Future of Pandora Media | Quantumrun

Future of Pandora Media

Pandora Internet Radio is a music streaming and automated music recommendation service. Also known as Pandora Radio or Pandora, it was founded in 2000 and is headquartered in Oakland, Calif. Pandora takes a user’s artist selection and plays musical selections of a specific genre based on what they have chosen. Then the users provide positive or negative feedback for songs picked by Pandora, and the feedback is considered in the subsequent selection of other songs. Pandora is currently only available in Australia, New Zealand and the United States. In May 2010, the company was named in Lead411’s 2010 Hottest San Francisco Companies list. The service can be accessed through web or by downloading an app on a person’s computer or cell phone.

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

<p>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:</p>

<p>*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.<br />
*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.<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 media will eventually be delivered primarily through subscription based platforms. Everyone will pay for the content they want to consume.</p>

Total patents held: 
14
Ranking List: 
703
Ranking List: 
2017 Quantumrun Global 1000
460
Ranking List: 
2017 Quantumrun US 500
85
Ranking List: 
2017 Quantumrun Silicon Valley 100
Market Revenue Country: 
Market country 
United States
Revenue from country 
0.99
Prod/Serv name revenue: 
Prod/Serv name: 
Advertising
Prod/Serv revenue: 
933305000
Prod/Serv name: 
Subscription and other
Prod/Serv revenue: 
220571000
Prod/Serv name: 
Ticketing service
Prod/Serv revenue: 
10167000
Founded: 
2000
Company Name: 
Pandora Media
Sector: 
Revenue: 
1384826000
3y average revenue: 
1156557000
Operating expenses: 
808663000
3y average expenses: 
629427333
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: 
2488
Number of domestic locations: 
24
Funds in reserve: 
334667000
create term: 
#703 | 2017 Quantumrun Global 1000
#460 | 2017 Quantumrun US 500
#85 | 2017 Quantumrun Silicon Valley 100

Pandora Internet Radio is a music streaming and automated music recommendation service. Also known as Pandora Radio or Pandora, it was founded in 2000 and is headquartered in Oakland, Calif. Pandora takes a user’s artist selection and plays musical selections of a specific genre based on what they have chosen. Then the users provide positive or negative feedback for songs picked by Pandora, and the feedback is considered in the subsequent selection of other songs. Pandora is currently only available in Australia, New Zealand and the United States. In May 2010, the company was named in Lead411’s 2010 Hottest San Francisco Companies list. The service can be accessed through web or by downloading an app on a person’s computer or cell phone.

Home country:
United States
Sector:
Media
Industry:
Music
Website:
Founded:
2000
Global employee count:
2,488

Financial Health

Revenue
$1,384,826,000 USD
3y average revenue
$1,156,557,000 USD
Operating expenses
$808,663,000 USD
3y average expenses
$629,427,333 USD
Funds in reserve
$334,667,000 USD
#1 Market country
United States
% of revenue from country #1
0.99%

Asset Performance

#1 Product/Service/Dept. name
Advertising
#1 Product/Service revenue
$933,305,000 USD
#2 Product/Service/Dept. name
Subscription and other
#2 Product/Service revenue
$220,571,000 USD
#3 Product/Service/Dept. name
Ticketing service
#3 Product/Service revenue
$10,167,000 USD

Innovation assets and Pipeline

Total patents held
14
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.