Company profile

Future of CBS

#
Rank
763
| Quantumrun Global 1000

CBS Corporation is a US mass media corporation that concentrates on television production, publishing, and commercial broadcasting, with most of its operations in America.

Home Country:
Sector:
Industry:
Entertainment
Website:
Founded:
1971
Global employee count:
18410
Domestic employee count:
Number of domestic locations:

Financial Health

Revenue:
$13166000000 USD
3y average revenue:
$12785333333 USD
Operating expenses:
$2124000000 USD
3y average expenses:
$2018666667 USD
Funds in reserve:
$598000000 USD
Market country
Revenue from country
0.86

Asset Performance

  1. Product/Service/Dept. name
    Advertising
    Product/Service revenue
    6280000000
  2. Product/Service/Dept. name
    Content licensing and distribution
    Product/Service revenue
    3670000000
  3. Product/Service/Dept. name
    Affiliate and subscription fees
    Product/Service revenue
    2970000000

Innovation assets and Pipeline

Global brand rank:
168
Total patents held:
8

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 media 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 travel, food, leisure, live events and especially media consumption increasingly desirable activities.

*By the late 2020s, virtual reality (VR) and augmented reality (AR) will reach a level of market penetration significant enough for media 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 media will eventually be delivered primarily through subscription based platforms. Everyone will pay for the content they want to consume.

COMPANY’S FUTURE PROSPECTS

Company Headlines