Students-Life.com S.A

Ubi Soft Entertainment, Guillemot Corporation and Guillemot Brothers have together acquired a 25% stake in Students-Life.com S.A.,

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Ubi Soft Entertainment, Guillemot Corporation and Guillemot Brothers have together acquired a 25% stake in
Students-Life.com S.A.,
an Internet start-up dedicated to the international student community


Students-Life.com S.A. is an Internet start-up founded and directed by Mr. Emmanuel Denis, ex-CEO of Mindscape France. Its goal is to unite the student community (which today accounts for nearly 80 million individuals worldwide connected to the Internet) through its main site, www.Students-Life.com. This site will be on-line as a beta version at the end of March 2000.

The concept of Students-Life.com S.A. hinges on three main strategies: To bring the student community all essential, curriculum-related information via the Internet and WAP technology: courses, schedules, exams, results, conferences, sources of information, and more.

To provide the student community with all information related to student life through a highly user-friendly site: cultural activities, sports, leisure, employment offers, consumer goods, housing and good tips, to name just a few items.

To create a true community site for on-line dialog, exchange, work, bidding and commerce, destined for students on an international scale.

As early as the first semester in 2000, Students-Life.com S.A., based in the Parc d’Ateliers Technologiques in Montpelier, will be introduced into all the student centers in France, and then in major European countries and North America. This international structure will allow the company to accommodate e-commerce sites for all the main economic players as well as advertisers who target this particular strategic group.

The holdings of Ubi Soft Entertainment, Guillemot Corporation and Guillemot Brothers are 10%, 10% and 5%, respectively. The Ubi Soft Entertainment and Guillemot Corporation groups consider that this acquisition will give them privileged access to the student population and, specifically, greater access to the 15-30 age group, which accounts for a large portion of potential consumers of interactive entertainment games and accessories.
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