Company profile

Future of Dolby Laboratories

#
Rank
554
| Quantumrun Global 1000

Dolby Laboratories, Inc. specializes in audio noise reduction and audio encoding/compression. It was founded in 1965 in London, England before moving its headquarters to San Francisco, Calif. Dolby licenses its technologies to consumer electronics makers. Its technologies have been used in several film and TV shows, with the first film with Dolby sound being A Clockwork Orange (1971). The company also developed digital surround sounds compression scheme for movies, which is now called Dolby Digital. Dolby Digital is currently found in the HDTV (ATSC) standard of the U.S., DVD players and several satellite-TV and cable-TV receivers.

Home Country:
Sector:
Industry:
Audio encoding/ Compression audio noise reduction
Founded:
1965
Global employee count:
2030
Domestic employee count:
1237
Number of domestic locations:
8

Financial Health

Revenue:
$1025738000 USD
3y average revenue:
$985517333 USD
Operating expenses:
$684961000 USD
3y average expenses:
$654612333 USD
Funds in reserve:
$516112000 USD
Market country
Revenue from country
0.18
Revenue from country
0.82

Asset Performance

  1. Product/Service/Dept. name
    Licensing
    Product/Service revenue
    917032000
  2. Product/Service/Dept. name
    Products
    Product/Service revenue
    90543000
  3. Product/Service/Dept. name
    Services
    Product/Service revenue
    18163000

Innovation assets and Pipeline

Investment into R&D:
$219607000
Total patents held:
891
Number of patents field last year:
73

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