Company profile

Future of Time Warner

#
Rank
416
| Quantumrun Global 1000

Time Warner Inc. is a US global entertainment and mass media conglomerate headquartered in New York City. It is currently the third biggest entertainment company in the globe in terms of revenue, next to Comcast and The Walt Disney Company. It was also once the biggest media conglomerate in the world. The company was first established in 1990, through the merger of Warner Communications and Time Inc. The current company consists mostly of the assets of the previous Warner Communications (as well as HBO, a Time Inc. subsidiary prior to the merger), and the assets of Turner Broadcasting (which was obtained by the company in 1996).

Home Country:
Sector:
Industry:
Entertainment
Website:
Founded:
1990
Global employee count:
25000
Domestic employee count:
Number of domestic locations:

Financial Health

3y average revenue:
$27738500000 USD
3y average expenses:
$5304000000 USD
Funds in reserve:
$1539000000 USD
Market country
Revenue from country
0.72

Asset Performance

  1. Product/Service/Dept. name
    Turner
    Product/Service revenue
    10596000000
  2. Product/Service/Dept. name
    Home box office
    Product/Service revenue
    5615000000
  3. Product/Service/Dept. name
    Warner Bros
    Product/Service revenue
    12992000000

Innovation assets and Pipeline

Total patents held:
612
Number of patents field last year:
4

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