Company profile

Nan gaba na Activision Blizzard

#
Rank
454
| Quantumrun Global 1000

Activision Blizzard, Inc. mai haɓaka wasan bidiyo ne na tushen Amurka. An kafa ta ne a Santa Monica, California kuma an kafa ta a cikin 2008 ta hanyar haɗin Activision da Wasannin Vivendi. Ana yin musayar hannun jari na kamfani akan musayar hannun jari NASDAQ a ƙarƙashin alamar NASDAQ: ATVI kuma kamfanin yana cikin S&P 500. A halin yanzu Activision Blizzard yana ƙunshe da rukunin kasuwanci 5: King Digital Entertainment, Activision Blizzard Studios, Major League Gaming, Blizzard Entertainment and Activision.

Ƙasar Gida:
Bangare:
Industry:
Kwamfuta software
An kafa:
2008
Adadin ma'aikatan duniya:
9500
Adadin ma'aikatan cikin gida:
5154
Adadin wuraren gida:
20

Lafiyar Kudi

Raba:
$6608000000 USD
Matsakaicin kudaden shiga na 3y:
$5226666667 USD
Kudin aiki:
$5196000000 USD
Matsakaicin kashe kuɗi na 3y:
$3922000000 USD
Kudade a ajiyar:
$1613000000 USD
Kudaden shiga daga kasa
0.52
Kudaden shiga daga kasa
0.34

Ayyukan Kadari

  1. Samfura/Sabis/Dept. suna
    Kunnawa (rabo)
    Samfur/Sabis kudaden shiga
    1150000000
  2. Samfura/Sabis/Dept. suna
    Blizzard (rabo)
    Samfur/Sabis kudaden shiga
    669000000
  3. Samfura/Sabis/Dept. suna
    Sarki (rabo)
    Samfur/Sabis kudaden shiga
    436000000

Kaddarorin ƙirƙira da Bututu

Matsayin alamar duniya:
392
Jimlar haƙƙin mallaka:
105
Yawan filin haƙƙin mallaka a bara:
2

Duk bayanan kamfanin da aka tattara daga rahoton shekara ta 2016 da sauran kafofin jama'a. Daidaiton wannan bayanai da kuma ƙarshe da aka samu daga gare su ya dogara da wannan bayanan da ake iya isa ga jama'a. Idan bayanan da aka jera a sama aka gano ba daidai ba ne, Quantumrun zai yi gyare-gyaren da suka dace a wannan shafin kai tsaye. 

RASHIN HANKALI

Kasancewa cikin sashin nishaɗi yana nufin wannan kamfani zai shafi kai tsaye da kuma kai tsaye ta hanyar dama da ƙalubalen da za su iya kawo cikas a cikin shekaru masu zuwa. Yayin da aka bayyana dalla-dalla a cikin rahotannin musamman na Quantumrun, ana iya taƙaita waɗannan ɓangarorin rugujewa tare da fa'idodi masu zuwa:

* Da farko, canjin al'adu tsakanin Millennials da Gen Zs zuwa gogewa kan kayan masarufi zai sa cin nishaɗi ya zama abin sha'awa.
* A ƙarshen 2020s, gaskiyar kama-da-wane (VR) da haɓaka gaskiyar (AR) za su kai matakin shiga kasuwa mai mahimmanci wanda kamfanonin nishaɗi za su fara canza girman albarkatu zuwa samar da abun ciki don waɗannan dandamali.
* A ƙarshen 2030s, shaharar VR da AR da ke yaɗuwa za su kawar da abubuwan da jama'a ke amfani da su na kafofin watsa labarai daga ba da labari mai ban sha'awa (fim ɗin gargajiya da nunin talbijin) zuwa nau'ikan ba da labari wanda ke nutsar da mabukaci ta hanyar ba su damar yin tasiri ga abubuwan da suka dandana. —Kamar zama ɗan wasa a fim ɗin da kuke kallo.
*Ƙaƙƙarwar tsadar kuɗi da haɓakar tsarin bayanan ɗan adam, haɗe tare da haɓaka ƙarfin ƙididdiga na tsarin ƙididdiga masu ƙididdigewa na gaba, zai fitar da farashin samar da mafi girman abun ciki na kasafin kuɗi, musamman don dandamali na VR da AR na gaba.
* Duk kafofin watsa labarai na nishaɗi (musamman wasannin bidiyo) a ƙarshe za a isar da su ta hanyar dandamali na biyan kuɗi.

MATSALAR KAMFANI

Labaran Kamfanin