Ubisoft
Video game publisher built on owned franchises and recurring player monetisation.
Available information varies by company and source.
Profile record updated:
Company facts
- Official name
- Ubisoft Entertainment S.A.
- Entity type
- COMPANY
- Founded
- 1986
- Headquarters
- France
- Company size
- >5,000
- Market role
- Publisher & Media Owner
- Ticker
- UBI
- Official website
- ubisoft.com
What Ubisoft does
Ubisoft develops and publishes proprietary interactive entertainment IP, then monetises that IP across full-price game launches, ongoing live-service updates, subscriptions, and digital add-ons. It creates value by owning recognised franchises, controlling distribution and player accounts through Ubisoft Connect, and extending engagement through cross-platform access, seasonal content, downloadable expansions, and virtual goods.
Category differentiation
Ubisoft is a video game publisher and developer, not an adtech, SaaS, or IT services company. It should be distinguished from game distribution storefronts that do not own major first-party entertainment IP.
Strategic context
AI-supported assessment from the existing company research; distinguish interpretation from sourced facts.
Ubisoft is a French video game publisher, developer, and operator of proprietary gaming services. It creates and commercialises original game franchises such as Assassin’s Creed, Rainbow Six, Far Cry, The Division, Brawlhalla, Trackmania, and Rocksmith+, and distributes them through console, PC, and app-based ecosystems. The company also operates Ubisoft+ for recurring subscription access and Ubisoft Connect as its account, distribution, and player engagement layer. Its revenue model combines premium game sales, recurring subscriptions, downloadable content, virtual items, and other in-game purchases. Its direct customers are consumers and gamers rather than enterprise buyers. Ubisoft’s value is built around owned intellectual property, long-running franchises, live-service operations, and the ability to monetise player audiences across initial purchase, ongoing engagement, and subscription access.
Company news briefing
Briefing updated:
Ubisoft faces regulatory scrutiny as part of coordinated EU Consumer Protection Cooperation actions targeting in-game virtual currency practices and microtransactions. Operationally, the publisher continues to benefit from mobile expansion following strong performances by Invincible: Guarding the Globe, which helped lift mobile's share of group net bookings to 19% in Q1.
Business model & monetisation
Ubisoft monetises through a hybrid consumer gaming model: premium game sales, recurring subscription fees from Ubisoft+, and post-purchase digital monetisation including microtransactions, downloadable content, season passes, premium editions, discounts, and virtual currency. Free-to-play titles add optional in-app purchases, while live-service titles generate ongoing revenue from retained player engagement rather than only one-off unit sales.
- Premium game sales
- One-time purchase of base games and premium editions
- In-game purchases and downloadable content
- Virtual goods, expansions, season passes, and currency
- Subscription revenue
- Recurring monthly access via game catalogue subscription
- Free-to-play monetisation
- Optional in-app purchases in free-access titles
- Advertising in selected titles
- In-app advertising where applicable
Products & capabilities
No products with linked sources are available in this view.
Products & market categories
Media Channel
Technology
Competitors & alternatives
- Enthusiast Gaming
Gaming media network monetising audiences through ads, subscriptions and events.
- King
Casual mobile game publisher behind free-to-play puzzle franchises.
- Konami
Japanese entertainment group spanning games, casino systems, and fitness.
- Capcom
Japanese video game publisher monetising franchise IP across digital platforms.
- Nintendo
Consumer gaming company with consoles, games, subscriptions and direct commerce.
Side-by-side comparisons
Featured market maps
- Gaming & In-Game Advertising Ecosystem 2026
A structural mapping of the global Gaming and In-Game Advertising ecosystem, spanning 3D development engines, in-game ad tech, mobile mediation, gaming publishers, and measurement platforms.
Recent recorded signals
Dates refer to the source publication. Older entries are historical context, not evidence of a new event.
Who Spent Most on Gamescom Booths?
Experiential & Event Marketing · Recorded impact score: 1/5
A MobileGamer walkthrough of Gamescom exhibitor booths (published 2026-08-26) surveys major exhibitors and standout stands across Halls 6–9. The piece highlights big presences from Tencent (Level Infinite / Tencent Games), Hoyoverse, Ubisoft, EA, NetEase, Google Play (Google), Huawei, Epic Games, Nintendo, Samsung and others, noting large game-focused activations such as Arknights: Endfield and Honor of Kings World. The author suggests Tencent was likely the biggest spender on booth space and describes a mix of PC/console and mobile-focused staging and branded experiential displays across the show floors.
- MobileGamer published a walkthrough of Gamescom exhibitor booths on 2026-08-26.
- Hoyoverse showcased multiple titles (Petit Planet, Honkai Nexus Anima, Genshin Impact, Star Rail, Zenless Zone Zero) in Hall 6.
Ubisoft Q1: Mobile Net Bookings Share Nearly Doubles
Financials · Recorded impact score: 2/5
Ubisoft reported that mobile's share of its net bookings rose from 10% to 19% in Q1 of its new fiscal year, the largest platform growth. Consoles fell from 50% to 46%, PC rose slightly to 27%, and the 'other' category declined to 8%. The company generated €255.8 million ($291m) in Q1 net bookings, down 9% year‑on‑year but slightly above guidance, driven by a record quarter from the mobile game Invincible: Guarding the Globe. Digital sales fell to 81% of net bookings from 89% a year earlier. Ubisoft CEO Yves Guillemot highlighted the game's contribution and reiterated disciplined execution and investment ahead of a stronger content cycle.
- Ubisoft's mobile share of net bookings rose from 10% to 19% in Q1 year‑over‑year.
- Console share of net bookings fell from 50% to 46%; PC rose from 26% to 27%; 'Other' fell from 14% to 8%.
Invincible Boosts Ubisoft Mobile Revenue Share
Financials · Recorded impact score: 4/5
Ubisoft said mobile’s share of group net bookings nearly doubled in Q1 after the launch of Invincible: Guarding the Globe, which benefited from the March release of the fourth season of the Invincible TV series and a new in‑game character that improved acquisition, retention and monetisation. Ubisoft reported group net bookings of $291m (€256m) for the quarter, down 9% year‑on‑year but slightly ahead of guidance. Mobile’s share of total net bookings rose to 19%, up from 10% in the same period last year; Ubisoft did not disclose absolute mobile revenue figures. The earnings report makes little mention of other recent mobile launches — Rainbow Six Mobile is not referenced and The Division Resurgence is only listed as a digital‑only PC title in the Q2 schedule.
- Ubisoft reported group net bookings of $291m (€256m) for the quarter, down 9% year‑on‑year.
- Ubisoft’s mobile share of total group net bookings rose to 19% in the quarter, up from 10% year‑over‑year.
Explore company relationships
Questions about Ubisoft
What is Ubisoft?
Ubisoft is a French video game publisher and developer that owns and operates multiple gaming franchises, live-service titles, and subscription products.
Who uses Ubisoft?
Its products are used primarily by consumers, including PC, console, and mobile gamers seeking premium, multiplayer, free-to-play, and subscription-based game experiences.
How does Ubisoft make money?
Ubisoft makes money from premium game sales, subscriptions, downloadable content, virtual items, season passes, and other in-game purchases.
Sources & coverage
This profile uses public, official and technically observable information. Missing information does not prove that a product or relationship does not exist. The list below does not imply that every profile statement has been verified.
12 publicly documented primary sources and citations linked across the market graph.
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