Future of Live Nation Entertainment | Quantumrun

Future of Live Nation Entertainment

Live Nation Entertainment is a US worldwide entertainment company, established through the merger of Ticketmaster and Live Nation. It leases, has booking rights, owns, operates for and/or equity interests in a vast number of U.S. entertainment venues.

Home Country: 
United States
Industry: 
Entertainment
Industry vulnerability to disruption: 

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.

Total patents held: 
18
Number of patents field last year: 
13
Ranking List: 
753
Ranking List: 
2017 Quantumrun Global 1000
491
Ranking List: 
2017 Quantumrun US 500
Ranking List: 
2017 Quantumrun Silicon Valley 100
Market Revenue Country: 
Market country 
United States
Revenue from country 
0.69
Prod/Serv name revenue: 
Prod/Serv name: 
Concerts
Prod/Serv revenue: 
4964991000
Prod/Serv name: 
Ticketing
Prod/Serv revenue: 
1639564000
Prod/Serv name: 
Artis nation
Prod/Serv revenue: 
434201000
Founded: 
2010
Company Name: 
Live Nation Entertainment
Sector: 
3y average revenue: 
7556347500
3y average expenses: 
6987079500
Company profile data note: 
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.
Global employee count: 
11500
Domestic employee count: 
5400
Funds in reserve: 
1526591000
#753 | 2017 Quantumrun Global 1000
#491 | 2017 Quantumrun US 500

Live Nation Entertainment is a US worldwide entertainment company, established through the merger of Ticketmaster and Live Nation. It leases, has booking rights, owns, operates for and/or equity interests in a vast number of U.S. entertainment venues.

Home country:
United States
Sector:
Media
Industry:
Entertainment
Founded:
2010
Global employee count:
11,500
Domestic employee count:
5,400

Financial Health

3y average revenue
$7,556,347,500 USD
3y average expenses
$6,987,079,500 USD
Funds in reserve
$1,526,591,000 USD
#1 Market country
United States
% of revenue from country #1
0.69%

Asset Performance

#1 Product/Service/Dept. name
Concerts
#1 Product/Service revenue
$4,964,991,000 USD
#2 Product/Service/Dept. name
Ticketing
#2 Product/Service revenue
$1,639,564,000 USD
#3 Product/Service/Dept. name
Artis nation
#3 Product/Service revenue
$434,201,000 USD

Innovation assets and Pipeline

Total patents held
18
Number of patents field last year
13
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.