Company profile

Future of Activision Blizzard

#
Rank
454
| Quantumrun Global 1000

Activision Blizzard, Inc. is a US based video game developer. It is based in Santa Monica, California and was established in 2008 by the combination of Activision and Vivendi Games. Shares of the company are transacted on the NASDAQ stock exchange under the symbol NASDAQ: ATVI and the company is among S&P 500. Presently Activision Blizzard contains 5 business units: King Digital Entertainment, Activision Blizzard Studios, Major League Gaming, Blizzard Entertainment and Activision.

Home Country:
Sector:
Industry:
Computer Software
Founded:
2008
Global employee count:
9500
Domestic employee count:
5154
Number of domestic locations:
20

Financial Health

Revenue:
$6608000000 USD
3y average revenue:
$5226666667 USD
Operating expenses:
$5196000000 USD
3y average expenses:
$3922000000 USD
Funds in reserve:
$1613000000 USD
Revenue from country
0.52
Revenue from country
0.34

Asset Performance

  1. Product/Service/Dept. name
    Activision (division)
    Product/Service revenue
    1150000000
  2. Product/Service/Dept. name
    Blizzard (division)
    Product/Service revenue
    669000000
  3. Product/Service/Dept. name
    King (division)
    Product/Service revenue
    436000000

Innovation assets and Pipeline

Global brand rank:
392
Total patents held:
105
Number of patents field last year:
2

All company data collected from its 2016 annual report and other public sources. The accuracy of this data and the conclusions derived from them depend on this publicly accessible data. If a data point listed above is discovered to be inaccurate, Quantumrun will make the necessary corrections to this live page. 

DISRUPTION VULNERABILITY

Belonging to the entertainment sector means this company will be affected directly and indirectly by a number of disruptive opportunities and challenges over the coming decades. While described in detail within Quantumrun’s special reports, these disruptive trends can be summarized along the following broad points:

*First off, the cultural shift among Millennials and Gen Zs toward experiences over material goods will make entertainment consumption an increasingly desirable activity.

*By the late 2020s, virtual reality (VR) and augmented reality (AR) will reach a level of market penetration significant enough for entertainment companies to start shifting sizeable resources into content production for these platforms.

*By the late 2030s, the widespread popularity of VR and AR will shift the public’s media consumption tastes away from voyeuristic storytelling (traditional movies and television shows) to participatory forms of storytelling that immerses the content consumer by allowing them to influence the content they experience—kind of like being an actor in the movie you’re watching.

*The shrinking cost and versatility of artificial intelligence systems, combined with the increasing computational capacity of future quantum computing systems, will drive down the cost of producing higher budget looking content, especially for future VR and AR platforms.

*All entertainment media (especially video games) will eventually be delivered primarily through subscription based platforms.

COMPANY’S FUTURE PROSPECTS

Company Headlines