Future of Glu Mobile | Quantumrun

Future of Glu Mobile

Glu Mobile, Inc., also known as Glu Games, is a big player in the video game industry, developing and publishing a variety of mobile games for smartphones and tablets. It was founded in 2001 under the name Sorrent until 2005, when the company, after merging with Macrospace, started going under its current name. Since then, Glu Mobile, which is headquartered in San Francisco, Calif., continued to expand, eventually taking up office in a few countries. Its products are offered on multiple platforms such as iOs, Android, Amazon and Google Chrome. Some of the games it has published are: Call of Duty: World at War, Diner Dash, Family Feud and QuizUp.

Home Country: 
United States
Industry: 
Computer and video games
Industry vulnerability to disruption: 

<p>Belonging to the entertainment 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:</p>

<p>*First off, the cultural shift among Millennials and Gen Zs toward experiences over material goods will make entertainment consumption an increasingly desirable activity.<br />
*By the late 2020s, virtual reality (VR) and augmented reality (AR) will reach a level of market penetration significant enough for entertainment companies to start shifting sizeable resources into content production for these platforms.<br />
*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.<br />
*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.<br />
*All entertainment media (especially video games) will eventually be delivered primarily through subscription based platforms.</p>

Total patents held: 
5
Ranking List: 
693
Ranking List: 
2017 Quantumrun Global 1000
450
Ranking List: 
2017 Quantumrun US 500
83
Ranking List: 
2017 Quantumrun Silicon Valley 100
Market Revenue Country: 
Market country 
United States
Revenue from country 
0.74
Prod/Serv name revenue: 
Prod/Serv name: 
Micro-transactions
Prod/Serv revenue: 
164569000
Prod/Serv name: 
Offers
Prod/Serv revenue: 
23393000
Prod/Serv name: 
Advertisements
Prod/Serv revenue: 
10345000
Founded: 
2001
Company Name: 
Glu Mobile
Sector: 
Revenue: 
200581000
3y average revenue: 
224542333
Operating expenses: 
162433000
3y average expenses: 
148739667
Company profile data note: 
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.
Global employee count: 
243
Number of domestic locations: 
5
Funds in reserve: 
102102000
Investment into R&D: 
81879000
create term: 
#693 | 2017 Quantumrun Global 1000
#450 | 2017 Quantumrun US 500
#83 | 2017 Quantumrun Silicon Valley 100

Glu Mobile, Inc., also known as Glu Games, is a big player in the video game industry, developing and publishing a variety of mobile games for smartphones and tablets. It was founded in 2001 under the name Sorrent until 2005, when the company, after merging with Macrospace, started going under its current name. Since then, Glu Mobile, which is headquartered in San Francisco, Calif., continued to expand, eventually taking up office in a few countries. Its products are offered on multiple platforms such as iOs, Android, Amazon and Google Chrome. Some of the games it has published are: Call of Duty: World at War, Diner Dash, Family Feud and QuizUp.

Home country:
United States
Sector:
Entertainment
Industry:
Computer and video games
Website:
Founded:
2001
Global employee count:
243

Financial Health

Revenue
$200,581,000 USD
3y average revenue
$224,542,333 USD
Operating expenses
$162,433,000 USD
3y average expenses
$148,739,667 USD
Funds in reserve
$102,102,000 USD
#1 Market country
United States
% of revenue from country #1
0.74%

Asset Performance

#1 Product/Service/Dept. name
Micro-transactions
#1 Product/Service revenue
$164,569,000 USD
#2 Product/Service/Dept. name
Offers
#2 Product/Service revenue
$23,393,000 USD
#3 Product/Service/Dept. name
Advertisements
#3 Product/Service revenue
$10,345,000 USD

Innovation assets and Pipeline

Investment into R&D
$81,879,000 USD
Total patents held
5
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 entertainment 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 entertainment consumption an increasingly desirable activity.

*By the late 2020s, virtual reality (VR) and augmented reality (AR) will reach a level of market penetration significant enough for entertainment 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 entertainment media (especially video games) will eventually be delivered primarily through subscription based platforms.