Sony Group Corporation · TSE:6758

Sony — FY2024 Earnings Presentation

38 slides from Sony's earnings presentation, 2025

  1. Slide 1: Corporate Strategy & Earnings Announcement Presentation 2025

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  2. Slide 2: Mid to long-term view and shift toward entertainment

    • Today, I would first like to take a mid to long-term look at Sony Group’s businesses and our overall strategic direction. • Over the last several years, our business direction has shifted significantly towards entertainment. • The decision to lean more heavily into this space was driven, of course

  3. Slide 3: Power of entertainment and Sony's Purpose

    • But it was also driven by the power of entertainment to move people and to fill the world with emotion. Which is, of course, at the heart of Sony Group’s Purpose. • In recent years, we have leaned heavily into… • Expanding content in each category such as games, music, film, and TV program • IP ex

  4. Slide 4: Entertainment share of consolidated sales

    • Looking at those results, it is worth noting that our entertainment businesses account for roughly 61% of our consolidated sales. • And we have seen the resilience of entertainment businesses during economic downturn – like during the COVID-19 pandemic. • Our efforts in entertainment, content and

  5. Slide 5: Creative Entertainment Vision

    • Launched last year, our long-term Creative Entertainment Vision illustrates how we want to deliver Kando through creativity and technology. A vision of a future that will "Create Infinite Realities," together with creators, partners, and employees, and through synergies among our various businesse

  6. Slide 6: Game & Network Services segment

    • First, the Game & Network Services segment, which is doing extremely well. The expansion of PlayStation 5 (“PS5”), both in the number of active users and per user spend, is expected to continue and drive steady profit. • As we look ahead, we will seek to capitalize on our momentum to drive sustain

  7. Slide 7: Studio Business and new game titles

    • In this fiscal year, we anticipate further growth in Studio Business through a broader user base driven by new title launches, from narrative based single player titles like Ghost of Yotei and live service games such as Marathon, as well as the continuing success of already launched catalog conten

  8. Slide 8: Peripherals such as PlayStation Portal

    • We also plan to focus on strong and profitable peripherals such as PlayStation Portal where our recently introduced beta cloud streaming feature allows users to enjoy their games on the go more easily. 8

  9. Slide 9: Music segment

    • In the Music segment, we remain focused on strengthening our position in the global music market while continuing to improve profitability. • Maintaining strong relationships with digital streaming platforms, Sony Music Group (“SMG”) has had great success enhancing its core business value proposit

  10. Slide 10: Japanese music business in FY24

    • In FY24, our music business in Japan notably enjoyed great success in bringing Japanese artists such as YOASOBI to the global market and plan to continue to build on this area. 10

  11. Slide 11: Music segment growth plans

    • As we look ahead, in this segment we plan to continue to strengthen these important ecosystems, and focus on… • Growing organically and via deliberate acquisitions throughout our business and in high growth markets such as Latin America, India, and other Asian countries; • Exploring additional str

  12. Slide 12: Pictures segment and upcoming film slate

    • The film industry overall continues to recover from issues such as the COVID-19 and strike-related shutdowns over the last few years, which impacted the number of film and TV productions. Our film business, like the rest of Hollywood, continues to rebuild from these events, and has some major new

  13. Slide 13: Anime and Crunchyroll as growth driver

    • Anime is also expected to be a significant growth driver for the Pictures segment, as the anime-focused streaming service Crunchyroll, steadily expands its paid subscribers and services. • But more broadly, as we look ahead, we see SPE as a central hub for many of the synergistic, cross-company co

  14. Slide 14: Cross-business collaborations

    • In recent years, we have seen the value and potential of well- executed cross-business collaborations across the Sony Group companies. • Examples include PlayStation Productions, adapting our outstanding game IP such as Uncharted and The Last of Us to film and television, with over 10 titles curre

  15. Slide 15: Engagement Platform and location-based entertainment

    • As we look ahead, we will lean into broader collaborations in anime, and through our “Engagement Platform" initiative, we will aim to create opportunities and synergies by connecting fan communities within and outside Sony across various entertainment sectors, and in our Location-Based Entertainme

  16. Slide 16: Anime growth initiatives

    • Anime continues to be a major area which leads the growth for the Sony Group – across many parts of our business. At the heart of everything is anime’s vibrant creator and fan communities, which Crunchyroll will be celebrating later this month at its 2025 Crunchyroll Anime Awards in Tokyo, on the

  17. Slide 17: Ghost of Tsushima anime adaptation

    • An upcoming anime series adaptation of Sony Interactive Entertainment's hit IP "Ghost of Tsushima: Legends," to be produced in collaboration with PlayStation Productions, Aniplex, Crunchyroll, and Sony Music Entertainment. 17

  18. Slide 18: Establishment of HAYATE Inc.

    • The establishment of HAYATE Inc., a company jointly funded by Aniplex and Crunchyroll, to plan and produce high-quality anime works for global anime fans 18

  19. Slide 19: Alliance with KADOKAWA

    • A strategic capital and business alliance formed with KADOKAWA CORPORATION, to promote further media mixes and global expansion of both companies’ IP; and 19

  20. Slide 20: Partnership with Bandai Namco and Gaudiy

    • An establishment of a strategic partnership with Bandai Namco Holdings Inc. and web3 startup, Gaudiy Inc. 20

  21. Slide 21: Anime market growth outlook

    • And as we look ahead… • The anime industry’s market size is expected to continue growing at a CAGR in the high single digits from 2023 to 2030, especially with the anime streaming market, which is Crunchyroll’s core business, expected to grow at a CAGR in the high 10% range by 2030. • In this mark

  22. Slide 22: Broadening services for anime fans

    • Our strategy is to broaden services offered to anime fans, which includes e-commerce for anime merchandise, a mobile game library service, and manga offerings. 22

  23. Slide 23: Crunchyroll paid members

    • To further expand Crunchyroll’s user base, which has now grown to over 17 million paid members as of March 31, 2025, 23

  24. Slide 24: Collaboration with PlayStation Network

    • We are closely collaborating with PlayStation Network, which has the largest monthly active users (MAU) in the Sony Group. Specifically, since February new customers and renewing customers can smoothly register for Crunchyroll's paid services from PS5, which we expect to contribute to further incr

  25. Slide 25: Engagement Platform backend integration

    • This backend integration is part of the "Engagement Platform" initiative we introduced last year, which aims to create business opportunities and synergies by connecting diverse fan communities both within and outside Sony across various entertainment sectors. • Based on the robust network infrast

  26. Slide 26: Location-based entertainment exploration

    • Looking further into the future, we are at early stages in exploring the potentials of LBE, to maximize the value of the IP across various entertainment sectors. • Aspirational, cross-business collaborative efforts to date that merge IP and technology to create new experiences have all illustrated

  27. Slide 27: Entertainment, Technology & Services segment

    • In the Entertainment, Technology & Services segment, we have shifted the focus of our business towards those that create content. 27

  28. Slide 28: Imaging ecosystem expansion

    • Building on the success of Alpha, we are expanding our Imaging ecosystem as a growth driver. This includes broadening offerings of tools and solutions for cinematographers, live streaming and remote workflow for industry-leading creators, and image authenticity technologies for news agencies. 28

  29. Slide 29: Sports entertainment and content creation technology

    • In addition, we also plan to continue to focus on technologies in growth areas, such as sports entertainment. We acquired KinaTrax last year to enhance our capabilities to utilize existing sports data like Hawk-Eye’s officiating and play analysis, and we plan to continue to expand alternative broa

  30. Slide 30: Imaging & Sensing Solutions segment

    • Furthermore, in the Imaging & Sensing Solutions (“I&SS”) segment, we expect the image sensor, as a key device for capturing the real world, to enhance the accuracy of content creation and elevate the reality of entertainment experiences to the next level. 30

  31. Slide 31: Mobile image sensor trends

    • For mobile image sensors, which is the pillar of the business, we are expecting the ongoing trend toward larger sensor-size to continue for the coming few years. 31

  32. Slide 32: Next-generation sensor process and TRISTA

    • The demand for further evolution in image sensor performance such as resolution, noise reduction, dynamic range, and power consumption remains high. We will work to introduce a new generation process in order to accommodate the production of such innovative sensors. • Combining this next generatio

  33. Slide 33: Capital investment efficiency for I&SS

    • As we aim for further growth of the I&SS business in these ways, a major challenge will be controlling the necessary capital investments at an appropriate level and enhancing investment efficiency. To this end we plan to explore a range of options. 33

  34. Slide 34: Industrial and automotive sensors

    • Beyond the mobile sensor business, we plan to continue generating stable profit through cameras and sensors for industrial equipment and social infrastructure. For businesses with future growth potential, such as automotive sensors, we aim for mid- to long- term growth under optimal development co

  35. Slide 35: Conclusion: diversity of businesses and people

    • In conclusion… The diversity of our businesses and our people will be of paramount importance in realizing our Creative Entertainment Vision. 35

  36. Slide 36: Sony's 110,000 employees and synergies

    • Sony has about 110,000 employees actively working in various companies and organizations around the world, creating an environment of diverse and varied viewpoints, ideas and strategies. The synergies generated by organically connecting diverse businesses and people are the source of Sony’s unique

  37. Slide 37: Thank you very much

    • Thank you very much. 37

  38. Slide 38: Cautionary Statement

    Cautionary Statement Statements made in this material with respect to Sony’s current plans, estimates, strategies and beliefs and other statements that are not historical facts are forward-looking statements about the future performance of Sony. Forward-looking statements include, but are not limite

Sony Group — FY2024 Earnings Presentation on 6ix