Company profile

Future of Quad/Graphics

#
Rank
978
| Quantumrun Global 1000

Quad/Graphics is a US printing company, based in Sussex, Wisconsin. It was established by Harry and Elizabeth Quadracci on July 13, 1971. The company has printing facilities in America, as well as facilities throughout Canada, Latin America, and Europe. Quad prints various magazines, including Sports Illustrated, Maria Trinidad, BusinessWeek, Milwaukee Magazine (a title the company owns and self-publishes), Time, and People.

Home Country:
Sector:
Industry:
Publishing, Printing
Website:
Founded:
1971
Global employee count:
22600
Domestic employee count:
11600
Number of domestic locations:
49

Financial Health

3y average revenue:
$4770050000 USD
3y average expenses:
$5114400000 USD
Funds in reserve:
$9000000 USD
Market country
Revenue from country
0.90

Asset Performance

  1. Product/Service/Dept. name
    Product
    Product/Service revenue
    4030300000
  2. Product/Service/Dept. name
    Services
    Product/Service revenue
    647400000

Innovation assets and Pipeline

Investment into R&D:
$10300000 USD
Total patents held:
1

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.

COMPANY’S FUTURE PROSPECTS

Company Headlines