Company profile

Future of Glu Mobile

#
Rank
693
| Quantumrun Global 1000

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:
Industry:
Computer and video games
Website:
Founded:
2001
Global employee count:
243
Domestic employee count:
Number of domestic locations:
5

Financial Health

Revenue:
$200581000 USD
3y average revenue:
$224542333 USD
Operating expenses:
$162433000 USD
3y average expenses:
$148739667 USD
Funds in reserve:
$102102000 USD
Market country
Revenue from country
0.74

Asset Performance

  1. Product/Service/Dept. name
    Micro-transactions
    Product/Service revenue
    164569000
  2. Product/Service/Dept. name
    Offers
    Product/Service revenue
    23393000
  3. Product/Service/Dept. name
    Advertisements
    Product/Service revenue
    10345000

Innovation assets and Pipeline

Investment into R&D:
$81879000 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.

COMPANY’S FUTURE PROSPECTS

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