Company profile

Future of Netflix

#
Rank
395
| Quantumrun Global 1000

Netflix is a US entertainment company established on August 29, 1997, by Marc Randolph and Reed Hastings, in Scotts Valley, California. The company focuses on streaming media and video-on-demand online and DVD by mail. Netflix grew into film and television production, as well as online distribution in 2013. It is headquartered in Los Gatos, California as of 2017.

Home Country:
Sector:
Industry:
Entertainment
Website:
Founded:
1997
Global employee count:
3850
Domestic employee count:
Number of domestic locations:

Financial Health

3y average revenue:
$6142083500 USD
3y average expenses:
$1615728500 USD
Funds in reserve:
$1809330000 USD
Market country
Revenue from country
0.76

Asset Performance

  1. Product/Service/Dept. name
    Domestic streaming
    Product/Service revenue
    4180339000
  2. Product/Service/Dept. name
    International streaming
    Product/Service revenue
    1953435000
  3. Product/Service/Dept. name
    Domestic DVD
    Product/Service revenue
    645737000

Innovation assets and Pipeline

Global brand rank:
234
Total patents held:
90

All company data collected from its 2015 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