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KNOWLEDGE MANAGEMENT IN A GLOBAL, INNOVATIVE AND
DIVERSE SETTING
OCTOBER 2019
JENS DEGN-ANDERSEN
2
OVERVIEW PART 1
A LOOK AT THE VIDEO GAME MARKET
PART 2
UBISOFT AT A GLANCE
PART 3
THE KM TEAM
PART 4 , PART 5 AND PART 6
HOW WE
‘KNOW, LEARN FROM, INCLUDE AND SUPPORT OUR
CLIENTS’
JENS DEGN-ANDERSEN
• 2007: Master in Library and Information Science. Copenhagen, Denmark.
• 2007: Librarian at National Library of Greenland. Nuuk, Greenland.
• 2008: Patent Specialist at Novo Nordisk. Copenhagen, Denmark.
• 2009: Information Specialist at Novo Nordisk. Copenhagen, Denmark.
• 2014: Localisation Tester at Enzyme Testing Labs. Montreal.
• 2015: Content Strategist at Ubisoft. Montreal.
• *2014-2017: Treasurer at SLA ECC
THE UBISOFT KM & LEARNING
TEAM
PART 1
A LOOK AT THE VIDEO GAME MARKET
4
4
VIDEO GAMES ARE ON THE TOP OF THE ENTERTAINMENT INDUSTRY!
PART 1 – A LOOK AT THE VIDEO GAME MARKET
GROWTH SINCE 2009
HOME ENTERTAINMENT
PRES
S
VIDEO GAMES
BOOK
S
CINEMA
+25%
-4%
+51%
+4%
0%
+23%
MUSIC
SOURCE: MCKINSEY & COMPANY – GLOBAL MEDIA REPORT – SEPT 2015
6
A WORLD OF PLAYERS
PART 1 – A LOOK AT THE VIDEO GAME MARKET
1/3 OF THE WORLD
POPULATION
2.3 BILLION
PLAYERS
SOURCE: NEWZOO 2018
7
ESPORTS: A GROWING OPPORTUNITY
PART 1 – A LOOK AT THE VIDEO GAME MARKET
BIG PARTNERS
ARE GETTING ON
BOARD
+1 BILLION VIEWERS AT PEAK
TIME ON TWITCH
PART 2
UBISOFT AT A GLANCE
8
11
KEY FACTS & FIGURES
CREATED IN 1986 ONE OF THE TOP
PUBLISHERS
WORLDWIDE
+12 FRANCHISES THAT
HAVE SOLD MORE THAN
ONE MILLION UNITS
PART 2 – UBISOFT AT A GLANCE
NOW +55% OF
TOTAL DIGITAL
REVENUE
+14,000 TEAM
MEMBERS AND +40
STUDIOS
WORLDWIDE
€1.732 BILLION IN
SALES IN 2017-18
14
WATCH DOGS TOM CLANCYS GHOST RECON TOM CLANCY’S THE DIVISION FOR HONOR
ASSASSIN’S CREED TOM CLANCY’S RAINBOW SIX FAR CRY JUST DANCE
STEEP MARIO + RABBIDS THE CREW RAYMAN
15
OUR EXPANDING UNIVERSE
ART EXHIBITS &
AMUSEMENT PARK
ATTRACTIONS :
Introduce more people to our
characters, stories and worlds
with original experiences
TV SHOWS & MOVIES
Bring our hit brands to
life on the big screen
and reach new
audiences
CONSUMER PRODUCTS
Enrich our game worlds with books,
comics, novels, boards games,
collectibles and more
KNOWLEDGE MANAGEMENT
SERVICES
PART 3
‘CONNAÎTRE, ACCUEILLIR,
INCLURE ET INTÉGRER LES PUBLICS’
HOW WE ‘KNOW, LEARN FROM,
INCLUDE AND SUPPORT OUR CLIENTS’
AMBITIONS PROVIDE AWESOME « CLIENT »
EXPERIENCE
BUILD A SEAMLESS DIGITAL WORKPLACE
DELIVER THE RIGHT INFO AT THE RIGHT TIME
WE HELP ORGANIZE CONTENT, EXPOSE KEY KNOWLEDGE AND
FOSTER COLLABORATION
OUR PRODUCTS
Live
Streaming Event
application
Mattermost
Floormap Video
Service
SharePoint Confluence Mana
Ulearn Ubipedia MyServices The Blog Profile
Search
Unified
Navigation
Live
Streaming Event
application
Teams
Floormap Video
Service
SharePoint Confluence
Mana
m
U.Learn Ubipedia MyServices The Blog Profile
Search
Site
Catalog
18
HOW WE
‘KNOW, LEARN FROM, INCLUDE AND SUPPORT OUR CLIENTS’
TEMPLATES & GOVERNANCE
PRESENCSE
STRATEGIC CLIENTS
PART 4
PART 5
PART 6
19
PART 4
TEMPLATES & GOVERNANCE
KNOW, LEARN FROM, INCLUDE AND SUPPORT
20
CREATIVITY AND INNOVATION
UBISOFT VALUES:
IT CAN BE A CHALLENGE TO IMPLEMENT STANDARDS, BETS PRACTICES AND GOVERNANCES WHEN SCOPE, TECHNOLOGIES AND TEAMS CHANGE CONSTANTLY.
LOCAL
INTRANETS GAME WORKSPACES
GOVERNANCE AT UBISOFT
Ubisoft employees want structure
and systems too
A governance should support
existing workflows not go against
them
The benefits of a governance
should be obvious to everyone
affected
If possible implement it into the
systems
There is not a Ubisoft governance
that fits all
PART 5
PRESENCE
2
3
KNOW, LEARN FROM, INCLUDE AND SUPPORT
24
DIVERSITY
Create experiences that will appeal to and satisfy a bigger and
more diverse group of gamers.
UBISOFT VALUE:
UBISOFT:
18
+95 NATIONALITIES
+55 LANGUAGES SPOKEN
GAMERS
UBISOFT
KM
KM: A DIVERSE TEAM
PART 4– SECTION TITLE 26
APPROXIMATELY 30 PEOPLE. AT LEAST 8 DIFFERENT NATIONALITIES
WE STRIVE TO HAVE A DIVERSE GROUP OF
EMPLOYEES IN TERMS OF SEXUALITY,
RELIGION AND CULTURAL BACKGROUND.
21 PART 2 – UBISOFT AT A GLANCE 12
21 12
Montréal
San Francisco
Paris Bucharest
Singapore
Malmö
Shanghai
THE KNOWLEDGE MANAGEMENT TEAM SUPPORTS ALL
EMPLOYEES GLOBALLY
2
9
WHERE KM ARE NOT PRESENT
ONLINE
COMMUNICATION ROADSHOW WORKSHOPS
30
ONLINE COMMUNICATION TOOLS
Many internal tools to create collaboration
and foster communication.
Most meetings on one of these platforms.
PART 6
STRATEGIC CLIENTS / PARTNERS
3
1
KNOW, LEARN FROM, INCLUDE AND SUPPORT
KM PARTNERS: CONTENT MANAGERS
MISSION: Identify & organize
information, documentation & assets so that anyone in
a production can easily browse & access it.
3
3
WHAT IS A CONTENT MANAGER
0 500 1000 1500 2000 2500 3000 3500 4000
ASSASSIN'S CREED
GHOST RECON
FAR CRY
RAINBOW SIX
JUST DANCE
WATCH DOGS
Employees Per Production Growth
Number of employees 2010-11 Number of employees 2018-19
CONTENT MANAGERS ARE KM
AMBASSADORS
ONBOARDING
We have huge ramp up on
productions, important turnover
and numerous newbies joining
our studios every week.
EFFICIENCY
We need to be more efficient as
individuals and as an
organization. Experts working on
information findability are a key
enabler of efficiency.
COLLABORATION
We produce AAA games that
involve thousands of people from
many teams & offices all around
the world.
REUSE
We need to stop reinventing the
wheel and start relying on existing
assets, tools and knowledge. This
way we’ll spend more time adding
real value.
21 12
CONTENT MANAGEMENT NETWORK
• MANAGED BY THE KM TEAM
• ALIGN ON SHARED VISION AND BEST
PRACTICES
• LEARN AND OPTIMIZE TEMPLATES AND
RECOMMENDATIONS
• Knowledge base • Communication channels • Yearly summit
THANK YOU Q&A
20