Ubisoft Entertainment SA (UBI) Earnings Call Transcript & Summary

September 15, 2020

Euronext Paris FR Communication Services Entertainment conference_presentation 40 min

Earnings Call Speaker Segments

Michael Ng

analyst
#1

Thank you, everyone, for joining today's fireside chat with Ubisoft's CFO, Frédérick Duguet; and Head of Investor Relations, Jean-Benoît Roquette, with whom we're going to discuss Ubisoft's growth strategy and content pipeline along with broader trends in video games and interactive entertainment. My name is Mike Ng. I cover Ubisoft along with the rest of the video game publishers here at Goldman, and I'll be moderating our session. We have 40 minutes inclusive of audience Q&A. [Operator Instructions]

Michael Ng

analyst
#2

So first, Frédérick, thank you very much for joining us and being on the call today. Ubisoft, like many other video game publishers, have seen increased engagement following stay-at-home measures around the world. In addition, there's a lot in the development pipeline with 5 AAA games planned this year and 3 to 4 AAA games next year. So to start off, can you talk a little bit about the current momentum in the business and Ubisoft's key strategic objectives over the next few years?

Frédérick Duguet

executive
#3

Yes, sure. Thank you, Mike. Hello, everybody. Yes, so in terms of momentum, you're right, we've got very strong momentum in Q1 and that was a record quarter, benefiting from the lockdown impact as well as from the depths of our back catalog as well as from expanding live services with our major franchises doing very well. As we said back in July, we started with very strong engagement levels in July with the benefit of the Ubisoft Forward event impact. And now we're happy to come with a very big content for the second half of the year. We've been very encouraged by the warm reception of the 2 Ubisoft Forward events, so that bodes well for the year. Looking to your question, on the longer term, we see that we have nice profitability. We continue growing double digit on the top line. So we expect to grow faster than market in the medium to longer term with an improvement in terms of operating margin over time. We -- the first objective is to continue growing in terms of audience, engagement and PRI across consoles and PC. One key purpose here is -- key objective for us is to continue expanding multiplayer games with more competitive games, with more social games in the portfolio. We think we can go into new segments with new IPs and complement our premium business model with free-to-play and subscription. So that's for console and PC. We think we can grow in terms of the agent territories at a higher pace. And we think that the next generation of console will bring us a nice boost. Beyond that, we think it's the right time now for us to expand our console and PC franchises to mobile with game plays closer to the AAA types of experiences, and that's where our Tencent partnership plays a key role there. And beyond that horizon, we think that longer term, we are preparing ourselves for which -- what we think to be the next revolution, which will be beyond streaming, which will be cloud computable.

Michael Ng

analyst
#4

Great. That's a really fantastic overview, and I really want to dive deep into a lot of those things. Maybe to start off, can you just talk a little bit about the elevated level of engagement that we've seen to date compared to pre-pandemic levels? What are the most recent engagement trends you're seeing as shelter-at-home mandates continue to be lifted? For instance, you mentioned on your last earnings call that engagement in Europe was beginning to wane. Do you continue to see geographic disparities in game engagement?

Frédérick Duguet

executive
#5

Yes. Yes, we do. It's true that Q1 was positively impacted by lockdown effects across the board, but with diminishing effects in Europe and Asia in June. And we said back in July that we would expect a positive, if I may say so, impact from lockdown in North America until end of July. And when you look at the U.S. market, it had an explosive growth. Full game sales were growing beyond 45% in the marketplace versus last year. Growth in the European and Australian business market were strong as well, but not to the same extent, between 25% and 30% on full game sales. And excluding the new releases, knowing that there was very few last year, back catalog sales grew 15% on these geographies. So not to the same level as we had seen before the lockdown, but still stronger -- strong dynamics. And in August, you've seen that the U.S. market was not as strong as in July, but still very solid overall. As for us, specifically in terms of engagements, it's not that easy to isolate the impact of lockdown related to the strengths of our business. Knowing that in July, as we said, the Ubisoft awards event together with very strong promotions on our major franchises, led us to have the engagement level in the third week of July similar to what we had seen at the peak of the lockdown end of March. So that's why we had a stronger beginning of July.

Michael Ng

analyst
#6

Great. And just moving on to the development progress. You noted in the upcoming guidance that there was always a possibility of delaying 1 of the 2 games in fiscal 4Q, which I assume is Rainbow Six Quarantine or Far Cry to fiscal '22. First, could you just provide us an update on the development progress of those 2 games? And then second, could you talk a little bit about how developer productivity has been impacted, if at all, due to the work in home -- work-from-home environment?

Frédérick Duguet

executive
#7

Yes. Yes, we reported expecting to release 5 AAA games this fiscal year. In terms of development, we are making progress. We're working very hard actually to make these 2 titles coming in Q4. Back to what we said in May, it's true that the transition to work-from-home had an impact across all our productions. Since then, we have implemented satisfactory technical solutions in the area of motion captures, video recording, localization, play tests because it's more difficult to manage confidentiality with players being at home rather than in the studio, so that's a sensitive element, and that's needed to have, I mean, regular feedbacks to the development team. So that's an area of focus. So -- and as we said back in July, we still have a vast majority of developers being work-from-home. So even though we have found technical and good solutions, it still puts a significant pressure on productivity. And yes, as we said, we preferred to postpone a game because we want to make sure that it has sufficient publishing time. We will do it without hesitation because we know it's so critical for us to have a quality execution for the long-term value of the game.

Michael Ng

analyst
#8

Can you talk a little bit about the competitiveness of the holiday season. So Ubisoft has 3 AAA titles to be released in the December quarter: Watch Dogs: Legion on October 29; Assassin's Creed Valhalla on November 17; and Immortals Fenyx Rising on December 3. There are obviously some notable competing titles, Cyberpunk and Call of Duty are ones that come to mind. But does the competitiveness of the holiday season concern you at all as you launch your titles into this holiday slate?

Frédérick Duguet

executive
#9

You're right, Michael. Competition will be very strong in this quarter, and that wasn't expected. And we know that this is a very deep quarter in terms of consumption usually. And when we look at the last decade, we've had between 60 million to 75 million of units being sold in this quarter. So depending on the quality of the offering, there is some elasticity in terms of demand for high-quality titles. So that's the key purpose we must and we want to come with very high quality at launch. Remember, the way we managed Assassin's Creed Odyssey in front of Red Dead Redemption 2. That's really important for us to come with a high quality at launch. Assassin's Creed Valhalla actually is being moved forward from November 17 to November 10 because we were happy to see Microsoft willing to have a great flagship title for them at the time when Hello was not there. So we benefit from an even more marketing from the first party. That's good for the game. The game has been coming on a strong trajectory from day 1 with a spectacular review. Watch Dogs: Legion is coming with a very promising features. So we need to deliver a very smooth and fun and deep game play, and that's the purpose there. And Immortals Fenyx Rising is an interesting new approach for us, going for a slightly younger audience, with a Switch and platform approach, so we think -- with no Nintendo game actually coming in this quarter. So it means we're recovering this very good title for a very deep quarter in terms of consumption with Thanksgiving and Christmas.

Michael Ng

analyst
#10

Great. And I think that's a great segue into discussing some of the individual titles. So let's start out with Assassin's Creed. To your point, it's going to launch with the new Xbox. The Assassin's Creed Valhalla trailer had over 100 million views in its first 10 days, which made it the most viewed trailer in Ubisoft history. Can you talk a little bit more about your expectations for Valhalla, whether in absolute numbers or relative to other titles in the Assassin's Creed franchise?

Frédérick Duguet

executive
#11

Yes. You're right, the review was spectacular, as I've just said. So 100 million active player viewed -- views, but actually more than 400 million accumulated views. So it's been a very important review. By far, the biggest in our history. I think it goes well actually to what we have said back in November, we want to come with a stronger element of marketability with our games. And the way we executed this review was remarkable. We might have been benefiting from people being at home with more views, but still, the execution of the review put the game on a great trajectory from day 1. We will leverage the dark age brutality, if I may say so, from England. So it should play well and resonate very well with really -- notably the North American players. We're coming with a strong epicness. And each time we did well on epicness, the game did very well over the last decade. So that's an important element. We think we're coming with an even more dependable narrative with stronger activities, raids, side quests and activities around the base settlement. So we think we'll bring more activities in the open world so that we -- and the quality of playtime will be even better beyond the standard 40 hours of playtime. So it seems to be coming well. And we have reasonable ambitions [ for the future to come ].

Michael Ng

analyst
#12

Great. And let's talk a little bit more about the Assassin's Creed franchise as a whole. There's a lot of really great momentum in the business. Just last quarter, I think you guys posted a 60% year-over-year increase in the Assassin's book -- Assassin's Creed franchise in terms of bookings growth. What are some of the key characteristics that continue to drive engagement and PRI for Assassin's Creed? And are some of the new features that you introduced for Odyssey applicable to Valhalla in terms of RPG elements? And could you just remind us, what your plans are for the Assassin's Creed franchise as a whole? Is that a biannual release cadence?

Frédérick Duguet

executive
#13

So yes, the key recipe that has worked very well has been refine over 2 iterations. And the implementation of RPG with Origins was really strong. We doubled playtime per player at the time. And then we materially increased playtime even further by refining RPG on Odyssey, adding the customization of the ship on top of the customization of the characters, with super optimized monetization, not being intrusive, with a much more massive post-launch program than on Origins. We combined very strong high-quality paid DLCs with strong markets with episodes being embedded into that, combined with free content coming in very regularly. So this is this full recipe that has worked very well with Odyssey and so that's what we want to leverage with Valhalla. And on top of that, as I said, we want to make the quality of the playtime beyond the 40 -- the first 40 hours even of high quality. So we'll see how it works. And again, the element of brutality of the Dark Ages of England is something that has been worked further relative to Odyssey.

Michael Ng

analyst
#14

Great. And I do want to talk about one of the new titles that you guys have launched, which is Hyper Scape, which had really strong Twitch viewership at the onset of the technical tests. Can you talk a little bit about your long-term expectations for the Hyper Scape franchise and what you've learned so far from the technical test and early engagement from users?

Frédérick Duguet

executive
#15

It's -- Hyper Scape is a good quality game. It's a long-term endeavor for Ubisoft because we have a high-quality team there and a great technology. We are qualified for a stronger and long post-launch program. We're coming with new features quarter after quarter and improvement that -- on specific elements that were not present at launch. We are coming on a huge segment, very competitive. So the whole purpose we are working after is to convince players and cohort of players in France time after the time that we have a differentiated enough offer so that players can have different and fun experiences when moving to Hyper Scape after having tested also about the royale games. So if we are successful in doing so, we can take a nice share of the segment, and we will continue working and improving the accessibility of the game over time. That's a key element to work.

Michael Ng

analyst
#16

Great. And then could you just talk about Ubisoft's broader free-to-play initiatives? Do you see free-to-play opportunities for some of your biggest -- bigger franchises like Rainbow Six or Assassin's Creed in the future?

Frédérick Duguet

executive
#17

So in terms of free-to-play strategies, it's also a long-term endeavor for Ubisoft. We're investing meaningfully across console, PC and mobile. And we think that -- we noted on console and PC that not only that's an important way for us to continue growing audience and engagement and then PRI, and we know that the hit ratio is not as high as on premium games. So we are adjusting our investments to that element. And we should consider this approach the same way we did for live services. Meaning that at the time, we had started with The Crew, we learned fast and then expanded meaningfully into live services in the following year. So the more we learn, the faster we learn, the more we will increase investments as we go. It can be with new franchises and a little bit to go after different segments, including younger audiences than what we have on premium games. It can also be an expansion of existing franchises, [indiscernible] in terms of franchise expansion. As for Rainbow Six Siege, the game is in great shape. We need -- we have to consider that, actually, we are going progressively closer to free-to-play every year as we continue decreasing the price of the main game over time and we continue to broaden the audience. So as long as this strategy works well, we should continue and not move Rainbow [indiscernible].

Michael Ng

analyst
#18

Great. So let's take a step back and talk about Ubisoft as a whole and get out of the weeds of some of the individual titles. When we benchmark Ubisoft's EBIT margins relative to peers, there's roughly a 10 percentage point gap when we compare it to somebody like an Activision or Electronic Arts. It seems like it should be a meaningful margin expansion opportunity. Would you talk about what you see as some of the key drivers to this margin gap? And what Ubisoft would need to do to close that gap?

Frédérick Duguet

executive
#19

Yes, you're right. It's a meaningful, actually, top opportunity. We -- when we analyzed the gap versus our key competitors, we were oversimplified. I would say that 3 quarters of the gap comes from the difference in PRI. And the remainder comes from the difference in terms of properties being sold in the first fiscal year release on our AAA games. So we want to progress on both fronts. But of course, the best return on investment for us is to continue accelerating our growth on the PRI side. If it's the mobile, remember that we came 6 years ago from below 5% to 26% from net booking in fiscal '19. We still believe we can get up to or around 40%. So we are halfway in the journey and, that's why, I said before that we have a strong focus in expanding our portfolio into more multiplayer. We did a great job in expanding the RPG. And in multiplayer, we can go even further in terms of multiplayer, especially on the competitive side of it, and especially with more element of social layers inside and outside the game. And that's also why we believe that free-to-play at some point in time can complement that in a nice way. We think that there is a nice margin opportunity. Of course, year-on-year, you can have margins going up or down depending on the mix of releases versus back catalog, new IPs versus established franchises. And we also want to ramp up progressively on free-to-play. So it's not going to happen overnight. But yes, we think that the medium to longer-term horizon is for a better operating margin.

Michael Ng

analyst
#20

Great. And can we talk a little bit more about the current environment? We spoke a little bit about the competitiveness of the holiday, but what are some of the other factors that you see at play that could affect demand and sales outside of content alone? For instance, how will the console cycle or some of the macroeconomic challenges that we're seeing in the broader environment affect demand for video games and Ubisoft's products?

Frédérick Duguet

executive
#21

Yes. So far, we've benefited from stronger engagement on the video game side. So -- so far, so good on that side. And we still need to look at what general consumption is going to be during the critical period of Thanksgiving and Christmas. And so that's -- so far, we still have good signals, but we still need to see the very impact of potential recession for gamers. We know that our problem is usually to protect their spending in video game, and we think that we have a more resilient business model and industry wide, but also at Ubisoft level to go through potentially difficult economic times, but that's something that we need to watch out. Specifically for us in Q4, we look at particularly the retail side of the business. So far, we've seen e-commerce exceeding our expectations by far. We've seen hypermarkets and supermarkets doing well at the time of the lockdown. We still need to look at the specialties carefully, of course, because at the time of Thanksgiving and Christmas. So far, they have done well, but we have not gotten to the specific period where retail is so important. Last year, 45% of our sales on new releases were coming from retail. It was 55% the year before. So we still see a good momentum in terms of digital shift. But even -- and we can expect this digital momentum is here to stay and might even accelerate. But it's still too early to say to what extent the retail side of this business will be as strong as it used to be to support our retail launches.

Michael Ng

analyst
#22

Great. Let's talk a little bit about the $70 price point. Take-Two and Activision have both announced that for Take-Two, NBA 2K21, and Call of Duty: Black Ops Cold War from Activision will carry a $70 price point. Ubisoft has said that the games this holiday will carry the standard $60 price point. Could you just talk about your pricing strategy for titles beyond fiscal '21? And could you talk about the cost development for new consoles? Does that cost more than current gen?

Frédérick Duguet

executive
#23

Yes. So we plan for the coming year to look at pricing evolution probably on how to use starting in fiscal '22. And we see that as a function of 2 key parameters. The first one is to -- and to what extent and at what speed we can leverage all the new capacities, new functionalities, features that will be brought by the new generation of consoles. And we know that year after year, we usually leverage and exploit more and more of the capacity. So we need to evaluate to what extent these new features will justify premium, and that's the first point. And the second point is -- will be, of course, a function of the competitive intensity in the segments where our games will be playing. So that will be the 2 factors to consider when eventually deciding on the pricing on our AAA games starting in fiscal '22. In terms of the cost, there is some on cost related to the transition, like we have always seen in the previous cycles. It's not that -- such a level of evolution like we've seen 2 cycles ago. So we expect the cost increase being moderate, and that's what we see today. In terms of operating margin, we see that the digital shift will continue being enhanced by this new generation of console. And so the improvement -- potential improvement in gross margin is expected to at least offset this additional cost.

Michael Ng

analyst
#24

Great. And I wanted to talk a little bit about your upcoming pipeline. It's really robust, 5 AAA games in the next few quarters. Can you just walk us through which of these titles you have the highest expectations for? Is there any single title that you're particularly excited about and think could do a little bit better than even your internal expectations? You had mentioned Immortals Fenyx Rising as being the -- one of the sole Switch titles that are coming out in a meaningful way. So if you could just give a little bit more color about that, that would be great.

Frédérick Duguet

executive
#25

Yes, sure. So in terms of quantity expectation, the highest expectation is for AC. Then second to that, we have Watch Dogs: Legion and Far Cry 6. And then Fenyx -- Immortals Fenyx Rising and Rainbow Six Quarantine will be in the same ballpark. Yes, we think that the 3 -- the titles coming in the next quarter are showing good promises, including the Immortals. What you've seen from an Immortals relative to the Gods & Monsters is that we've seen it improve in the artistic direction. And we took the extra time offered by the fact that we postponed the game in continuously refining the element around the comebacks and the pricing system that should be super fun. And so yes, the idea is to go on the slightly younger audience target. And the Switch, too, should play well in that regard. So that's the purpose of this approach, while leveraging such a high level of know-how in the open-world site.

Michael Ng

analyst
#26

Great. I do want to leave some time for questions. We have just a little bit over 10 minutes left. But before I open it up to questions, maybe I can sneak another one. [Operator Instructions] So while I wait for questions, let's talk a little bit about the most recent Ubisoft Forward. You guys have announced multiple titles, including a Prince of Persia remake, another Scott Pilgrim game, Riders Republic. Could you recap the Ubisoft Forward announcements? And talk a little bit about your expectations for each of those titles and what you're most excited about?

Frédérick Duguet

executive
#27

Yes. So Scott Pilgrim is a small game, but with a good fan base. It's interesting to bring the fans with another title. In terms of Prince of Persia, it's been a good surprise to come with such a remake. We know that Nostalgia has played well over the last few years. We've been doing remakes for many times [indiscernible]. So it's good to come here on Prince of Persia and see how this revamped version will play, but we know that some fans are happy to see Prince of Persia, again. And now in terms of Riders Republic, that's an interesting offer with a $60 AAA pricing. We are coming on potentially smaller segments than on -- all the AAA games. Actually, we'd see it plays -- it should play well on the very long term. We're coming with a game that is consistent with the vision I was just mentioning before, meaning massively multiplayer, being a very competitive, super social and going after a younger audience. So we -- that contributes for us to come in a segment which we hope to own and to have a long and highly profitable recurring revenues.

Michael Ng

analyst
#28

Great. So I'm just going to start taking a few questions from the audience. The first one is about your expectations for fiscal '22. Do you still expect to grow bookings in fiscal '22 over fiscal '21? And does having fewer AAA games impact that? Will the Tencent agreement still start bearing fruit in fiscal '22?

Frédérick Duguet

executive
#29

Yes. So that's our expectation. We planned with 3 to 4 AAA games, including Skull & Bones, which is the only one we announced. We rely on the strong growth from the back catalog from the domestic content we put in the market this year. We expect PRI digital, PRI and mobile to grow. We included indeed, in our assumption, a Tencent title coming to market in 2022. We don't know yet whether it will be only going outside China or whether we could do the same ship. That will, of course, depend on the approval. But we could do the same way as Call of Duty coming outside China first and wait for the approval, but that's something that is too early to say. And -- so we -- that's what we can say for now. The impact on productivity from the work-from-home situation is -- which we'd talked earlier today in terms of impact on our Q4 titles is the same and brings the same question mark for fiscal '22 because we still need to maintain a high level of productivity in that context across the board, and that's still really a challenge.

Michael Ng

analyst
#30

Great. And then as a follow-up to that, could you talk a little bit more about Skull & Bones? This was a game that I think -- it was recently announced that the game was reimagined, I think, to focus more on the end game. Are there any other details you can provide us on Skull & Bones?

Frédérick Duguet

executive
#31

So it's pretty consistent with what we've said over the last 2 years. We're coming with a new IP. And we know that, usually, new IPs take 7 to 8 years to go to market. And what is important for us with this game is to come with also a highly recurring type revenue profile. And that is why the end game is important. That's why we want to come with multiplayer offering with some element of COVID-driven cooperation in an open world. So that's -- on a segment, which we see is very attractive, leveraging a great setting. So that's progressing well. But it's right to say that throughout the development of the game with such a new IP, we had to adapt and amend the artistic direction.

Michael Ng

analyst
#32

Great. We had another question from the audience about some of the recent executive turnover. Has that impacted other staff turnover or development at all? And have any of the, I guess, PR issues resulting from that affected demand for games or the development process at all?

Frédérick Duguet

executive
#33

So far, we have seen no impact neither on the player demand nor on the development side. We have not seen any impact on retention or recruitment either, but all these elements are metrics that we are carefully monitoring, and we'll look at it over time. So far, we've seen that the reception of the Ubisoft Forward event, especially one of July, had provided a great level of encouragement to our development teams. They -- more than everything, they want to have great games. They want to have -- be credited for a fantastic game success. That's why they are all focusing on this to go to the finishing line in great shape. For the medium to longer term, we think we have a great -- greater vision in place. And if Demo is taking over the editorial side, I mean, that has been closely involved in the definition of the creative strategy as well as being closely involved on each and every step of the development process of all our AAA games for many years, so that provides the high level of continuity. An important element to have in mind is that we have a whole bench of talents on the creative side. And the decision we made in January is more than ever the best one, meaning open and appoint 7 new VPs, very senior VPs at the editorial role, is reaping a very good benefit as we speak. So that's something that we will amplify.

Michael Ng

analyst
#34

And we had another question asking about the long-term growth of the business. Could you talk about the mix of growth coming from new IP introductions versus the expansion of existing franchises into new game modes or mobile? And then earlier on, you mentioned that one of the drivers of the margin gap compared to peers is lower PRI as a percentage of total. So which of those franchises are easiest to expand it to multiplayer and to grow PRI?

Frédérick Duguet

executive
#35

So I will say that in terms of -- at least in terms of investment, we have more than 2/3 of our investment today on existing franchises. So that will still remain at the core of the growth as we see it moving forward. In terms of PC and console, this is also having more than 85% of our investment so far, that means also the core of our investment. And premium games also remain the vast majority of our investment. So we continue putting the core investment of our business. But we -- as I said before, as we really -- we expect to learn fast, we really expect that the mobile free-to-play cost of PC to expand and take a higher share of that over time. In terms of PRI, we know that Rainbow has still a potential to grow. We see that the Assassin's Creed has made a fantastic turnaround. It is now seen as the highest monetizer by Microsoft and Sony in production adventure type of game with conversion rates closer to -- much closer to competitors -- top competitive games. So we know that Far Cry and Watch Dogs in the 5 years road map in terms of brand development will follow such -- not identical, but some similar routes.

Michael Ng

analyst
#36

Great. And can you comment on the current M&A landscape? Do you see any content genre or technological gaps that Ubisoft would want to supplement with M&A?

Frédérick Duguet

executive
#37

Yes. It's -- when we look at M&A, so first of all, we don't need to really buy IPs the way we needed with the time when we bought Tom Clancy. We're happy to acquire The Division and The Crew. And so we don't need to go and buy new IPs, and we see -- just see today the need and potential to mostly growing on free-to-play and mobile. But that's remained a function of the multiples in the market, which are higher than they used to be. We don't need to do an M&A at any cost because we already have a very strong investment plan in an organic manner that is positioned for the next 4, 5 years. So we'll stay disciplined. But if we see -- as we used to see some nice monetization framework, which we don't own, user acquisition know-how that we don't have, promising teams in terms of live services, we'll be happy to go after. On the tech side, some years ago, we had acquired Quazal that made us make a step change in cash making. So we look at everything that can help us move even a step change everything that is around live services. i3D.net was a great addition in terms of improving our hosting infrastructure and server infrastructure. With recent -- this is not M&A, but we've recently partnered with Parsec to get more talent on the streaming side. So all this is going in the right direction for us in terms of the tech evolution.

Michael Ng

analyst
#38

Great. And we're bumping up on time, so maybe I'll just offer a closing question. In success, over the next 3 to 5 years or whatever time frame you think is appropriate, how does Ubisoft look different than it does today? Is it having a larger share of bookings from PRI and better margins? Is it being able to consistently release a certain number of AAA games each year? How would you define your success over the next 3 or 5 years in terms of Ubisoft's execution?

Frédérick Duguet

executive
#39

Yes. I mean, today, we have production capacity that is way higher than our direct peers. It's similar to the biggest Chinese players. So we have a fantastic product power to grow in the next few years. And success will be a combination of having a higher share of net bookings in terms of the PRI and to have a stronger impact in terms of volumes from day 1 on our biggest games, a higher share of our business in mobile in U.S. and from Asia as well.

Michael Ng

analyst
#40

Great. Well, Frédérick, thank you so much for all of your time and your insights. This is really fantastic, and we really appreciate you participating in the conference.

Frédérick Duguet

executive
#41

Thank you, Michael. It has been very pleasant. Bye, everybody.

Michael Ng

analyst
#42

Bye.

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