Company profile

Future of Discovery Communications

#
Rank
597
| Quantumrun Global 1000

Discovery Communications, Inc. is a US entertainment and mass media company that operates worldwide. It is based in Silver Spring, Maryland. It started as a single channel in 1985, The Discovery Channel.

Home Country:
Sector:
Industry:
Entertainment
Founded:
2002
Global employee count:
7000
Domestic employee count:
3119
Number of domestic locations:
8

Financial Health

Revenue:
$8616000000 USD
3y average revenue:
$8052333333 USD
Operating expenses:
$3584000000 USD
3y average expenses:
$3513000000 USD
Funds in reserve:
$390000000 USD
Market country
Revenue from country
0.53

Asset Performance

  1. Product/Service/Dept. name
    Credit card loans
    Product/Service revenue
    7155000000
  2. Product/Service/Dept. name
    Other loans
    Product/Service revenue
    1361000000

Innovation assets and Pipeline

Global brand rank:
423
Total patents held:
34

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