Ubisoft 2002 Annual Report Download - page 3

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The numbers speak for themselves
2003
3
ANNUAL
REPORT
*All platforms combined, Jan-June 2003. Source: NPD
**Net revenue growth based on a constant exchange rate and operating result based on US
GAAP pro forma before goodwill and business assets amortization
The third largest independent publisher in Europe and the
sixth largest in the United States*,Ubisoft thrived during the
2002/03 fiscal year. We grew net revenue by 30% to 453
million and our operating result by 259% to 31.2 million.**
Unlike other segments of the entertainment industry, the
video game market continues to appeal to a rising number
of mainstream consumers around the world. The current
generation of consoles is growing faster than any previous
generation, and a record number of people are playing our
games.Ubisoft took full advantage of this booming market,
outperforming average growth twofold during the year.
Thanks to our publishing and distribution activities, our
catalog of brands was more impressive than ever. Our entire
collection sold a record 24 million units during the year.
Our top five selling games including Tom Clancy’s
Splinter Cell™,Tom Clancy’s Ghost Recon™ and Rayman® 3:
Hoodlum Havoc sold over 7 million units; this was more
than 1 million units above our original forecast. Results
were boosted by a significant rise in the volume of average
sales per game.
In addition to skyrocketing popularity among fans, Ubisoft
was widely heralded as an industry major by professionals
during the year. The exclusive Xbox launch of Tom Clancy’s
Splinter Cell™ particularly reinforced our international
renown, with the title named “Best Console Game of the
Year” at the Interactive Achievement Awards 2003, “Best
Game” at ECTS 2002 and “Best Xbox Game of the Year”
by Gamespot. More recently, we racked up over 17 nomina-
tions and seven awards at this year’s E3, including the
E3 2003 Best Action/Adventure Game Award for Prince
of Persia The Sands of Time™.
Our success is no fluke. Year after year, we have consistently
outperformed the market and increased our consumer
base. How? By closely tracking market trends to better
understand our competitors and the industry. By increa-
sing synergies between our marketing and production
teams to offer players the games they demand. By focusing
on the efficiency of our studio network. By building a
blockbuster portfolio of top-selling brands. And by investing
in the talent and potential of our human resources.
Because we know there is always room to grow and improve,
these long-term strategic objectives will continue to lead
us forward during the current fiscal year and beyond.
Chairman’s
STATEMENT