Good afternoon and good morning, everybody. Thank you for joining our conference call. While we are having a challenging year, it was great to see that our numbers in terms of active players, MAUs, and PRI on PC and consoles were stable at a high level during the past quarter. As Frédérick will mention later, this reflects the amazing progress in overall engagement we have achieved over the years. We are not standing still. Over the past few months, we have applied several changes to our organization. We have reinforced our editorial team to be more agile and better accompany our development teams. We have also brought additional seniority at the quality control level and a deeper integration of consumer research in our product pipeline to ensure solid differentiation for all our titles.
All those actions will allow for an even stronger focus to ensure the best possible quality and strong marketability. As always, we will adapt our organization on an ongoing basis. Looking at next fiscal year, we are excited by the prospect of our lineup. The competitive environment will be challenging, but our production is progressing well, and our games will benefit from strong differentiation pillar. We also believe we have a well-balanced release schedule plan. It is not the first time we have had many releases in a given year, with five AAAs in financial year 2015. Since then, Ubisoft has continued to scale and the market continues to absorb multiple successful releases every year. As a consequence, we are confident we will maximize both our production and marketing efficiency.
The year will not be limited to those five games, as we will also release titles with deep social layers like Roller Champions. We can't wait to show you more. Looking forward, the potential of the video game industry is immense. As an industry, we are finally reaching a mainstream audience, we are taking a bigger and bigger share of players' leisure time. This is driven by the combination of games' unique mix of deep and always-renewing social experiences, amazing and everlasting content creation from players, constant feedback loop from our communities to grow our games, and outstanding accessibility brought by the multiplicity of platforms and business models. This accessibility will be further enhanced by the rise of streaming in the coming years. To deliver on this massive opportunity, we already are leveraging the deep investment we made in our direct-to-players offering over the past 10 years.
Our return on investment has been significant and has allowed us to massively grow players' time spent in our console and PC games, from 2 billion hours in 2016 to 4.5 billion hours in 2019. In the same timeframe, our teams built the following foundation assets. First, deep and amazing content. In this generation of consoles, we have launched five profitable new IPs. We have successfully transformed the Assassin's Creed franchise. We have delivered consistent growth for Far Cry and Rainbow Six Siege, one of the top 10 biggest games and esports titles over the past five years. We have also executed the deep repositioning of our portfolio of franchises with now a strong footing in RPG and multiplayer, including co-op, PVP, and esports. Second, digital transformation of Ubisoft.
We now have a recognized expertise in operating live services and in delivering to our thriving communities impressive roadmaps of content updates for multiple games. Third, our own services platform, Uplay, fully integrated in all PC, console, and streaming sites. Fourth, Uplay is also a significant part of our direct-to-players offering and is our fourth biggest digital platform in terms of revenue. Fifth, a scaled production capacity with strong collaboration patterns and a loaded corporate culture. This culture is an amazing asset to attract and retain the best talent. Six, technology and IP ownership that offers us leverage in the context of the growing number of platforms and long-term visibility. Seventh, a strong international expansion and a growing presence on multiple platforms. Much remains to be done. We are notably laser-focused on enhancing the social layers in our games.
With video game publishers set to capture a growing share of leisure time and with Ubisoft's strong foundation of dependable assets, we believe we are ideally positioned to create great value for our players everywhere and on every platform over the coming years. I will now let Frédérick detail our Q3 performance.
Thank you, Yves, and hello, everybody. Our Q3 net bookings reached EUR 456 million, down 26% year-on-year at constant exchange rates, and above our target of approximately EUR 410 million. As a reminder, the year-on-year decrease mostly reflects a lower performance for Ghost Recon Breakpoint relative to Assassin's Creed Odyssey, as well as, to a lesser extent, the launch of Starlink last year. Around half of this better-than-anticipated performance has been driven by our back catalog games, notably Rainbow Six Siege, Assassin's Creed Odyssey, The Crew 2, and Mario + Rabbids Kingdom Battle, as well as by the release of Just Dance 2020, which grew nicely. The high and stable level of unique players, MAUs and PRI on console and PC during the quarter was remarkable. It reflects the depth of our portfolio and the amazing progress in overall engagement we achieved.
The other half of the outperformance was driven by a partnership signed during the quarter, which was originally expected to be accounted for in Q4. The Ghost Recon Breakpoint team is working hard to fine-tune the experience with each update. As of now, we have provided four title updates, which include bug fixing and new content. Our last update brought The Terminator with the release of a free event featuring new environment, enemies and dialogues inspired by the original Terminator movie from 1984. As a result, we saw a nice uptick in engagement over the past week. Our next update, coming soon, will offer players the ability to personalize how they experience Ghost Recon Breakpoint, adapting it to their preferred play style. As I mentioned earlier, we have been pleasantly surprised by Just Dance 2020. We sell through well ahead of Just Dance 2019.
This can be attributable to a great track list with some of the hottest Billboard songs of 2019, and a perfectly delivered marketing strategy. One of the most striking example is what we achieved with our partnership with Billie Eilish. In the U.S., it resulted in one of the biggest challenges in TikTok history, bringing total views of #JustDance's most content to an impressive four billion. Over the first nine months, total net bookings reached EUR 1,117 million, down 19% year-on-year at constant exchange rates. Over the same time frame, our back catalog net bookings reached EUR 765 million, down 9% due to the high comparison base last year, which had seen the strong performance of Far Cry New Dawn. Rainbow Six Siege is fully benefiting from its increased update frequency and constant flow of new ideas.
It continues to attract many new players and pass the 55 million registered players mark in January. Engagement was up nicely during the quarter with record MAUs for a month of December, an amazing performance of four years after launch. As a consequence, PRI grew strongly this past quarter, and the year-on-year growth has even been accelerating versus Q2. Additionally, peak daily average revenue per user reached a record level twice during the quarter. On the esports scene, confirming its growing influence, Rainbow Six was ranked seventh most impactful PC game in calendar Q3 by The Esports Observer. We organized in November our first global event in Asia, which saw a 60% increase in viewership on Twitch and YouTube Asian channels.
January saw the successful launch of our Road to Six Invitational 2020 event with a dedicated map, amazing trailer, and our first full battle pass, which offers a free and a premium reward tracks. Both have been very positively received, which led to another record in peak daily average revenue per user. This bodes very well for the upcoming Six Invitational esports event to be held in February in a sold-out venue full of fans, during which we will be unveiling exciting new things. Benefiting from its RPG transformation, Assassin's Creed Odyssey has continued its winning streak during Christmas, even without new content updates. Total sales through, daily player engagement, and PRI for the first nine months of the year are respectively up around 50%, 60% and 140% versus Assassin's Creed Origins last year. We also saw a solid performance across the whole franchise, notably from Origins.
Concerning The Division 2, we released Episode Two, Pentagon: The Last Castle in October, with major improvements that had a nice impact on daily activities. We will release Episode Three this month, kicking off a new narrative thread through new missions, bringing players to Coney Island. More news in the upcoming weeks, stay tuned. The Crew 2 benefited from the release of the Blazing Shots free update in November. In December, the game saw its biggest month of activity ever with record MAUs driven by the weekly summits events. Brawlhalla, our free-to-play games, support cross-platform play between PS4, Xbox One, PC, and Switch since October. The team is also working on a mobile version for 2020. The game enjoyed a strong momentum in Q3, with December the best months we have had to date and a new record in daily active players last weekend.
Over the first nine months, total digital net bookings reached EUR 889 million, down 1%, representing 80% of our total net bookings. PRI was up 7% to EUR 474 million, representing 42% of our total net bookings. Excluding mobile, PRI was up 14% over nine months. On the platform basis, revenues from Uplay continued to grow very strongly, up 73%, and represented more than 40% of our PC net bookings. As highlighted in prior quarters, our mobile business continues to have a quiet year on the new releases and partnership side. As a reminder, our Q3 mobile revenue last year was positively impacted by our licensing business in Asia. Among new releases this quarter, Rayman Mini ranked in the top 20 most downloaded games on Apple Arcade in 2019. Additionally, we released Might & Magic: Era of Chaos in the Western market in November.
The game has had a great run in China with over EUR 200 million gross revenue since launch in 2017. Finally, we announced three days ago that we reinforced our position in the idle games with the acquisition of Kolibri Games. The studio is recognized for the longevity of its flagship game, Idle Miner Tycoon, which is a unique asset in this segment. Kolibri will bring us its great expertise in live mobile operations and will allow us to build synergies on the user acquisition side. Looking at Q4, we expect net bookings at around EUR 333 million, down 50% versus last year. As a reminder, the vast majority of the drop is explained by a strong release schedule last year with the launches of The Division 2 and Far Cry: New Dawn. As for the full year, we are confirming our targets.
Net bookings of approximately EUR 1,450 million and non-IFRS operating income between EUR 20 million and EUR 50 million. We also confirmed our targets for fiscal 2021. Net bookings of approximately EUR 2,600 million and non-IFRS operating income of approximately EUR 600 million. As mentioned in October, fiscal 2021 will benefit from a great lineup and continued growth in PRI, Asia, and PC. We expect three of the five AAAs to be released in fiscal Q3 and two in Q4. This is a slightly different release mix than what we had originally anticipated back in October. These kinds of adjustments are part of all publishers' normal timing processes, especially this early in the year. This evolution is not related to competition as it is always moving.
We can confirm we have a good visibility on the quality of our games at launch, and we believe this new template will maximize our games' potential. We will provide more information mid-May at the time of our earnings publication. I now hand over the call back to Yves.
Thank you, Frédérick. We are confident of our fiscal year 2021 lineup. We'll deliver amazing experiences to players. E3 will be a great opportunity to demonstrate the quality and potential of our upcoming lineup. We will also benefit from the arrival of the new generation of consoles, which will be a great catalyst for the industry momentum in 2020. With the immense opportunities offered by our industry, we believe our focus on continuing to build amazing content and our direct relation with players will significantly grow our audiences and players' recurring investment. We expect to continue to create major value for our communities, employees, and shareholders over the coming years. We are now ready to answer your questions.
If you wish to ask a question at this time, please signal by pressing star one on your telephone keypad. Please ensure the mute function on your telephone is switched off to allow your signal to reach our equipment. Again, please press star one to ask a question. Our first question comes from Nicolas Langlet of Exane. Please go ahead. Your line is open.
Hello. Good afternoon, everyone. I've got two questions, please. The first one on the editorial team change. You mentioned this change, and from an internal point of view, how big is this change, and when do you expect to see the first benefits of it? Second question on the Player Recurring Investment. Excluding mobile, it was fairly stable in Q3. You mentioned growth acceleration for R6, good performance for Assassin's Creed Odyssey. Interested to understand what was the offset in Q3. Looking at Q4, how do you expect the PRI trend to evolve? On one hand you will have R6 probably still a good momentum, but the comparable basis will be quite difficult. Just interested to see what you expect on that. Thanks.
Thank you for your questions. On the editorial team, we had to make it evolve and increase the number of seniority in the team because the number of projects they had to follow and the size of the games were growing all the time. We increased the number of people, and it's now well organized to follow all the flow of future games that is coming. We will see a certain number of results in the coming years. We have to remember that this team has been extremely powerful in bringing five new IPs in the last five years. Proves to the industry that he was able to create very high-quality games. We are making it evolve as a natural evolution of the team.
In terms of impact, we can say that it's of course an evolution and a change that is important for the medium to longer term for the company. We expect the first benefits to happen this year. Nicolas, to your question on PRI in Q3, when we look at Q3, we've seen, excluding mobile, that it's been flat, which considering the comparison of Ghost Recon versus Assassin's Creed Odyssey, is a remarkable performance, I would say. Rainbow has been growing. It's true to say that its growth has been accelerating, and we've seen the impact of regular events and high-quality collections impacting very positively the performance of Rainbow. We're happy to see a good momentum.
Beside the fact that in terms of PRI, Assassin's Creed Odyssey was bigger last year than Ghost Recon Breakpoint this year, we also need to take into account the fact that last year we had released Marching Fire. That was an expansion on For Honor, and that we didn't release the same equivalent content on For Honor this year. In terms of Q4, yes, we see the good momentum with, again, Rainbow Six Siege. The implementation of the full battle pass package with the Road to Six Invitational is really promising. We've seen active player and engagement growing strongly in January relative to last year, with an even stronger growth on PRI. We, of course, need to wait until the Road to Six Invitational is completed to analyze the impact of the different components, but so far, so good.
In terms of Q4 PRI, beside this expected strong performance of Rainbow Six Siege, we should expect a lower PRI due to the fact that last year, we had released the expansion of Far Cry New Dawn, and we also expect, of course, Ghost Recon Breakpoint at this stage in terms of PRI, contributing less than Assassin's Creed Odyssey.
All right. Okay. Thank you.
Thank you.
Our next question comes from Charles Scotti of Kepler. Please go ahead. Your line is open.
Yes. Hello, good evening. I've got three questions. The first one on Rainbow Six Siege. Can you share with us some data points on the recently released paid battle pass, such as the attach rate, the conversion rate of the battle pass? My second question on back-catalog net bookings. It declined high single digits in Q3, and your Q4 guidance suggests another high single-digit decline, in my view. Shall we expect the same magnitude next year? My last question on the pipeline for next fiscal year. If I remember correctly, you were supposed to release three AAA games between July and December. It means that at least one AAA game has shifted from one quarter to another. Can you give us a little bit more color on that, and how do you feel confident on your new release net bookings forecast for next year? Thank you.
I'll take the first question, then Frédérick will take the two others. On Rainbow Six, as it is the beginning for the battle pass, we can't give you more information at the moment. We will know a lot more after our Six Invitational where the battle pass will actually end. It's too early to give you too much information now.
On the back catalog. Yes, you're right, Charles. It's a high single-digit decline in Q3. Yes, we can expect about the same decline into fiscal 2021. In terms of the lineup for next year, in terms of AAA games, yes, we are very happy in terms of the visibility that we see on the development of each and every game. All of them are coming with strong elements of differentiation, strong promises, and identity, which as we said earlier, we think is important to sustain a stronger marketability. We think these games then have all it takes to target important audiences in a distinctive and efficient manner. We have revised the date for one title to move it to Q4, and we think that, as we said earlier in the call, this new template will allow to maximize the potential for each and every of these games.
Okay. No worries. Thank you very much.
Thank you.
Our next question comes from Robert Berg of Berenberg. Please go ahead. Your line is open.
Yeah. I have a few questions if I can. Apologies for the obvious one. You did have a nice Q3 beat. Even with the timing of the partnership revenues you mentioned from Q4 to Q3, you're reiterating the full year. Anything we need to be aware of here, or do you still factor in your normal level of prudency? Also, would you be able to give a follow-up to that, some more details on that partnership you mentioned, just what it is effectively. On the back catalog, we have had some delays of competitive titles. Do you think your back catalog, particularly Rainbow Six, can actually benefit from the shift out of competitive titles? Do you see that going forward? Just a quick follow-up again on the last question there on the timetable for your releases.
I think you said the three delayed games were the three to come out in Q2 and Q3. Was it one of these games that you're now saying has shifted into Q4? Thanks.
On the guidance for Q4, we will say that we think our guidance is reasonable. It's right that we've been happy to take some advance on the catalog in Q3, keeping in mind that, like you said, half of the other performance is due to this partnership that we moved forward to Q3. For Q4, we think it's a reasonable guidance. As always, it's an important quarter for Rainbow, and it's starting well with a good month of January and a promising Road to Six Invitational. It's true to say that competition is pretty light for this coming quarter. In terms of perspective, we still need to stay cautious on the numbers on the Ghost Recon Breakpoint.
As you know, we come in the course of 2020 with different answers to the feedback of the players, and the next update will be the first answer relative to some of the important feedbacks we got back in October. We need to wait until we see a positive shift to the community sentiment and acquisition curve to see whether the response is good for the future of Ghost Recon. In terms of partnership? What we can say is that it's part of the deals we do more and more now with platforms. There are more and more people now that are taking our products like we did deals with Epic, with NVIDIA, with Google, and other parties. It's something that is more recurrent now in our business. It's really creating a higher future for the industry and for our brands.
Yeah, it's very important to see that we see the growing value of our brands, and that really helps us value our diversified catalog vis-à-vis a higher number of partners, platforms, and into more territories and geographies. To your question on the back catalog on Rainbow in Q3 vis-à-vis competition, we see that if we think about Assassin's Creed or Odyssey and Rainbow Six Siege being among the best over-performers, it's really, again, tribute to the quality of these brands. Rainbow Six Siege, as we said previously, has accelerated the number of events, and that's really allow us to bring a high-quality collection for each event. That's why we bet new records in terms of revenue per user at Halloween and then Christmas. We've seen a constantly acceleration of PRI, that goes together with stronger growth also over time of viewership.
This shows that I think the success of Rainbow is really coming from the work of the team. On the third question on the lineup, yes, we moved the title to Q4. I would say that it's not surprising that early in the year, we adjust our release schedule to optimize the window for each and every game. This is indeed one of the delayed games from the fiscal 2020 that we moved to Q4. We see that today, the development of these games, including this one, is very promising.
Thank you. That's perfect. Cheers.
Thank you.
Our next question comes from Michael Ng of Goldman Sachs. Please go ahead. Your line is open.
Great. Thank you very much for the question. I just have one for Yves and one for Frédérick. If Yves, could you just talk about the prospect for horizontal and vertical consolidation in the video game industry? For Frédérick, I was just wondering if you could tell us a little bit more about the contribution from Green Panda in the quarter on the mobile side and your expectations for Kolibri Games. Thank you.
Thank you for your questions. In fact, the industry, as you can see, is growing a lot now as it's becoming more and more mass market. There will be plenty of opportunities for us to consolidate in buying companies. We feel that there will be more and more opportunities to do deals with all the different platforms to actually enhance the size of our brands. Now, in terms of consolidation of AAA players, we don't see that many happening soon. We will keep watching at how the business is growing. Frédérick, maybe.
Yes. On the Green Panda and Kolibri, yes, we're happy to have two leading companies of the idle segment now at Ubisoft. They are very complementary, because Green Panda has proven its capacity to hit mini-releases, hit releases very regularly. They have proven expertise in terms of user acquisition and ad monetization. Kolibri is a completely different animal, because it has a very long tail, a very strong focus in terms of operating services, and that's why this game has probably one of the biggest, if not the biggest, living cycle in this segment. With also a strong and growing expertise on in-game monetization. I'm not in a position to give you the right detail in terms of contribution for Green Panda, but it is doing well. As for Kolibri, what we can say is that, in 2019, net booking was around EUR 40 million.
As we always do, we are looking at companies that are bringing operating margin that are well ahead of Ubisoft operating margin, taking the fiscal 2019 operating margin as a base reference.
Great. Thank you both.
Thank you.
Our next question comes from Ken Rumph of Jefferies. Please go ahead, your line is open.
Hello, gentlemen.
Hello.
Three questions, if I may. Firstly, you referred to Uplay being now your fourth digital platform. I presume you're comparing it to, say, Steam or the Xbox Games Store, PlayStation Store, that kind of thing. Secondly, Asia is a smaller proportion of sales. Is that simply an effect of a comparison with a year with more new launches, and therefore the new launches have a higher Asian component, whereas back catalog and live operations have a more Europe and America orientation? Or is there some other trend? Finally, on the subject of China, you have operations there. Obviously, the game industry as a whole, a lot of our creation work's done in China. How long do you think disruption would have to go on nationally in China for that to begin to potentially impact game schedules? Thank you.
Thank you for your questions. Yes, Ubisoft is the fourth digital platforms when we look at the other platforms like PSN, Microsoft and Steam. That's where we were able to be. On the China front, it had some effects on us because our studios closed for a week now. They will reopen only next Monday. At the moment, it's easy to handle. Now we don't know what's going to happen. What you can expect is that we will be able to work with all the other studios we have in case it's too long.
As for your question on Asia, our Asian business is doing well across the board. Japan is progressing well where e-sport is picking up for Rainbow in a nice manner. China is our fifth-biggest community for Rainbow and Assassin's Creed. Now, in terms of comparison versus last year, as a reminder, we had signed some licensing and partnership agreements last year in Asia on our mobile business. That's what affects the comparison relative to last year.
Okay, thank you.
Thank you.
Our next question comes from Matthew Walker of Credit Suisse. Please go ahead, your line is open.
Thanks a lot. Just in terms of the game schedule now, you're saying is it three in Q3 and then two in Q4? Second question is, we've noticed that there's been a bit of progress on Beyond Good and Evil 2. Is that going to be one of the five? It's supposed to be coming soon, what does that actually mean? Is it an FY 2020 release? Is it an FY 2021? If you'd give a bit more detail there. Lastly, obviously something didn't quite work on the consumer testing process for Breakpoint. How have you improved the testing process since that happened? Obviously, there were conflicting signals from the testing process around, say, RPG elements. How do you know what signals to pay attention to?
Obviously you wanted to introduce RPG elements, and that didn't quite work. How do you handle those signals when there's something you want to do, you think it's the right thing to do, but the feedback from the community is saying, "No, we don't like that"?
Okay, thank you for your questions. Yes, three games in Q3 and two games in Q4. On BGE2, we can't give you more information, except the fact that it's not going to be in the five games we will announce. On the consumer testing, what we have been able to do is to put also more seniority in the team and also more locations to handle the test so that we can have a better perception of what people think about the game and what we should do. Really, the answer to many of those questions is to be able to do testing, to test the games early in the process so that we can tune the different aspects of the game to fit with players' needs.
Many of the problematics we encountered can be solved, even RPG elements in a game like the games we do, can be tuned to the point that it will be appreciated by players if it's really well integrated and fits with what players can want to play.
Okay. Thank you very much. Thanks a lot.
Thank you.
Our next question comes from Ryan Gee of Bank of America. Please go ahead, your line is open.
Yes. Hi, good evening. Thanks for taking the questions. I guess just a few for Frédérick here. On the profit target for fiscal 2021, I believe one of the reasons for the low profitability this year was that you had a lot of marketing expense for titles that are moved out to the next year. I'm curious, do you basically have to re-spend all that marketing all over again in fiscal 2021, or do you benefit and perhaps see better marketing margins ahead for those titles? That's the first question. The second, as we think about Watch Dogs: Legion versus Watch Dogs 2 and maybe Quarantine versus something like R6 Siege, is it fair to assume those titles grow versus their predecessors next year, or what's implied in your EUR 2.6 billion outlook?
Lastly, on PRI, it's been some time since we've gotten some visibility into the makeup there. Could you just help us rank order what are the biggest drivers right now for PRI? Which games are contributing the most to that business? Thank you.
In terms of the main reason for the low profitability in fiscal 2020 is mostly related to the low performance of Ghost Recon Breakpoint, and also to some extent, the fact that we postponed three AAA games to next year. We only had one AAA game this year and under expectations. Yes, we had some pre-spending in marketing, but this is so far good use of our marketing, and we don't think there will be redundancies in driving more marketing to launch our games. Like we said back in October, our focus is really to come with titles that will have this year's strong element of differentiation and strong marketability, and that should sustain favorably the way we spend our marketing for the audience that we target. In terms of Watch Dogs: Legion versus Watch Dogs 2, we give more information in May.
What we can say is that "Watch Dogs: Legion" is coming with a very strong promise, which is the play as anyone, which we all playable characters feature, which we think can be a breakthrough for the industry. Of course, we need to execute it very well, making sure that it's fun for players and make sure that the players understand very well the purpose of the gameplay. That's what we are looking at very strongly for the year to come.
We are really pleased with what we see at the moment on the evolution of the game.
In terms of the biggest drivers for PRI, "Rainbow Six Siege" is still the number one. Like we said last year, it used to be having more than 50% of the overall PRI, now it's less than 50%. The second-biggest contributor, and that's been the great achievement over the last year and a half, has been "Assassin's Creed Odyssey" because the play time has been improving so much with a very strong and smart post-launch program over six to seven months. Even eight to nine months, sorry. Longer than what we ever done on "Assassin's Creed." That has translated into a very strong PRI contribution.
Our next question comes from [Adeleda Zara] of Barclays. Please go ahead, your line is open.
Hi. Yes, good afternoon. I want to ask about the challenging environment you're facing. More competitive now than it was in 2018 at another big launch, big releases. Do you think that the coming year is more competitive compared to then, or is it approximately the same?
We consider it's approximately the same. Remember, last year we had a fierce competition as well with Red Dead Redemption in front of Assassin's Creed. No, we consider it's a good competitive year, but probably not more competition than what we had before.
Thank you.
Thank you.
As a reminder, ladies and gentlemen, if you wish to ask a question, you can press star one. We will now take our next question from Mike Hickey of The Benchmark Company. Please go ahead.
Hello, Yves, Frédérick. Good evening, guys. Thanks for taking my questions. Appreciate it. First one, I guess now that you've had the opportunity and experience in making your games on next-gen consoles, I hope you could share with us, I guess, your view, sort of the top benefits you see from these new machines in terms of driving purchase behavior from players. Then with your software launches over the holiday, I would imagine that you'd want to be aggressive in trying to find bundling opportunities with the new consoles. Just curious if you could speak to this. I have a follow-up.
It was difficult to hear a part of your question. I think you spoke about bundling with new consoles. This is happening on a regular basis in the industry. Depends very much on the types of deals that we do with the first parties and how they use our IPs to push their consoles. We do that on a regular basis, but we can't give you more info on what's on the way. Now, you spoke about the purchase behavior. Can you elaborate a bit more on the next gens? Is that your question?
Yeah. Since you guys have been making games on next-gen consoles, just curious your thoughts on sort of the top benefits of the new hardware for players in terms of why they'd want to buy the new machines, essentially?
What we are going to do, as we do regularly, is to take advantage of the potential of those new machines, and that potential is really high. We think players will be able to be very impressed by the quality of what those new consoles will bring to the market. What will be new also in this industry is that those consoles will be running almost all the back catalog of the previous consoles. It will be something new in the industry. It will help the old generation to continue to be big consoles on the market for the years to come. That's something new that will actually grow the market a lot. We will have lots of new machines sold and lots of marketing done on the market to promote those machines that will be more powerful.
On top, we will have an increase of the total addressable market, thanks to the fact that the old console will remain a very strong console for all the games that will be published. I don't know if I answered your question.
Kind of, but I'll take it. Thank you. Last one from me, again, on the upcoming consoles from Sony and Microsoft. If you feel that you have the opportunity, I guess, to get a larger share of the revenue or monies from player download of your games or live service monetization. I guess, thinking about how Epic kind of recently was a pretty big disrupter to the traditional share as they competed with Steam. If you see, I guess, a similar opportunity on console taking shape for you over time. Thank you.
Yes, we have been able, with each new generation, to increase our share of the global market. We hope we will be able to continue to grow our market share thanks to these new consoles coming. As Ubisoft is using always the revolutions of those new consoles, we are generally in a good position to convince new consumers to come and join the company.
When I said share, sorry, guys, I meant the revenue split between you and your partner, your partner being Sony or Microsoft in this case, on the new consoles. The traditional share being sort of 70:30 or 75:25. Epic, with their gaming service, decided to share 88%. They took 12%. The question was, do you see a scenario or opportunity where you get a larger piece of the economics of your games downloaded or the live service monies for your games on the next-gen consoles?
We can't give you information on that front. There's a good evolution because there are more and more platforms now that are happening, and streaming is going to be important, but we can't elaborate on that some more.
Okay, thanks, guys. That's the one.
Question comes from Ken Rumph of Jefferies. Please go ahead. Your line is open.
Hello again, gentlemen. A quick follow-up. It could be my memory, but I thought the plan for the five games originally had been from September until the end of March. Maybe I was misunderstanding whether the month of September was included in that. Has something that was going to be in September now slipped into the October to December period? As I say, that could be my misunderstanding on whether September was included or not.
Hello, Ken. Your understanding is correct.
Okay.
We had said that they would be between September and March.
Okay. Thank you very much.
Our next question comes from Jeff Cohen of Stephens Inc. Please go ahead. Your line is open.
Hey, guys. Thanks for taking the question. I jumped on a bit late. If this has already been asked and answered, I apologize. Could you talk a little bit about what you're seeing in terms of Uplay+ adoption and maybe any differences that you're seeing in engagement from players in that subscription versus your overall player base?
Yes, Uplay+ engagement is higher than when players only buy one game from time to time. It's a long-term prospect and a long-term engagement for us. What we see is that there's a good trend coming, and so it's another way for us to get new customers to actually try our games. What we expect is that in trying those games, they will also learn more about the different IPs that we have. We are really going to focus on growing that new model.
Thanks.
You're welcome.
As a reminder, ladies and gentlemen, if you wish to ask a question, you may press star one. We have no further questions over the phone at this time.
Thank you very much for all your questions and have a good afternoon or a good day.