Future of Activision Blizzard
CATEGORIES
- Asset Performance
- Innovation assets and pipeline
- Disruption vulnerability
- Company headlines
- Company’s future prospects
DATA ACCESS
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.
Innovation assets and Pipeline
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.