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