Future of TiVo | Quantumrun

Future of TiVo

The TiVo Inc. Corporation is a U.S. based firm that majorly offers subscription and marketing services to cater to its TiVo-identified digital video recording system. The TiVo Company for the most part, worked in the U.S., but has a functioning base in Western Europe, New Zealand, Taiwan, Canada, Mexico, Australia, Puerto Rico, and the United Kingdom. On September 8, 2016, the TiVo Inc. Corporation was attained by the Rovi Corporation. This new entity came to be recognized as the TiVo Corporation.

Home Country: 
United States
Industry: 
Interactive entertainment
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: 
239
Ranking List: 
438
Ranking List: 
2017 Quantumrun Global 1000
288
Ranking List: 
2017 Quantumrun US 500
47
Ranking List: 
2017 Quantumrun Silicon Valley 100
Market Revenue Country: 
Market country 
United States
Revenue from country 
0.72
Prod/Serv name revenue: 
Prod/Serv name: 
Licensing, services and software
Prod/Serv revenue: 
629474000
Prod/Serv name: 
Hardware
Prod/Serv revenue: 
19619000
Founded: 
1997
Company Name: 
TiVo
Sector: 
Revenue: 
649093000
3y average revenue: 
572558333
Operating expenses: 
627652000
3y average expenses: 
418434667
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: 
1700
Domestic employee count: 
1220
Number of domestic locations: 
11
Funds in reserve: 
192627000
Investment into R&D: 
125172000
create term: 
#438 | 2017 Quantumrun Global 1000
#288 | 2017 Quantumrun US 500
#47 | 2017 Quantumrun Silicon Valley 100

The TiVo Inc. Corporation is a U.S. based firm that majorly offers subscription and marketing services to cater to its TiVo-identified digital video recording system. The TiVo Company for the most part, worked in the U.S., but has a functioning base in Western Europe, New Zealand, Taiwan, Canada, Mexico, Australia, Puerto Rico, and the United Kingdom. On September 8, 2016, the TiVo Inc. Corporation was attained by the Rovi Corporation. This new entity came to be recognized as the TiVo Corporation.

Home country:
United States
Sector:
Media
Industry:
Interactive entertainment
Website:
Founded:
1997
Global employee count:
1,700
Domestic employee count:
1,220

Financial Health

Revenue
$649,093,000 USD
3y average revenue
$572,558,333 USD
Operating expenses
$627,652,000 USD
3y average expenses
$418,434,667 USD
Funds in reserve
$192,627,000 USD
#1 Market country
United States
% of revenue from country #1
0.72%

Asset Performance

#1 Product/Service/Dept. name
Licensing, services and software
#1 Product/Service revenue
$629,474,000 USD
#2 Product/Service/Dept. name
Hardware
#2 Product/Service revenue
$19,619,000 USD

Innovation assets and Pipeline

Investment into R&D
$125,172,000 USD
Total patents held
239
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.