PARIS, Sept. 24, 2012 /PRNewswire/ -- Gameloft, a leading global publisher of digital and social games, today announced that their September 18th Deutsche Bank Depositary Receipts Virtual Investor Conference presentation is now available for on-demand viewing.
Gameloft's presentation will be available 24/7 for 90 days. Investors may download shareholder materials from the "virtual trade booth."
A leading global publisher of digital and social games, Gameloft® has established itself as one of the top innovators in its field since 2000. Gameloft creates games for all digital platforms, including mobile phones, smartphones and tablets (including Apple® iOS and Android® devices), set-top boxes and connected TVs. Gameloft operates its own established franchises such as Asphalt®, Real Football®, Modern Combat, and N.O.V.A.: Near Orbit Vanguard Alliance®, and also partners with major rights holders including Marvel®, Hasbro®, FOX®, Mattel® and Ferrari®.
Gameloft is present on all continents, distributes its games in over 100 countries and employs over 5,000 developers.
Gameloft is listed on the Paris Stock Exchange (ISIN: FR0000079600, Bloomberg: GFT FP, Reuters: GLFT.PA). Gameloft's sponsored Level 1 ADR (ticker: GLOFY) is traded OTC in the US.
The material to be presented is a presentation of general background information about Gameloft as of the date of the presentation. It is information in summary form and does not purport to be complete. It is not intended to be relied upon as advice to potential investors.
Statements made in this presentation that look forward in time or that express management's beliefs, expectations or estimates regarding future occurrences and prospects are "forward-looking statements" within the meaning of the United States federal securities laws. These forward-looking statements reflect Gamelot's current expectations concerning future events and actual results may differ materially from current expectations or historical results. Any such forward-looking statements are subject to various risks and uncertainties, including failure by Gameloft to predict accurately customer preferences; decline in the demand for products offered by Gameloft; competitive influences or consumer spending habits; effectiveness of Gameloft's brand awareness and marketing programmes; general economic conditions or a downturn in the retail or financial services industries; acts of war or terrorism worldwide; work stoppages, slowdowns or strikes; and changes in financial and equity markets.