Company profile

Future of YuMe

#
Rank
804
| Quantumrun Global 1000

YuMe, founded in 2004, is a proven innovator and provider of digital video brand advertising. The company's solution for video advertising campaigns targets two sides: First, is the supply-side, which pertains to websites and applications. Second, is the demand-side customers, such as brands and agencies. Driven by their success, they are also leading the next wave of programmatic video. YuMe is located in 11 offices worldwide including in Redwood City, California, and London.

Home Country:
Sector:
Industry:
Video advertising
Website:
Founded:
2004
Global employee count:
505
Domestic employee count:
222
Number of domestic locations:
6

Financial Health

Revenue:
$160411000 USD
3y average revenue:
$170481333 USD
Operating expenses:
$87656000 USD
3y average expenses:
$91615000 USD
Funds in reserve:
$34700000 USD
Market country
Revenue from country
0.92

Asset Performance

  1. Product/Service/Dept. name
    Product (Domestic)
    Product/Service revenue
    147907000
  2. Product/Service/Dept. name
    Product (International)
    Product/Service revenue
    12504000

Innovation assets and Pipeline

Investment into R&D:
$10968000 USD
Total patents held:
13

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.

COMPANY’S FUTURE PROSPECTS

Company Headlines