeles and a few other cities house numerous e-sports teams, many metropolises are skipped. Fans rarely hold a geographic allegiance. Rufail has been hoping to change the dynamics by planting EnVyUs in Charlotte and seeking government and community support. “You drive to a match and drive home afterward,” Rufail said. “There’s a market for that all around the world.” Blizzard Entertainment still faces some challenges for the league to work. Short-term, teams that have signed top “Overwatch” players to contracts running past this year want to know what happens if they aren’t invited into the league. Over the longer term, the company must maintain players’ interest by adding new characters and features to the game. The broad array of character and strategy choices in “League of Legends” is what has made it a long-lasting e-sport, experts said.