Hubbry Logo
SonySonyMain
Open search
Sony
Community hub
Sony
logo
8 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Sony
Sony
from Wikipedia

Sony Group Corporation, commonly referred to as simply Sony, is a Japanese multinational conglomerate headquartered at Sony City in Minato, Tokyo, Japan.[6] The Sony Group encompasses various businesses, including electronics (Sony Corporation), imaging and sensing (Sony Semiconductor Solutions), entertainment (Sony Pictures Entertainment and Sony Music Entertainment), video games (Sony Interactive Entertainment), and others.

Key Information

Sony was founded in 1946 as initially Tokyo Tsushin Kogyo K.K.[b] by Masaru Ibuka and Akio Morita. In 1958, the company adopted the name Sony Corporation.[c] Initially an electronics firm, it gained early recognition for products such as the TR-55 transistor radio and the CV-2000 home video tape recorder, contributing significantly to Japan's post-war economic recovery.[7][8] After Ibuka's retirement in the 1970s, Morita served as chairman until 1994, overseeing Sony's rise as a global brand recognized for innovation in consumer electronics.[9] Landmark products included the Trinitron color television, the Walkman portable audio player, and the co-development of the compact disc.[7][10]

Expanding beyond electronics, Sony acquired Columbia Records in 1988 and Columbia Pictures in 1989, while also entering the home video game console market with the launch of the PlayStation in 1994. In Japan, the company further diversified by establishing a financial services division, that would be turned into a separate company in September 2025, with the group maintaining 20% of the shares. In 2021, the company was renamed Sony Group Corporation as it transitioned into a holding company structure, with its electronics business continuing under the name Sony Corporation.

As of 2020, Sony holds a 55% share of the global image sensor market, making it the largest image sensor manufacturer,[11] the second largest camera manufacturer,[12] a semiconductor sales leader,[13] and the world's third-largest television manufacturer by sales.[14][15][16][17]

Although Sony is not part of a traditional keiretsu, it has historical ties to the Sumitomo Mitsui Financial Group, dating back to the 1950s when it relied exclusively on Mitsui Bank for financing.[18][19] Sony is publicly traded on the Tokyo Stock Exchange (a component of the Nikkei 225 and TOPIX Core30 indices) and also maintains American depositary receipts on the New York Stock Exchange, where it has been listed since 1961.[18] As of 2021, it ranked 88th on the Fortune Global 500[20] and 57th on the 2023 Forbes Global 2000 list.[21]

History

[edit]

Tokyo Tsushin Kogyo

[edit]
Sony's first product was an electric rice cooker in the late 1940s.[22]

Sony began in the wake of World War II. In 1946, Masaru Ibuka started an electronics shop in Shirokiya,[23] a department store building in the Nihonbashi area of Tokyo. The company started with a capital of ¥190,000[24] and a total of eight employees.[25] On 7 May 1946, Ibuka was joined by Akio Morita to establish a company called Tokyo Tsushin Kogyo (東京通信工業, Tōkyō Tsūshin Kōgyō; Tokyo Telecommunications Engineering Corporation).[26] The company built Japan's first tape recorder, called the Type-G.[26][27] In 1958, the company changed its name to "Sony".[28]

Name

[edit]

Tokyo Tsushin Kogyo founders Morita and Ibuka realized that to achieve success and grow, their business had to expand to the global market, which required labeling their products with a short and easy brand name.[29] While looking for a romanized name, they at first strongly considered using their initials, TTK. The primary reason they did not is that the railway company Tokyo Kyuko was known as TTK.[26] The company occasionally used the syllabic acronym "Totsuko" in Japan, but during his visit to the United States, Morita discovered that Americans had trouble pronouncing that name. Another early name that was tried out for a while was "Tokyo Teletech" until Akio Morita discovered that there was an American company already using Teletech as a brand name.[30]

The name "Sony" was chosen for the brand as a mix of two words: one was the Latin word "sonus", which is the root of sonic and sound, and the other was "sonny", a common slang term used in 1950s America to call a young boy.[31][32] In 1950s Japan, "sonny boys" was a loan word in Japanese, which connoted smart and presentable young men, which Akio Morita and Masaru Ibuka considered themselves to be.[31]

The first Sony-branded product, the TR-55 transistor radio, appeared in 1955, but the company name did not change to Sony until January 1958.[33]

At the time of the change, it was extremely unusual for a Japanese company to use Roman letters to spell its name instead of writing it in kanji. The move was not without opposition: TTK's principal bank at the time, Mitsui, had strong feelings about the name. They pushed for a name such as Sony Electronic Industries, or Sony Teletech. Akio Morita was firm, however, as he did not want the company name tied to any particular industry. Eventually, both Ibuka and Mitsui Bank's chairman gave their approval.[26]

Globalization

[edit]

According to Schiffer, Sony's TR-63 radio "cracked open the U.S. market and launched the new industry of consumer microelectronics."[34] By the mid-1950s, American teens had begun buying portable transistor radios in huge numbers, helping to propel the fledgling industry from an estimated 100,000 units in 1955 to 5 million units by the end of 1968.[35]

Advertising for transistor radio models TR-6, TR-63, TR-72 (1957), and TR-1819 "Cube Radio" (1966)

Sony co-founder Akio Morita founded Sony Corporation of America in 1960.[25] In the process, he was struck by the mobility of employees between American companies, which was unheard of in Japan at that time.[25] When he returned to Japan, he encouraged experienced, middle-aged employees of other companies to reevaluate their careers and consider joining Sony.[25] The company filled many positions in this manner, and inspired other Japanese companies to do the same.[25] Moreover, Sony played a major role in the development of Japan as a powerful exporter during the 1960s, 1970s and 1980s,[36] supplying the U.S. Military with bomb parts used in the Vietnam War.[37] It also helped to significantly improve American perceptions of "made in Japan" products.[38] Known for its production quality, Sony was able to charge above-market prices for its consumer electronics and resisted lowering prices.[38]

In 1971, Masaru Ibuka handed the position of president over to his co-founder Akio Morita. Sony began a life insurance company in 1979, one of its many peripheral businesses. Amid a global recession in the early 1980s, electronics sales dropped and the company was forced to cut prices.[38] Sony's profits fell sharply. "It's over for Sony", one analyst concluded. "The company's best days are behind it."[38]

Around that time, Norio Ohga took up the role of president. He encouraged the development of the compact disc (CD) in the 1970s and 1980s, and of the PlayStation in the early 1990s. Ohga went on to purchase CBS Records in 1988 and Columbia Pictures in 1989, greatly expanding Sony's media presence. Ohga would succeed Morita as chief executive officer in 1989.[39][citation needed]

Under the vision of co-founder Akio Morita[40] and his successors, the company had aggressively expanded into new businesses.[36] Part of its motivation for doing so was the pursuit of "convergence", linking film, music and digital electronics via the Internet.[36] This expansion proved unrewarding and unprofitable,[36] threatening Sony's ability to charge a premium on its products[40] as well as its brand name.[40] In 2005, Howard Stringer replaced Nobuyuki Idei as chief executive officer, marking the first time that a foreigner had run a major Japanese electronics firm. Stringer helped to reinvigorate the company's struggling media businesses, encouraging blockbusters such as Spider-Man while cutting 9,000 jobs.[36] He hoped to sell off peripheral business and focus the company again on electronics.[40] Furthermore, he aimed to increase cooperation between business units,[40] which he described as "silos" operating in isolation from one another.[41] In a bid to provide a unified brand for its global operations, Sony introduced a slogan known as "make.believe" in 2009.[39][citation needed]

A Sony TR-730 transistor radio made in Japan, c. 1960

Despite some successes, the company faced continued struggles in the mid- to late-2000s.[36] In 2012, Kazuo Hirai was promoted to president and CEO, replacing Stringer. Shortly thereafter, Hirai outlined his company-wide initiative, named "One Sony" to revive Sony from years of financial losses and bureaucratic management structure, which proved difficult for former CEO Stringer to accomplish, partly due to differences in business culture and native languages between Stringer and some of Sony's Japanese divisions and subsidiaries. Hirai outlined three major areas of focus for Sony's electronics business, which include imaging technology, gaming and mobile technology, as well as a focus on reducing the major losses from the television business.[42]

In February 2014, Sony announced the sale of its Vaio PC division to a new corporation owned by investment fund Japan Industrial Partners and spinning its TV division into its own corporation as to make it more nimble to turn the unit around from past losses totaling $7.8 billion over a decade.[43] Later that month, they announced that they would be closing 20 stores.[44] In April, the company announced that they would be selling 9.5 million shares in Square Enix (roughly 8.2 percent of the game company's total shares) in a deal worth approximately $48 million.[45] In May 2014 the company announced it was forming two joint ventures with Shanghai Oriental Pearl Group to manufacture and market Sony's PlayStation game consoles and associated software in China.[46]

In 2015, Sony purchased Toshiba's image sensor business.[47]

Sony Style store in Bangkok, Thailand
Sony Store (after rebranding from Sony Style[48]) in Markville Shopping Centre, Canada

It was reported in December 2016 by multiple news outlets that Sony was considering restructuring its U.S. operations by merging its TV & film business, Sony Pictures Entertainment, with its gaming business, Sony Interactive Entertainment. According to the reports, such a restructuring would have placed Sony Pictures under Sony Interactive's CEO, Andrew House, though House would not have taken over day-to-day operations of the film studio.[49][50][51] According to one report, Sony was set to make a final decision on the possibility of the merger of the TV, film, & gaming businesses by the end of its fiscal year in March of the following year (2017).[49]

In 2017, Sony sold its lithium-ion battery business to Murata Manufacturing.[52][53][54]

In 2019, Sony merged its mobile, TV and camera businesses.[55][56]

On 1 April 2020, Sony Electronics Corporation was established as an intermediate holding company to own and oversee its electronics and IT solutions businesses.

On 19 May 2020, the company announced that it would change its name to Sony Group Corporation as of 1 April 2021. Subsequently, Sony Electronics Corporation would be renamed to Sony Corporation.[57] On the same day the company announced that it would turn Sony Financial Holdings (currently Sony Financial Group), of which Sony already owns 65.06% of shares, to a wholly owned subsidiary through a takeover bid.[58]

On 1 April 2021, Sony Corporation was renamed Sony Group Corporation. On the same day, Sony Mobile Communications Inc. absorbed Sony Electronics Corporation, Sony Imaging Products & Solutions Inc., and Sony Home Entertainment & Sound Products Inc. and changed its trade name to Sony Corporation.[59]

Formats and technologies

[edit]

Sony has historically been notable for creating its own in-house standards for new recording and storage technologies, instead of adopting those of other manufacturers and standards bodies, while its success in the early years owes to a smooth capitalization on the Digital Compact Cassette standard introduced by Philips,[60] with which Sony went on to enjoy a decades-long technological relationship in various areas. Sony (either alone or with partners) has introduced several of the most popular recording formats, including the 3.5-inch floppy disk, compact disc and Blu-ray disc.[61]

Video recording

[edit]

Sony introduced U-matic, the world's first videocassette format, in 1971, but the standard was unpopular for domestic use due to the high price.[62] The company subsequently launched the Betamax format in 1975.[63] Sony was involved in the videotape format war of the early 1980s, when they were marketing the Betamax system for video cassette recorders against the VHS format developed by JVC.[64] In the end, VHS gained critical mass in the marketbase and became the worldwide standard for consumer VCRs.[64]

Betamax is, for all practical purposes, an obsolete format. Sony's professional-oriented component video format called Betacam, which was derived from Betamax, was used until 2016 when Sony announced it was stopping production of all remaining 1/2-inch video tape recorders and players, including the Digital Betacam format.[65]

In 1985, Sony launched their Handycam products and the Video8 format.[66] Video8 and the follow-on hi-band Hi8 format became popular in the consumer camcorder market. In 1987 Sony launched the 4 mm DAT or Digital Audio Tape as a new digital audio tape standard.[67]

Visual display

[edit]

Sony held a patent for its proprietary Trinitron until 1996.

Sony introduced the Triluminos Display, the company's proprietary color reproduction enhancing technology, in 2004, featured in the world's first LED-backlit LCD televisions.[68] It was widely used in other Sony's products as well, including computer monitors, laptops, and smartphones.[69] In 2013, Sony released a new line of televisions with an improved version of the technology, which incorporated quantum dots in the backlight system. It was the first commercial use of quantum dots.[70][71]

In 2012, the company revealed a prototype of an ultrafine RGB LED display, which it calls the Crystal LED Display.[72]

Audio recording

[edit]

Sony used the Compact Cassette format in many of its tape recorders and players, including the Walkman, the world's first portable music player.[73] Sony introduced the MiniDisc format in 1992 as an alternative to Philips DCC or Digital Compact Cassette and as a successor to the Compact Cassette.[74] Since the introduction of MiniDisc, Sony has attempted to promote its own audio compression technologies under the ATRAC brand, against the more widely used MP3. Until late 2004, Sony's Network Walkman line of digital portable music players did not support the MP3 standard natively.

In 2004, Sony built upon the MiniDisc format by releasing Hi-MD. Hi-MD allows the playback and recording of audio on newly introduced 1 GB Hi-MD discs in addition to playback and recording on regular MiniDiscs. In addition to saving audio on the discs, Hi-MD allows the storage of computer files such as documents, videos and photos.

Audio encoding

[edit]

In 1993, Sony challenged the industry standard Dolby Digital 5.1 surround sound format with a newer and more advanced proprietary motion picture digital audio format called SDDS (Sony Dynamic Digital Sound).[75] This format employed eight channels (7.1) of audio opposed to just six used in Dolby Digital 5.1 at the time.[75] Ultimately, SDDS has been vastly overshadowed by the preferred DTS (Digital Theatre System) and Dolby Digital standards in the motion picture industry. SDDS was solely developed for use in the theatre circuit; Sony never intended to develop a home theatre version of SDDS.[76][77]

Sony and Philips jointly developed the Sony-Philips digital interface format (S/PDIF) and the high-fidelity audio system SACD. The latter became entrenched in a format war with DVD-Audio. Still, neither gained a major foothold with the general public. CDs had been preferred by consumers because of the ubiquitous presence of CD drives in consumer devices until the early 2000s when the iPod and streaming services became available.[78]

In 2015, Sony introduced LDAC, a proprietary audio coding technology which allows streaming high-resolution audio over Bluetooth connections at up to 990 kbit/s at 32 bit/96 kHz. Sony also contributed it as part of the Android Open Source Project starting from Android 8.0 "Oreo", enabling every OEM to integrate this standard into their own Android devices freely. However the decoder library is proprietary, so receiving devices require licenses. On 17 September 2019, the Japan Audio Society (JAS) certified LDAC with their Hi-Res Audio Wireless certification. Currently the only codecs with the Hi-Res Audio Wireless certification are LDAC and LHDC, another competing standard.

Optical storage

[edit]
Front side of a Sony 200GB Blu-ray disc

Sony demonstrated an optical digital audio disc in 1977 and soon joined hands with Philips, another major contender for the storage technology, to establish a worldwide standard.[79] In 1983, the two companies jointly announced the Compact Disc (CD). In 1984, Sony launched the Discman series, an expansion of the Walkman brand to portable CD players. Sony began to improve performance and capacity of the novel format. It launched write-once optical discs (WO) and magneto-optical discs which were around 125MB size for the specific use of archival data storage, in 1986 and 1988 respectively.[80]

In the early 1990s, two high-density optical storage standards were being developed: one was the MultiMedia Compact Disc (MMCD), backed by Philips and Sony, and the other was the Super Density Disc (SD), supported by Toshiba and many others. Philips and Sony abandoned their MMCD format and agreed upon Toshiba's SD format with only one modification. The unified disc format was called DVD and was introduced in 1997.

Sony was one of the leading developers of the Blu-ray optical disc format, the newest standard for disc-based content delivery. The first Blu-ray players became commercially available in 2006. The format emerged as the standard for HD media over the competing format, Toshiba's HD DVD, after a two-year-long high-definition optical disc format war.

Sony's laser communication devices for small satellites rely on the technologies developed for the company's optical disc products.[81]

Disk storage

[edit]

In 1983, Sony introduced 90 mm micro diskettes, better known as 3.5-inch (89 mm) floppy disks, which it had developed at a time when there were 4" floppy disks, and many variations from different companies, to replace the then on-going 5.25" floppy disks. Sony had great success and the format became dominant. 3.5" floppy disks gradually became obsolete as they were replaced by current media formats. Sony held more than a 70 percent share of the market when it decided to pull the plug on the format in 2010.[82][83]

Sony still develops magnetic tape storage technologies along with IBM,[84] and are one of only two manufacturers of Linear Tape-Open (LTO) cartridges.

Flash memory

[edit]

In 1998, Sony launched the Memory Stick format, the flash memory cards for use in Sony lines of digital cameras and portable music players. It has seen little support outside of Sony's own products, with Secure Digital cards (SD) commanding considerably greater popularity. Sony has made updates to the Memory Stick format with Memory Stick Duo and Memory Stick Micro. The company has also released USB flash drive products, branded under the Micro Vault line.[85]

Communication

[edit]

Sony introduced FeliCa, a contactless IC card technology primarily used in contactless payment, as a result of the company's joint development and commercialization of Near-Field Communication (NFC) with Philips. The standard is largely offered in two forms, either chips embedded in smartphones or plastic cards with chips embedded in them. Sony plans to implement this technology in train systems across Asia.[86]

In 2019, Sony launched the ELTRES, the company's proprietary low-power wide-area wireless communication (LPWAN) standard.[87]

Video gaming

[edit]

Until 1991, Sony had little direct involvement with the video game industry. The company supplied components for other consoles, such as the sound chip for the Super Famicom from Nintendo, and operated a video game studio, Sony Imagesoft.[88] As part of a joint project between Nintendo and Sony that began as early as 1988, the two companies worked to create a CD-ROM version of the Super Famicom,[89] though Nintendo denied the existence of the Sony deal as late as March 1991.[90] At the Consumer Electronics Show in June 1991, Sony revealed a Super Famicom with a built-in CD-ROM drive, named the "Play Station" (also known as SNES-CD). However, a day after the announcement at CES, Nintendo announced that it would be breaking its partnership with Sony, opting to go with Philips instead but using the same technology.[91] The deal was broken by Nintendo after they were unable to come to an agreement on how revenue would be split between the two companies.[91] The breaking of the partnership infuriated Sony President Norio Ohga, who responded by appointing Kutaragi with the responsibility of developing the PlayStation project to rival Nintendo.[91]

At that time, negotiations were still on-going between Nintendo and Sony, with Nintendo offering Sony a "non-gaming role" regarding their new partnership with Philips. This proposal was swiftly rejected by Kutaragi who was facing increasing criticism over his work with regard to entering the video game industry from within Sony. Negotiations officially ended in May 1992 and in order to decide the fate of the PlayStation project, a meeting was held in June 1992, consisting of Sony President Ohga, PlayStation Head Kutaragi and several senior members of Sony's board. At the meeting, Kutaragi unveiled a proprietary CD-ROM-based system he had been working on which involved playing video games with 3D graphics to the board. Eventually, Sony President Ohga decided to retain the project after being reminded by Kutaragi of the humiliation he suffered from Nintendo. Nevertheless, due to strong opposition from a majority present at the meeting as well as widespread internal opposition to the project by the older generation of Sony executives, Kutaragi and his team had to be shifted from Sony's headquarters to Sony Music, a completely separate financial entity owned by Sony, so as to retain the project and maintain relationships with Philips for the MMCD development project (which helped lead to the creation of the DVD)

Continued research and development

[edit]

In 2021, the WIPO's annual review of the World Intellectual Property Indicators report ranked Sony's as ninth in the world for the number of patent applications published under the PCT System. 1,793 patent applications were published by Sony during 2020.[92] This position is up from their previous ranking as 13th in 2019 with 1,566 applications.[93]

Business units

[edit]
Sony at Westfield Riccarton shopping centre in Christchurch, New Zealand

Best known for its electronic products, Sony offers a wide variety of product lines in many areas. At its peak, it was dubbed as a "corporate octopus", for its sprawling ventures from private insurance to chemicals to cosmetics to home shopping to a Tokyo-based French food joint, in addition its core businesses such as electronics and entertainment.[40] Even after it has unwound many business units including Sony Chemicals and Vaio PC, Sony still runs diverse businesses.

As of 2020, Sony is organized into the following business segments: Game & Network Services (G&NS), Music, Pictures, Electronics Products & Solutions (EP&S), Imaging & Sensing Solutions (I&SS), Financial Services, and Others.[94] Usually, each business segment has a handful of corresponding intermediate holding companies under which all the related businesses are folded into, such as Columbia Records being part of Sony Music Group, a subsidiary and, at the same time, a holding company for Sony's music businesses, along with SMEJ.

Electronics products & solutions

[edit]

Sony Corporation (Sony Electronics Corporation until 1 April 2021[95]) is the electronics business unit of the Sony Group. It primarily conducts research and development (R&D), planning, designing, manufacturing and marketing for electronics products. Sony Global Manufacturing & Operations Corporation (SGMO) is a wholly owned subsidiary of Sony Corporation and responsible for managing manufacturing operations both in Japan and overseas, through its own factories as well as third party contract manufacturers.

Audio

[edit]
First Sony Walkman TPS-L2 from 1979 (expo in Sony Building at Ginza, Chuo-Ku, Tokyo)[96]

In 1979, Sony released the world's first portable music player, the Walkman, bundled with the MDL-3L2 headphones. This line fostered a fundamental change in music listening habits by allowing people to carry music with them and listen to music through lightweight headphones.[73][97] Originally used to refer to portable audio cassette players, the Walkman brand has been widely adopted by the company to encompass its portable digital audio and video players as well as a line of former Sony Ericsson mobile phones. In the case of optical disc players, the Discman brand was used until the late 1990s. In 2025, a model TPS-L2 cassette Walkman from 1979 was included in Pirouette: Turning Points in Design, an exhibition at the Museum of Modern Art featuring "widely recognized design icons [...] highlighting pivotal moments in design history."[96][98][99]

The Sony NW-A3000, the company's flagship digital player in 2005 that attempted to reincarnate Walkman

In 1999 Sony's first portable digital audio players were introduced; one was a player using Memory Stick flash storage created by the Walkman division, and the other was a smaller pen-sized player with embedded flash storage created by the Vaio division; both accompanied with Sony's OpenMG copyright protection technology and PC software for music transfer.[100][101] Sony continue to develop Walkman digital audio players, although it was unable to capture the large share and influence in the digital world as it did in the cassette era.

Sony is a major audio products manufacturer and one of the active noise control technology leaders.[102][103]

Sony's high-end microphones and headphones for professional use are produced at Sony/Taiyo Corporation, a designated special subsidiary at which 67% of employees have a disability, in Ōita Prefecture, Japan.[104]

Car audio

[edit]

Sony partnered with Ford to provide OEM audio for their vehicles such as the F-150, Fiesta, Focus, Mondeo and Taurus, Toyota with their Avensis and the Celica, Volkswagen with their Golf, Passat and also the Polo.[105][106] A specialist Sony Xplod audio system was fitted to the Ford GTX1 supercar.[107] Sony currently produces aftermarket car audio with their Mobile ES series.[108]

Video

[edit]
Sony KV-1320UB Trinitron from 1969

Sony produced the TV8-301, the world's first all-transistor television, in 1959.[109] In 1968, the company introduced the Trinitron brand name for its lines of aperture grille cathode-ray tube televisions and afterwards computer monitors. Sony stopped production of Trinitron for most markets, but continued producing sets for markets such as Pakistan, Bangladesh and China. Sony discontinued its series of Trinitron computer monitors in 2005. The company discontinued the last Trinitron-based television set in the U.S. in early 2007. The end of Trinitron marked the end of Sony's analog television sets and monitors.

Sony used the LCD WEGA name for its LCD TVs until summer 2005. The company then introduced the BRAVIA name. BRAVIA is an in-house brand owned by Sony which produces high-definition LCD televisions, projection TVs and front projectors, home cinemas and the BRAVIA home theatre range. All Sony high-definition flat-panel LCD televisions in North America have carried the logo for BRAVIA since 2005. In 2006, Sony lost its decades-long No.1 market share in the global television market. In November 2007, the Sony XEL-1, the first OLED television, was released and manufactured for two years. Later in 2013, Sony demonstrated the first 4K OLED television.[110][111] As of 2012, Sony was the third-largest maker of televisions in the world and the business unit had been unprofitable for eight consecutive years.[112]

The logo of Bravia television. Its backronym is "Best Resolution Audio Visual Integrated Architecture".

From 2011, Sony started restructuring of its loss-making television business, mainly by downsizing business units and outsourcing the manufacturing of display panels to the companies like Sharp Corporation, LG Display, and Samsung Electronics.[113] In December 2011, Sony agreed to sell all stake in an LCD joint venture with Samsung Electronics (S-LCD) for about $940 million.[114] On 28 March 2012, Sony and Sharp announced that they have agreed to further amend the joint venture agreement originally executed by the parties in July 2009, as amended in April 2011, for the establishment and operation of Sharp Display Products Corporation ("SDP"), a joint venture to produce and sell large-sized LCD panels and modules.[115] The agreement was eventually terminated as Sony parted ways.[116] Sony's small-sized LCD business subsidiary and medium-to-large-sized OLED display business unit were spun off and became part of Japan Display and JOLED, respectively.[117]

In 2017, Sony launched OLED televisions under the BRAVIA brand.[118]

Also, Sony has sold a range of tapes, discs, recorders and players for videocassette, DVD, and Blu-ray formats for decades.

Photography and videography

[edit]
A Sony Cyber-shot digital camera

Sony offers a wide range of digital cameras. Its point-and-shoot models are branded Cyber-shot, while DSLRs and mirrorless models are branded Alpha, though Sony no longer makes DSLRs. It also produces action cameras and camcorders, with the company's cinema-grade products being sold under the CineAlta name.

Sony demonstrated a prototype of the Sony Mavica in 1981 and released it for the consumer market in 1988. The first Cyber-shot was introduced in 1996. Sony's market share of the digital camera market fell from a high of 20% to 9% by 2005.[119][41]

Sony entered the market for digital single-lens reflex cameras in 2006 when it acquired the camera business of Konica Minolta. Sony rebranded the company's line of cameras as its Alpha line. Sony is the world's third largest manufacturer of the cameras, behind Canon and Nikon respectively.

In 2010, Sony introduced their first mirrorless interchangeable-lens cameras, which were the NEX-3 and the NEX-5. They also started a new lens mount system, which was the E-mount. There were quite a few NEX models out there, when Sony decided to melt the NEX series into the Alpha series. The first Alpha MILC was the α3000, which was introduced in August 2013. It was followed by the Full-Frame α7 and α7R in October, then the successors of the NEX-5, the NEX-6 and NEX-7, the α5000 and the α6000 in 2014. The α6000 became the most popular MILC ever and Sony became the largest MILC manufacturer.

Computing

[edit]
Four-function electronic desktop calculator (early 1970s)
Notebook Sony Vaio. Sony axed its loss-making PC business in 2014.

Sony produced computers (SMC-777 [jp] personal computer, MSX home computers and NEWS workstations) during the 1980s. The company withdrew from the computer business around 1990. Sony entered again into the global computer market under the new VAIO brand, began in 1996. Short for "Video Audio Integrated Operation", the line was the first computer brand to highlight visual-audio features.[41]

Sony faced considerable controversy when some of its laptop batteries exploded and caught fire in 2006, resulting in the largest computer-related recall to that point in history.[120][121][122]

In a bid to join the tablet computer market, the company launched its Sony Tablet line of Android tablets in 2011. Since 2012, Sony's Android products have been marketed under the Xperia brand used for its smartphones.[123]

On 4 February 2014, Sony announced that it would sell its VAIO PC business due to poor sales[124] and Japanese company Japan Industrial Partners (JIP) will purchase the VAIO brand, with the deal finalized by the end of March 2014.[125] As of 2018, Sony maintained a 5% stake in the new, independent company.

In the 1990s, Sony was contracted to manufacture laptop computers for Apple and Dell.[126][127] The Raspberry Pi Foundation delegates the manufacture of its single-board computers to Sony. Most Raspberry Pi computers are made at Sony UK Technology Centre in Pencoed, Wales, UK.[128][129][130]

Healthcare and biotechnology

[edit]

Sony has targeted medical, healthcare and biotechnology business as a growth sector in the future. The company acquired iCyt Mission Technology, Inc. (renamed Sony Biotechnology Inc. in 2012), a manufacturer of flow cytometers, in 2010 and Micronics, Inc., a developer of microfluidics-based diagnostic tools, in 2011.

In 2012, Sony announced that it would acquire all shares of So-net Entertainment Corporation, the largest shareholder of M3, Inc., an operator of portal sites (m3.com, MR-kun, MDLinx and MEDI:GATE) for healthcare professionals.

On 28 September 2012, Olympus and Sony announced that the two companies will establish a joint venture to develop new surgical endoscopes with 4K resolution (or higher) and 3D capability.[131] Sony Olympus Medical Solutions Inc. (Sony 51%, Olympus 49%) was established on 16 April 2013.[132]

On 28 February 2014, Sony, M3 and Illumina established a joint venture called P5, Inc. to provide a genome analysis service for research institutions and enterprises in Japan.[133]

Mobility

[edit]
Xperia, the product device name for a range of smartphones from Sony
A historical Sony CMD-CD5 mobile phone
Sony Xperia Z, introduced and released in 2013. The first smartphone with a Full HD display.

In 2000, Sony was a marginal player in the mobile phone market with a share of less than 1 percent. In 2001, Sony entered into a joint venture with Swedish telecommunications company Ericsson, forming Sony Ericsson Mobile Communications.[134] Initial sales were rocky, and the company posted losses in 2001 and 2002. However, Sony Ericsson reached a profit in 2003. The company distinguished itself with multimedia-capable mobile phones, which included features such as cameras. These were unusual at the time. Despite their innovations, Sony Ericsson faced intense competition from Apple's iPhone, which was released in 2007. From 2008 to 2010, amid a global recession, Sony Ericsson slashed its workforce by several thousand. In 2009, Sony Ericsson was the fourth-largest mobile phone manufacturer in the world (after Nokia, Samsung and LG).[135] By 2010, its market share had fallen to sixth place.[136] Sony acquired Ericsson's share of the venture in 2012 for over US$1 billion.[134] Sony Mobile focuses exclusively on the smartphone market under the Xperia brand.

In 2013, Sony contributed to around two percent of the mobile phone market with 37 million mobile phones sold.[137] Sony Mobile's sales reached a peak in 2014 with 40 million handsets, the volume has since decreased. Sony shipped 13.5 million phones in 2017, 6.5 million in 2018, and 2.9 million handsets in FY 2020.[138]

Robotics

[edit]
Sony QRIO, a humanoid robot

Since the late 1990s, Sony has released numerous consumer robots, including dog-shaped robots called AIBO, a music playing robot called Rolly, and a humanoid robot called QRIO. Despite being a pioneer in the field, Sony had ceased robotics-related operations for 10 years due to financial difficulties, until it decided to revive them in 2016.[139]

In 2015, Sony partnered with an autonomous driving startup ZMP INC. to establish an aerial surveillance and reconnaissance drone manufacturer named Aerosense.[140] At the CES 2021, Sony unveiled a drone with the brand Airpeak, the smallest of its kind that can incorporate a Sony Alpha camera according to the company, entering the drone business on its own for the first time.[141]

In 2019, as part of the London Design Festival, Sony Design showcased Affinity in Autonomy, a conceptual environmental art installation in the Prince Consort Gallery of the Victoria and Albert Museum that represented the company's vision of the future of AI and Robotics.[142][143]

Imaging & sensing solutions

[edit]

Sony traces its roots in the semiconductor business back to 1954, when it became the first Japanese company to commercialize the transistor, invented and licensed by Bell Labs, whilst some of the biggest and well-established names in Japan at the time like Toshiba and Mitsubishi Electric initially stuck with vacuum tubes they had been thriving on; despite being an expert on the vacuum tube himself, Ibuka saw potential of the novel technology and had Morita negotiate the terms for licensing, making Sony into one of the earliest and the youngest licensees of the transistor, together with Texas Instruments.[144][145][146] In 1957, Sony employee Leo Esaki and his colleagues invented a tunnel diode (usually referred to as Esaki diode) by which they discovered the quantum tunneling effect in solids, for which Esaki received the Nobel prize in Physics in 1973.[147] Sony has commanded a dominant share in the charge-coupled device market.[148]

As of 2020, Sony is the world's largest manufacturer of CMOS image sensors as its chips are widely used in digital cameras, tablet computers, smartphones, drones and more recently, self-driving systems in automobiles.[149]

As of 2020, the company, through its chip business arm Sony Semiconductor Solutions, designs, manufactures, and sells a wide range of semiconductors and electronic components, including image sensors (HAD CCD, Exmor), image processors (BIONZ), laser diodes, system LSIs, mixed-signal LSIs, emerging memory storage, emerging displays (microLED, microOLED, and holographic display), multi-functional microcomputer (SPRESENSE), etc.[150]

In 2020, Sony has launched the first intelligent vision sensors with AI edge computing capabilies.[151]

Game & network services

[edit]
Sony Interactive Entertainment headquarters in San Mateo, California

Sony Interactive Entertainment (formerly Sony Computer Entertainment) is best known for producing the popular line of PlayStation consoles. The line grew out of a failed partnership with Nintendo. Originally, Nintendo requested Sony to develop an add-on for its Super Nintendo Entertainment System that would play CD-ROMs. In 1991 Sony announced the add-on, as well as a dedicated console known as the "Play Station". However, a disagreement over software licensing for the console caused the partnership to fall through. Sony then continued the project independently.

Launched in 1994, the first PlayStation gained 61% of global console sales and broke Nintendo's long-standing lead in the market.[152] Sony followed up with the PlayStation 2 in 2000, which was even more successful. The console has become the most successful of all time, selling over 150 million units as of 2011. Sony released the PlayStation 3, a high-definition console, in 2006. It was the first console to use the Blu-ray format, and was considerably more expensive than the competitors Xbox 360 and Wii due to the Cell processor.[41]

Early on, poor sales performance resulted in significant losses for the company, pushing it to sell the console at a loss.[153] The PlayStation 3 sold generally more poorly than its competitors in the early years of its release but managed to overtake the Xbox 360 in global sales later on.[154] It later introduced the PlayStation Move, an accessory that allows players to control video games using motion gestures.

The PlayStation 2 is the best-selling video game console of all time.
The PlayStation 5 is the current-generation video game console by Sony.

Sony extended the brand to the portable games market in 2004 with the PlayStation Portable (PSP). The console has sold reasonably, but has taken a second place to a rival handheld, the Nintendo DS. Sony developed the Universal Media Disc (UMD) optical disc medium for use on the PlayStation Portable. Early on, the format was used for movies, but it has since lost major studio support. Sony released a disc-less version of its PlayStation Portable, the PSP Go, in 2009. The company went on to release its second portable video game system, PlayStation Vita, in 2011 and 2012. Sony launched its fourth console, the PlayStation 4, on 15 November 2013, which as of 31 December 2017 has sold 73.6 million units globally.[155]

On 18 March 2014, at GDC, president of SCE Worldwide Studios Shuhei Yoshida announced their new virtual reality technology dubbed Project Morpheus, and later named PlayStation VR, for PlayStation 4. The headset brought VR gaming and non-gaming software to the company's console. According to a report released by Houston-based patent consulting firm LexInnova in May 2015, Sony is leading the virtual reality patent race. According to the firm's analysis of nearly 12,000 patents or patent applications, Sony has 366 virtual reality patents or patent applications.[156] PlayStation VR was released worldwide on 13 October 2016.[157]

On 31 March 2019, the successor to the PlayStation 4 was announced and on 12 November 2020, the PlayStation 5 was released in North America, Australia, New Zealand, Japan, South Korea, and Singapore. The console was launched in Indonesia on 22 January 2021. Upon completion of the fiscal quarter, Sony sold 4.5 million PlayStation 5 consoles, keeping pace with the best-selling console of all time, the PlayStation 2.[158]

Pictures and music

[edit]

Sony Entertainment has two divisions: Sony Pictures Entertainment, Sony Music Group (Sony Music Entertainment, Sony Music Publishing). Sony USA previously owned and operated Sony Trans Com: a technology business that provided in-flight entertainment programming as well as video and audio playback equipment for the airline industry. Sony had purchased the business from Sundstrand Corp. in 1989 and subsequently sold it to Rockwell Collins in 2000.[159][160]

In 2012, Sony rolled most of its consumer content services (including video, music and gaming) into the Sony Entertainment Network, the predecessor of PlayStation Network.

Sony Pictures Entertainment

[edit]
The entrance to the Sony Pictures Entertainment studio lot in Los Angeles, California

Sony Pictures Entertainment Inc. (SPE) is the television and film production/distribution unit of Sony. With 12.5% box office market share in 2011, the company was ranked third among movie studios.[161] Its group sales in 2010 were US$7.2 billion.[162][163] The company has produced many notable movie franchises, including Spider-Man, The Karate Kid and Men in Black. It has also produced the popular television game shows Jeopardy! and Wheel of Fortune.

Sony entered the television and film production market when it acquired Columbia Pictures Entertainment in 1989 for $3.4 billion. Columbia lives on in the Sony Pictures Motion Picture Group, a division of SPE which in turn owns Columbia Pictures and TriStar Pictures among other film production and distribution companies such as Screen Gems, Sony Pictures Classics, Sony Pictures Home Entertainment. SPE's television division is known as Sony Pictures Television.

For the first several years of its existence, Sony Pictures Entertainment performed poorly, leading many to suspect the company would sell off the division.[164] In 2006, Sony started using ARccOS Protection on some of their film DVDs, but later issued a recall.[165]

In late 2014, Sony Pictures became the target of a hack attack from a clandestine group called Guardians of Peace, weeks before releasing the anti-North Korean comedy film The Interview.[166]

In February 2024, Sony entered into an agreement with Disney under which Sony Pictures Home Entertainment Corporation of Japan will handle the release of Disney products on DVD and Blu-ray on a licensing model, as well as production on physical media. Sony will market, sell and distribute new Disney releases and catalog films on DVD, Blu-ray and 4K Ultra DVD through Canadian and American retailers and distributors.[167]

Sony Music Group and SMEJ

[edit]
Sony Music Entertainment headquarters in New York City, United States

Sony Music Entertainment (also known as SME or Sony Music) is the largest global recorded music company of the "big three" record companies and is controlled by Sony Corporation of America, the United States subsidiary of Sony.

In one of its largest-ever acquisitions, Sony purchased CBS Record Group in 1988 for US$2 billion.[168] In the process, Sony partnered and gained the rights to the ATV catalogue of Michael Jackson, considered by the Guinness Book of World Records to be the most successful entertainer of all time. The acquisition of CBS Records provided the foundation for the formation of Sony Music Entertainment, which Sony established in 1991.

In 1968, Sony and CBS Records had formed a 50:50 joint-venture CBS/Sony Records, later renamed CBS/Sony Group, in Japan. When CBS Records was acquired, a 50% stake in CBS/Sony Group owned by CBS was also transferred to Sony. In March 1988, four wholly owned subsidiaries were folded into CBS/Sony Group and the company was renamed as Sony Music Entertainment Japan (SMEJ). It operates independently of Sony Music as it is directly owned by Japanese Sony.

In 2004, Sony entered into a joint venture with Bertelsmann AG, merging Sony Music Entertainment with Bertelsmann Music Group to create Sony BMG. In 2005, Sony BMG faced a copy protection scandal, because its music CDs had installed malware on users' computers that was posing a security risk to affected customers.[169] In 2007, the company acquired Famous Music for US$370 million, gaining the rights to the catalogues of Eminem and Akon, among others. Sony bought out Bertelsmann's share in Sony BMG and formed a new Sony Music Entertainment in 2008. Since then, the company has undergone management changes.

Sony purchased digital music recognition company Gracenote for US$260 million in 2008.[170] Tribune Media Company acquired Gracenote from Sony in 2014 for $170 million.[171]

Besides its record label, Sony operates other music businesses. In 1995, Sony merged its publisher with Michael Jackson's ATV Music Publishing, forming Sony/ATV Music Publishing. At the time, the publishing company was the second largest of its kind in the world. The company owns the publishing rights to over 4 million compositions, including The Beatles' Lennon–McCartney catalogue, Bob Dylan, Eminem, Lady Gaga, Sam Smith, Ed Sheeran, and Taylor Swift.

In 2012, Sony/ATV acquired a majority stake in EMI Music Publishing, becoming the world's largest music publishing company. In 2018, Sony bought the rest of the shares in the publisher, making it a wholly owned subsidiary.[172][173] Since 2016, Sony owns all of Sony/ATV.[174]

Anime

[edit]
Aniplex headquarters in Chiyoda, Tokyo, Japan

Sony's entering into the Japanese animation, or anime, business happened in 1995 when its Sony Music Entertainment Japan (SMEJ) division established Aniplex as its subsidiary managing creative productions, which founded A-1 Pictures, the first anime studio of Sony, ten years later. Since then, through group-wide and international ventures,[175] Sony has solidified its position in the industry, elevating the business to what is called the "fourth pillar of its entertainment portfolio" according to The Nikkei.[176]

The anime business operations of Sony are scattered around the group, mainly in its Pictures and Music units, as follows: SMEJ's notable related businesses include Aniplex and its subsidiaries CloverWorks and A-1 Pictures; Aniplex and U.S.-headquartered Sony Pictures co-own U.S.-based anime distribution company Crunchyroll, which since 2022, has become the successor company to Funimation, which it acquired in 2017 and included subsidiaries such as Wakanim (absorbing into Crunchyroll itself) and Madman Anime (to be rebranded as Crunchyroll Pty. Ltd.)[177]

In December 2020, Funimation announced that it would buy AT&T's animation business Crunchyroll for $1.175 billion, which would help the company to compete more globally with entertainment giants such as Netflix.[178] This acquisition was completed in August 2021.[179]

Financial services

[edit]
Headquarters of Sony Financial Group in Otemachi, Tokyo, Japan

Sony Financial Group is a holding company for Sony's financial services business which includes Sony Life (in Japan and the Philippines), Sony Assurance, Sony Bank, etc. The unit proved to be the most profitable of Sony's businesses in FY 2005, earning $1.7 billion in profit.[40] Sony Financial's low fees have aided the unit's popularity while threatening Sony's premium brand name.[40]

Others

[edit]

Electric vehicles and batteries

[edit]

A company behind the commercialization of lithium-ion battery,[180] Sony had been exploring the possibility to manufacture the batteries for electric vehicles.[181][182][183] In 2014, Sony participated within NRG Energy eVgo Ready for Electric Vehicle (REV) program, for EV charging parking lots.[184] However, the company then decided to sell its lithium-ion battery business to Murata Manufacturing in 2016.[185]

In 2015, Sony invested $842,000 in ZMP INC., drawing speculations that it is contemplating developing self-driving cars.[186] In January 2020, Sony unveiled a concept electric car at the Consumer Electronics Show, named Vision-S, designed in collaboration with components manufacturer Magna International.[187] At the occasion, Sony also stated its goal of developing technology for the automotive sector, especially concerning autonomous driving, sensors, and in-car entertainment.[188]

In 2022, Sony Group and Honda launched a joint venture for their electric vehicle partnership, Sony Honda Mobility (SHM), which would deliver its first electric vehicles by 2026 and sell them online, starting in the United States and Japan.[189][190] The joint venture announced their new "Afeela" brand and its first prototype model at the CES 2023.[191]

Corporate information

[edit]

Institutional ownership

[edit]

Sony is a kabushiki kaisha (joint stock company) listed on the Tokyo Stock Exchange in Japan with American depositary receipts listed on New York Stock Exchange. As of 31 March 2023, the largest shareholders of Sony are as follows:[192]

[edit]

The key trends for Sony are (as of the financial year ending March 31):[193][194]

Revenue (¥ tr) Net profit (¥ bn) Total assets (¥ tr) Employees (k)
2012 6.4 −456 13.2 162
2013 6.8 43.0 14.2 146
2014 7.7 −128 15.3 140
2015 8.2 −125 15.8 131
2016 8.1 147 16.6 125
2017 7.6 73.2 17.6 128
2018 8.5 490 19.0 117
2019 8.6 916 20.9 114
2020 8.2 582 23.0 111
2021 8.9 1,171 26.3 109
2022 9.9 882 30.4 108
2023 11.5 937 32.0 113

As of January 2024, Sony, one of the largest Japanese companies by market capitalization and operating profit, was valued at over $112 billion. At the same period, it was also recognized as the most cash-rich Japanese company, with its net cash reserves of ¥1.8 trillion.[195][196]

Sony's revenue by different market segments[197]
Segment Revenue FY 2022
(in billions of ¥)
Revenue FY 2023
(in billions of ¥)
Change
Game & network services 2,739 3,644 905
Music 1,116 1,380 264
Pictures 1,238 1,369 131
Entertainment, technology, & services 2,339 2,476 137
Imaging & sensing solutions 1,076 1,402 326
Financial services 1,533 1,454 −79
All other 98.7 87.6 −11.1
Total 9,921 11,539 1,618

The company was immensely profitable throughout the 1990s and early 2000s in part because of the success of its new PlayStation line. The company encountered financial difficulty in the mid- to late-2000s due to several factors: the Great Recession, increased competition for PlayStation, and the 2011 Tōhoku earthquake and tsunami. The company faced three consecutive years of losses leading up to 2011.[198] While noting the negative effects of intervening circumstances such as natural disasters and fluctuating currency exchange rates, the Financial Times criticized the company for its "lack of resilience" and "inability to gauge the economy," voicing skepticism about Sony's revitalization efforts, given a lack of tangible results.[198]

In September 2000 Sony had a market capitalization of $100 billion; but by December 2011 it had plunged to $18 billion, reflecting falling prospects for Sony but also reflecting grossly inflated share prices of the 'dot-com bubble' years.[199] Net worth, as measured by stockholder equity, has steadily grown from $17.9 billion in March 2002 to $35.6 billion through December 2011.[200] Earnings yield (inverse of the price to earnings ratio) has never been more than 5% and usually much less; thus Sony has always traded in over-priced ranges with the exception of the 2009 market bottom.

On 9 December 2008, Sony announced that it would be cutting 8,000 jobs, dropping 8,000 contractors and reducing its global manufacturing sites by 10% to save $1.1 billion per year.[201]

In April 2012, Sony announced that it would reduce its workforce by 10,000 (6% of its employee base) as part of CEO Kaz Hirai's effort to get the company back into the black. This came after a loss of 520 billion yen (roughly US$6.36 billion) for fiscal 2012, the worst since the company was founded. Accumulation loss for the past four years was 919.32 billion-yen.[202][203] Sony planned to increase its marketing expenses by 30% in 2012.[204] 1,000 of the jobs cut come from the company's mobile phone unit's workforce. 700 jobs will be cut in the 2012–2013 fiscal year and the remaining 300 in the following fiscal year.[205] Sony had revenues of ¥6.493 trillion in 2012 and maintained large reserves of cash, with ¥895 billion on hand as of 2012. In May 2012, Sony's market capitalization was valued at about $15 billion.[206]

In January 2013, Sony announced it was selling its US headquarters building for $1.1 billion to a consortium led by real estate developer The Chetrit Group.[207]

On 28 January 2014, Moody's Investors Services dropped Sony's credit rating to Ba1—"judged to have speculative elements and a significant credit risk"—saying that the company's "profitability is likely to remain weak and volatile."[208]

On 6 February 2014, Sony announced it would trim as many as 5,000 jobs as it attempts to sell its PC business and focus on mobile and tablets.[209]

In 2014,[210] Sony South Africa closed its TV, Hi-Fi and camera divisions[211] with the purpose of reconsidering its local distribution model and, in 2017, it returned[212][213] facilitated by Premium Brand Distributors (Pty) Ltd.

In November 2018, Sony posted its earning report for the second quarter showing it has lost about US$480 million in the mobile phone division,[214] prompting another round of downsizing in the unit, including the closure of a manufacturing plant and halving of its workforce.[215][216]

Community engagement

[edit]
  • EYE SEE project
    Sony Corporation is actively involved in the EYE SEE project conducted by UNICEF. EYE SEE digital photography workshops have been run for children in Argentina, Tunisia, Mali, South Africa, Ethiopia, Madagascar, Rwanda, Liberia and Pakistan.[217][218]
  • South Africa Mobile Library Project
    Sony assists The South Africa Primary Education Support Initiative (SAPESI) through financial donations and children book donations to the South Africa Mobile Library Project.[219]
  • The Sony Canada Charitable Foundation
    The Sony Canada Charitable Foundation (SCCF) is a non-profit organization which supports three key charities; the Make-A-Wish Canada, the United Way of Canada and the EarthDay and ECOKIDS program.
  • Sony Foundation and You Can
    After the 2011 Queensland floods and Victorian bushfires, Sony Music released benefit albums with money raised going to the Sony Foundation.[220] You Can is the youth cancer program of Sony Foundation.[221]
  • Open Planet Ideas Crowdsourcing Project
    Sony launched its Open Planet Ideas Crowdsourcing Project, in partnership with the World Wildlife Fund and the design group, IDEO.[222]
  • Street Football Stadium Project
    On the occasion of the 2014 World Cup in Brazil, Sony partnered with streetfootballworld and launched the Street Football Stadium Project to support football-based educational programmes in local communities across Latin America and Brazil.[223] More than 25 Street Stadiums were developed since the project's inception.[224]
  • The Sony Global Relief Fund for COVID-19
    During the COVID-19 pandemic, Sony launched a relief fund in line with other media and tech companies to aid individuals working in the medical, education, and entertainment sectors.[225]

Criticism & controversies

[edit]

Over the years, Sony has faced a number of allegations and criticism pertaining to their corporate behavior, often leading to legal proceedings and customer dissatisfaction.

In August 2000, then Sony Pictures Entertainment U.S. senior vice president Steve Heckler was quoted saying "The industry will take whatever steps it needs to protect itself and protect its revenue streams ...".[226] Sony then worked on a DRM system that works like a rootkit in order to enforce its copyright claims upon users of music CDs.

With respect to Sony's gaming consoles, subsequent updates are released to the said consoles, many of which strip the user of some of the originally advertised features in order to save the company some licensing fees or protect itself from the modding community. On April 1, 2010, Sony released a patch for the PS3 that would remove OtherOS from being installed onto the system after hackers were looking for ways to exploit OtherOS in order to run homebrew software. Then on January 12, 2011, Sony filled lawsuits against geohot and fail0verflow for their efforts on exploiting the PS3.[227][228] In December 2023, Sony announced that it will remove the Discovery app and its content, even if previously paid for, from its gaming consoles.[229]

Environmental record

[edit]

In November 2011, Sony was ranked ninth (jointly with Panasonic) in Greenpeace's Guide to Greener Electronics.[230] This chart grades major electronics companies on their environmental work. The company scored 3.6/10, incurring a penalty point for comments it has made in opposition to energy efficiency standards in California. It also risks a further penalty point in future editions for being a member of trade associations that have commented against energy efficiency standards.[231] Together with Philips, Sony receives the highest score for energy policy advocacy after calling on the EU to adopt an unconditional 30% reduction target for greenhouse gas emissions by 2020. Meanwhile, it receives full marks for the efficiency of its products.[231] In June 2007, Sony ranked 14th on the Greenpeace guide.[232] Sony fell from its earlier 11th-place ranking due to Greenpeace's claims that Sony had double standards in their waste policies.[233]

As of May 2018 Greenpeace's 2017 Guide to Greener Electronics rated Sony approximately in the middle among electronics manufacturers with a grade of D+.[234]

Since 1976, Sony has had an Environmental Conference.[235] Sony's policies address their effects on global warming, the environment, and resources. They are taking steps to reduce the amount of greenhouse gases that they put out as well as regulating the products they get from their suppliers in a process that they call "green procurement".[236] Sony has said that they have signed on to have about 75 percent of their Sony Building running on geothermal power. The "Sony Take Back Recycling Program" allow consumers to recycle the electronics products that they buy from Sony by taking them to eCycle (Recycling) drop-off points around the U.S. The company has also developed a biobattery that runs on sugars and carbohydrates that works similarly to the way living creatures work. This is the most powerful small biobattery to date.[237]

In 2000, Sony faced criticism for a document entitled "NGO Strategy" that was leaked to the press. The document involved the company's surveillance of environmental activists in an attempt to plan how to counter their movements. It specifically mentioned environmental groups that were trying to pass laws that held electronics-producing companies responsible for the cleanup of the toxic chemicals contained in their merchandise.[238]

Cartel

[edit]

In 2007 an investigation launched in 2002 by the European Commission culminated in Sony, Fuji and Maxell receiving a total of 110 million US dollar fine for fixing professional videotape prices between 1999 and 2002 through regular meetings and other illegal contracts; at the time the three corporations shared a combined 85% control of the market. Sony's part of the fine was raised by a third for trying to obstruct the investigation by refusing to answer inquiries made by the EU officials and shredding of evidence during the multiple law-enforcement raids.[239][240] During the year 2001 prior to the investigation Sony sold professional videotapes for a total of €115 million inside the EU.

See also

[edit]

Notes

[edit]

References

[edit]

Further reading

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
is a Japanese multinational conglomerate headquartered in , primarily engaged in , , gaming, , and imaging technologies. Founded on May 7, 1946, by engineers and as Tokyo Telecommunications Engineering Corporation (Tokyo Tsushin Kogyo K.K.) in the aftermath of , the firm initially focused on radio repair and early amid Japan's postwar reconstruction. Renamed Sony Corporation in 1958 to emphasize its international scope—"sonus" from Latin for sound combined with "sonny" for youthful innovation—the company expanded globally through pioneering consumer products driven by technology licensed from . Sony's core business segments encompass Electronics Products & Solutions (including televisions, cameras, and audio devices), Game & Network Services (led by the PlayStation brand), Music (via Sony Music Entertainment), Pictures (through Sony Pictures Entertainment), Imaging & Sensing Solutions, and Financial Services. In fiscal year 2024, ending March 31, 2025, the company achieved consolidated sales of 12.957 trillion Japanese yen, with operating income of 1.407 trillion yen, reflecting resilience in content-driven revenues amid fluctuating electronics demand. Defining achievements include the 1955 TR-55 transistor radio, the first commercial Japanese transistor product; the 1979 Walkman portable cassette player, which revolutionized personal audio; the Trinitron color television tube introduced in 1968; and the 1994 PlayStation console, which established Sony as a gaming powerhouse with over 500 million units sold across generations. These innovations stemmed from first-mover advantages in miniaturization and semiconductor integration, enabling mass-market adoption of portable and high-fidelity consumer electronics. While Sony's aggressive expansion into entertainment via acquisitions like in 1989 diversified revenue streams beyond hardware cycles, it also exposed the firm to disputes and format wars, such as versus in the , where market adoption favored competitors despite technical merits. Rebranded as Sony Group Corporation in 2021 to clarify its holding structure, the entity continues to leverage synergies between hardware ecosystems and content IP, though it faces ongoing challenges from geopolitical disruptions and competition in semiconductors.

Origins and Founding

Establishment as Tokyo Tsushin Kogyo

Masaru Ibuka, an engineer specializing in who had contributed to wartime precision instruments, returned to after amid widespread devastation and initiated plans for a new research and manufacturing entity focused on telecommunications technologies. In January 1946, Ibuka authored the Founding Prospectus outlining the company's objectives, emphasizing innovation in and a merit-based corporate culture, which laid the groundwork for its operations. Ibuka partnered with , a and former naval from a family with business interests in production, to formalize the venture. On , , they incorporated Tokyo Tsushin Kogyo K.K.—translating to Tokyo Corporation—with an initial capital of 190,000 yen (equivalent to roughly $500 at exchange rates) provided largely by Morita's family connections. The headquarters were established in a makeshift space within the bombed-out department store in Nihombashi, , starting with approximately 20 employees drawn from Ibuka's prior research group at the Tokyo Tsushin Kenkyujo laboratory. The company's early mandate centered on repairing and developing shortwave receivers and related equipment to meet Japan's urgent communication needs, reflecting the founders' emphasis on practical solutions amid material shortages and regulatory constraints under Allied occupation. Ibuka served as president, with Morita handling and administration, setting a collaborative model that prioritized technological over immediate profitability. This establishment marked the inception of an enterprise that would evolve into a global electronics leader, though initial operations were hampered by and limited access to components.

Early Innovations and Name Change

Tokyo Tsushin Kogyo K.K., established on May 7, 1946, by and , initially concentrated on producing telecommunications and measurement equipment amid post-war shortages. The company's inaugural consumer attempt was an electric developed around 1946, which proved commercially unsuccessful due to inconsistent cooking results that often left undercooked or burned. This failure prompted a shift toward more reliable professional-grade products. By 1950, the firm achieved a breakthrough with Japan's first recorder, the Type-G, weighing approximately 20 kilograms and designed primarily for government offices, broadcasters, and researchers rather than general consumers. The device utilized innovative magnetic recording technology adapted from wartime developments, marking Tsushin Kogyo's entry into audio engineering and establishing credibility in precision electronics. These early efforts laid the groundwork for subsequent advancements, including the licensing of technology from in 1953, which enabled pocket-sized radios. To better penetrate international markets and simplify its cumbersome Japanese name, which was difficult for non-Japanese speakers to pronounce, the company rebranded to Sony Corporation in January 1958. The name "Sony" combined the Latin word sonus (meaning "") with "," an English term evoking youthful energy and , reflecting the founders' vision for a global, forward-thinking enterprise. This change coincided with growing exports, such as the transistor launched in 1955, signaling the transition from domestic recovery to worldwide expansion.

Growth and Globalization

Post-War Expansion in Japan

Following the establishment of Tokyo Tsushin Kogyo K.K. (Totsuko) in May 1946, the company expanded operations in post-war by developing and commercializing early , beginning with tape recorders. In January 1950, the firm launched the G-type Tapecorder, a magnetic tape recorder targeted at institutional users such as schools and broadcasters, capable of one-hour recordings and priced at 120,000 yen per unit; initial sales included a 6 million yen order for 50 units to distributor Kurahashi. This was followed in February 1950 by the A-type for home use (30-minute recording capacity) and March by the commercial G-type, accompanied by proprietary SONI-TAPE media, marking Totsuko's shift from wire to tape technology and establishing a domestic sales network beyond Broadcasting. Success in these products, amid Japan's economic recovery and regional booms like Kyushu's coal industry, drove revenue growth despite initial market fluctuations. To support scaling production, Totsuko pursued facility expansions and capital raises. Operations initially relied on rented spaces in Tokyo's district, but growing sales necessitated relocations, including to a dedicated Yama-no-ue factory for tape experiments and a Gotanda site for assembly. In 1950, the company sought to increase its capital from 3.6 million yen to 10 million yen to fund further development, reflecting ambitions amid competition from firms like Matsushita, which ultimately spurred Totsuko's sales after an initial lag. The March 1951 launch of the lighter H-type Tapecorder (13 kg, designed by Sori Yanagi for home and educational markets) further diversified output and solidified domestic penetration. A pivotal expansion phase occurred in the mid-1950s with semiconductors and portable radios, leveraging licensed technology from . In 1954, Totsuko commercialized Japan's first s, enabling mass production of compact devices. This culminated in August 1955 with the , Japan's inaugural , followed by the slimmer TR-6 in May 1956, which enhanced sound quality and design appeal for consumer adoption. These innovations, produced in expanding facilities, propelled workforce growth to 483 employees by 1956 and symbolized Totsuko's transition to high-volume manufacturing amid Japan's burgeoning electronics sector. By 1958, sustained domestic success prompted the to Sony Corporation, streamlining operations for broader scalability while retaining a Japanese base.

International Market Entry and Acquisitions

Sony began prioritizing international markets in the early 1950s, following co-founder Akio Morita's 1953 visit to Philips in the Netherlands, which highlighted similarities between Japan's resource constraints and Europe's, prompting a strategic shift toward exports over domestic focus. The company's first significant overseas push came in 1955 with the export of its TR-55 transistor radio to the United States, marking Japan's initial commercial transistor radio shipment abroad and establishing Sony as an early player in global consumer electronics. To facilitate U.S. distribution, Sony contracted marketing agents Agrod and Superscope in September 1957, prior to formal subsidiary establishment. By 1960, growing U.S. sales of products like radios and s led to the creation of (SCA) in , serving as the first major overseas subsidiary to handle sales, marketing, and eventual manufacturing. This was followed by expanded branch networks in the and , including European outposts, to penetrate markets beyond and support localized operations. Sony further internationalized production in the , opening facilities such as a plant in Bridgend, , in 1972 for television assembly, reducing reliance on Japanese exports and mitigating trade barriers like tariffs. Acquisitions accelerated Sony's global footprint in the , particularly in content sectors to complement hardware sales. In 1988, Sony acquired CBS Records from Inc. for $2 billion, gaining a vast music catalog and international distribution networks, which it rebranded as Entertainment to vertically integrate content with electronics like audio devices. This deal, announced in November 1987 and completed the following year, provided Sony access to Western artists and markets, enhancing its entertainment revenue streams. The most transformative acquisition occurred in September 1989, when Sony purchased Entertainment (including ) from for $3.4 billion, the largest Japanese acquisition of a U.S. asset at the time. This move secured film and television libraries for with video hardware, such as VCRs and televisions, while establishing a Hollywood foothold for global content production and distribution under Sony Pictures Entertainment. These 1980s deals shifted Sony from pure electronics exporter to a multinational conglomerate, though they exposed it to cultural and financial risks in unfamiliar U.S. industries.

Diversification into Entertainment and Finance

In the late 1980s, Sony expanded beyond into to leverage synergies between hardware and software, acquiring Records Inc. for $2 billion in a deal announced on November 19, 1987, and completed on January 5, 1988. This purchase built on an earlier 1968 , CBS/ Records Inc., granting Sony full control over a major music catalog including artists like and , rebranded as Entertainment in 1991. The following year, on September 28, 1989, Sony acquired Entertainment Inc., including , for $3.4 billion in its largest U.S. purchase to date, forming Sony Pictures Entertainment. These moves, driven by President Norio Ohga's 1983 strategy of business consolidation and diversification to reduce reliance on hardware sales—which targeted 50% from , 30% from professional products, and 20% from components—aimed to secure for emerging media technologies like and video. By 1990, assets contributed to Sony's global revenue diversification, though integration challenges arose from cultural clashes and high acquisition costs amid a peaking yen. Sony's entry into financial services began in the late 1970s under co-founder , who initiated a operation to tap stable revenue streams uncorrelated with cyclical markets. Sony Life Insurance Co., Ltd. was established in 1979, initially through joint ventures that evolved into full ownership, followed by non-life insurance via Sony Assurance Inc. in 1997 and internet banking with in 2001. These formed Sony Financial Holdings Inc., which by the managed assets exceeding ¥10 trillion, providing low-volatility income through premiums and investments to buffer downturns. The segment's growth reflected Sony's broader joint-venture approach to non-core areas, culminating in a planned partial spin-off announced in May 2025 to enhance independent fundraising amid regulatory shifts.

Technological Innovations

Audio and Visual Technologies

Sony pioneered portable audio with the TR-55, Japan's first transistor radio, released in August 1955 using five in-house developed transistors. This pocket-sized device marked a shift from bulky vacuum tube radios, enabling mass-market personal listening and establishing Sony's reputation in consumer electronics. In audio playback, Sony introduced the on July 1, 1979, as the TPS-L2 cassette player, featuring lightweight and stereo sound for mobile use. The device sold over 385 million units worldwide, transforming music consumption by popularizing personal, on-the-go audio and influencing cultural norms around privacy in public spaces. Sony's visual technologies advanced display innovation with the , launched in October 1968 via the KV-1310 model, employing an cathode-ray tube for superior brightness, color purity, and focus compared to systems. This technology dominated high-end markets through the 1970s and 1980s, earning multiple for its contributions to television engineering. In video recording, Sony debuted in 1975, offering 1-hour recording with higher resolution (up to 500 horizontal lines) than competitors, but it lost the format war to by the late 1980s due to VHS's longer recording times (up to 6 hours initially) and broader licensing to manufacturers, prioritizing consumer convenience over technical superiority. Sony co-developed the , finalized in 2002 through the , and launched consumer players in 2006; it prevailed over Toshiba's by 2008, enabling high-definition video storage up to 25 GB single-layer, driven by studio support for larger capacity in film distribution. In , the line began with the DSC-F1 in 1996, Sony's first consumer featuring a 0.3-megapixel and rotating lens for stills and basic video, paving the way for compact point-and-shoot models that integrated advanced optics and sensors. Subsequent iterations, like the HX series, incorporated higher resolutions and stabilization, maintaining Sony's focus on accessible professional-grade features in consumer devices.

Storage and Computing Advancements


Sony entered the personal computing market in 1982 with its first 8-bit personal computer, which incorporated an independently developed Sony BASIC language and a 3.5-inch floppy drive as a key storage component. This model marked an early integration of computing hardware with innovative storage solutions, reflecting Sony's focus on compact, reliable data handling. The 3.5-inch floppy disk format, pioneered by Sony in 1981, became a standard for data transfer and storage in computing devices, with Sony maintaining production until 2011 despite declining demand.
In optical storage, Sony co-developed the (CD) with , demonstrating a optical disc in 1977 and achieving commercialization in 1982, which revolutionized data storage capacity for audio and later . Building on this, Sony introduced the in 1998 as a card format, initially offering 8 MB capacity for portable data exchange across devices like digital cameras and computers. The format evolved with variants like Memory Stick PRO in 2003, expanding capacities and compatibility, though it competed with more widely adopted standards like SD cards. Sony's advancements extended to high-definition optical media with Blu-ray Disc prototypes unveiled in October 2000, followed by the first commercial players in in April 2003. Blu-ray achieved dominance over rival by 2008, enabling storage capacities up to 50 GB on single-layer discs and supporting high-resolution video, with Sony integrating the technology into PlayStation consoles and standalone drives. In magnetic tape storage, Sony collaborated with to develop a cartridge holding 185 terabytes by 2014, using advanced particles for archival data needs.
For computing hardware, Sony launched the (Video Audio Integrated Operation) series in 1996, starting with desktop models like the PCV series that emphasized capabilities and sleek . The VAIO notebooks debuted in 1997 with models such as the PCG-707, targeting mobile professionals with features like slim profiles and integrated storage options. These systems gained acclaim for aesthetic innovation and performance, though Sony divested the VAIO PC business in amid competitive pressures from specialized PC manufacturers. Sony's computing efforts underscored a blend of heritage with processing power, influencing portable and computing trends.

Gaming and Network Technologies

Sony Interactive Entertainment, formerly known as Sony Computer Entertainment, oversees the development and publication of PlayStation-branded hardware and software, marking Sony's entry into the video game industry. The original PlayStation console debuted in Japan on December 3, 1994, pioneering the use of CD-ROMs for storage to enable richer 3D graphics, full-motion video, and larger game libraries compared to cartridge-based rivals. Priced at approximately $299 upon its North American release on September 9, 1995, the system sold over 102 million units worldwide, establishing Sony as a dominant force in home gaming. Subsequent consoles built on this foundation with integrated multimedia capabilities. The , launched in on March 4, 2000, doubled as a , contributing to its record-breaking sales of over 155 million units by leveraging with PS1 titles and enhanced processing power from the chip. The , released on November 11, 2006, in , introduced Blu-ray disc support for high-definition gaming and media playback, though its initial $599 price point drew criticism amid competition from cheaper alternatives. Later iterations, including the (launched November 15, 2013, in ) and (November 12, 2020), emphasized seamless integration of digital ecosystems, with the PS5 featuring an AMD-based custom SoC for at up to 120 fps and the SSD for reduced load times. In September 2024, Sony unveiled the PS5 Pro variant, incorporating PlayStation Spectral Super Resolution (PSSR), an AI-driven upscaling technology that enhances 4K rendering without proportionally increasing hardware demands. Sony has also patented an AI-powered 'ghost' system, filed in September 2024, to assist players stuck on game obstacles by demonstrating solutions or controlling gameplay sections. Key hardware innovations include advanced controllers, such as the series introducing haptic feedback and analog sticks starting with the PS1's Dual Analog in 1998, evolving to the PS5's DualSense with adaptive triggers and precise vibration motors simulating in-game actions like weapon recoil. Sony also advanced through , first released for PS4 on October 13, 2016, with over 5 million units sold by 2023, and PS VR2 for PS5 on February 22, 2023, featuring eye-tracking and for improved immersion. These technologies stem from Sony's R&D in sensing and rendering, though adoption has been tempered by high costs and content limitations relative to flat-screen gaming. Network technologies center on the (PSN), a free-to-use online service launched on November 6, 2006, initially for PS3, enabling multiplayer gaming, friend lists, and messaging across a unified account system. By 2025, PSN supports over 118 million monthly active users, facilitating features like cross-play between consoles and PC, cloud saves, and the for digital purchases exceeding 1 billion transactions annually. Sony expanded this with PlayStation Plus tiers introduced in 2010 (renamed from Qore service), offering subscription-based online multiplayer, monthly free games, and cloud streaming via PS Now, which merged into Plus Premium in 2023 for on-demand access to a catalog of over 700 titles. Backend infrastructure relies on Sony's global data centers for low-latency matchmaking and anti-cheat systems, though outages, such as the major 2011 breach affecting 77 million accounts, highlighted vulnerabilities in centralized authentication. Recent enhancements include AI-assisted moderation for and integration with Sony's broader ecosystem for streaming services like (launched 2015, discontinued 2020).

Semiconductor and Sensing Developments

Sony's involvement in semiconductors originated in 1954, when it became the first company in Japan to commercialize transistors, initially germanium-based, followed by silicon transistors in 1958. This laid the foundation for integrated circuits, with Sony developing Japan's first IC in 1968 and advancing to large-scale integration (LSI) chips by the 1970s, supporting its consumer electronics like transistor radios and televisions. The division evolved to prioritize sensing technologies, particularly image sensors, as demand grew for compact, high-performance devices in cameras and mobile applications. In image sensing, Sony pioneered charge-coupled device (CCD) technology, commercializing the world's first image sensor in 1980 for broadcast cameras, with further refinements like a 1/2-inch 250,000-pixel in 1989 used in consumer camcorders. Transitioning to complementary metal-oxide-semiconductor () sensors, Sony initiated development in 1996 and released its first product, the IMX001, in 2000 for entertainment robots, marking a shift toward lower-power, integrable solutions over . By 2008, Sony introduced back-illuminated structures, enhancing light sensitivity and , which became integral to its sensor lineup for digital cameras and smartphones. A pivotal advancement came in 2012 with the first stacked , which layered DRAM circuitry beneath photodiodes to achieve faster readout speeds and higher frame rates without sacrificing resolution, enabling 4K video and beyond in compact formats. This innovation propelled Sony to dominance in the CMOS image sensor market, supplying advanced sensors to major manufacturers. In 2015, Sony reorganized by spinning off its image sensor operations from the broader Devices segment into a dedicated unit, later renamed Sony Semiconductor Solutions Corporation in 2022, to focus on imaging and sensing amid rising demand in automotive and industrial sectors. Subsequent developments include global shutter technologies like Pregius, introduced in 2012 and refined in Pregius S by 2019, which eliminate distortion using CCD-inspired low-noise pixels for high-speed industrial and applications. Sony has also advanced 3D sensing with time-of-flight (ToF) and (SPAD) sensors for depth mapping in and autonomous systems, alongside AI-integrated processing units in sensors for in automotive ADAS. Sony's CMOS image sensors, including models such as the IMX series, are utilized by Tesla in its vehicle camera systems for Autopilot and Full Self-Driving features, exemplifying the division's supply role in the automotive sector. Recent prototypes, such as triple-layer stacked sensors announced in 2025, promise doubled through independent analog and digital layers, targeting professional video and high-end mobile imaging. These efforts underscore Sony's emphasis on integrating sensing with computation for real-time applications, though competition from and OmniVision has pressured margins in commoditized mobile segments.

Business Segments

Electronics and Consumer Products

Sony's electronics and consumer products encompass televisions, audio devices, digital imaging equipment, smartphones, and gaming products, but do not include traditional home appliances such as refrigerators, washing machines, or air conditioners. The segment focuses on these core areas, historically driven by technological pioneering. The company entered the television market with black-and-white sets in 1958 and achieved a breakthrough with the Trinitron color TV tube in 1968, employing an aperture-grill design that delivered superior brightness and resolution over shadow-mask competitors, leading to widespread adoption and multiple Emmy Awards for the technology. This innovation helped Sony capture significant global market share in consumer TVs during the late 20th century. The , launched as the TPS-L2 cassette player on July 1, 1979, marked a in portable audio, enabling personal stereos without bulky equipment; initial sales reached 50,000 units in the first two months, escalating to over 385 million Walkman devices sold cumulatively by 2009 across cassette, , and digital formats. In audio, Sony continues to lead with products like the WH-1000XM series , which rank among its top-selling consumer items due to advanced and market-leading active cancellation. Current Bravia televisions, featuring and Mini-LED panels with cognitive image processing, accounted for Sony's 5.4% share of global TV revenue in , trailing leaders like and amid competition in premium segments. In early 2026, Sony's consumer electronics, particularly TVs, are highly regarded for innovations like RGB Mini LED technology showcased at CES 2026. Sony sold 8.5 million TV units in fiscal year 2021, reflecting steady demand for its high-end displays despite overall market contraction. In , the Alpha mirrorless cameras dominate the interchangeable-lens category, holding 28.5% of the global camera market by units in and leading full-frame mirrorless sales through innovations in sensor stacking and autofocus. Digital camera shipments reached 3.6 million units in FY2019, bolstered by professional and enthusiast adoption. The Xperia smartphone line, emphasizing compact designs and superior camera sensors, peaked at 9.3 million units sold in FY2021 but has since declined, with Japanese sales falling 40% in 2023 due to limited , high pricing, and dominance by and mainstream Android rivals; FY2024 mobile communications revenue dropped to 279 billion . The Entertainment, Technology & Services segment, including these , saw sales decrease by 2% in FY2024 to adjusted figures amid favorable exchange impacts, highlighting challenges in volume-driven categories offset by strategies. Audio and video products generated around 412 billion in FY2023, underscoring resilience in high-margin niches.

Entertainment Divisions

Sony Pictures Entertainment (SPE), a of Sony Group Corporation, oversees motion picture production, distribution, and television operations worldwide, with headquarters in . Formed through Sony's 1989 acquisition of Columbia Pictures Entertainment Inc. for $3.4 billion and subsequent renaming to SPE on August 7, 1991, it includes key units such as the (encompassing , founded in 1918, and ) and , which produces series like and distributes content across 200 countries. In fiscal year 2023, SPE generated ¥1.2 trillion in revenue, driven by theatrical releases and streaming deals, though it has faced challenges from fluctuations post-COVID-19, with hits like Spider-Man: No Way Home (2021) earning $1.9 billion globally. SPE also invests in animation via , responsible for films such as (2018), which utilized proprietary motion-capture technology for visual effects. Sony Music Entertainment (SME), based in , manages recorded music, publishing, and artist development as the second-largest record label group globally, trailing only in market share as of 2025. Operating labels including (home to artists like ), , and , SME reported $9.5 billion in revenue for fiscal 2023, bolstered by streaming growth and catalog assets like ' masters acquired via in 2012. Its publishing arm, , controls over 3 million songs, including rights to works by and Taylor Swift's early catalog, generating steady income from sync licensing for films and ads. SME's structure emphasizes digital platforms, with subsidiaries like The Orchard distributing to over 40,000 DSPs, reflecting Sony's pivot from physical sales (peaking at CDs in the ) to algorithmic-driven streaming royalties. Sony Interactive Entertainment (SIE), headquartered in San Mateo, California, leads Sony's gaming segment through the PlayStation brand, which accounted for 30% of Sony Group revenue in fiscal 2023 at ¥4.3 trillion. Established as Sony Computer Entertainment Inc. in November 1993 as a joint venture with Sony Music Entertainment Japan, it launched the original PlayStation console on December 3, 1994, in Japan, selling over 102 million units worldwide and establishing Sony as a gaming powerhouse via CD-ROM technology that undercut cartridge-based competitors like Nintendo. SIE operates PlayStation Studios (formerly Polyphony Digital and others acquired like Bungie for $3.6 billion in 2022), producing exclusives such as The Last of Us series, and maintains a network of 118 million monthly active users as of 2023, supported by hardware like the PS5 (launched November 2020, with 59 million units shipped by March 2024). The division's success stems from first-party IP control and ecosystem lock-in via digital storefronts, though it has drawn antitrust scrutiny for practices limiting third-party access. Additional entertainment ventures include anime production under (a subsidiary since 2005), which co-produces series like Demon Slayer and streams via , acquired by Sony's Global Group from for $1.175 billion on August 9, 2021, expanding to 13 million paid subscribers. These segments collectively leverage Sony's hardware synergies, such as PlayStation integrations in films, but operate semi-autonomously to mitigate risks from cyclical media revenues.

Financial and Other Services

Sony Financial Group Inc. (SFGI) serves as the for Sony's financial operations, encompassing life and non-life , banking, nursing care, and activities, with a primary focus on the Japanese market. Established in April 2004 as Sony Financial Holdings Inc., it was renamed Sony Financial Group Inc. in October 2021 following a merger of key entities. SFGI's subsidiaries deliver specialized services such as death protection, medical coverage, educational endowments, auto , internet banking, and facilities. In September 2025, Sony Group Corporation completed a partial spin-off, distributing slightly more than 80% of SFGI shares to its shareholders via a stock distribution, with SFGI listing on the Prime Market on September 29, 2025; this move separated the financial unit's from Sony's core operations to enhance investor transparency on distinct business performances. Sony Group retains a minority stake in SFGI and has licensed continued use of the Sony brand. The group's core insurance arms trace origins to Sony Life Insurance Co., Ltd., founded on August 10, 1979, initially as a with before becoming fully Sony-owned; it offers comprehensive products from its headquarters. Sony Assurance Inc., established June 10, 1998, provides non-life including automobile and medical policies emphasizing , operating from . Sony Bank Inc., launched April 2, 2001, specializes in with services like deposits, loans, and the MONEYKit platform introduced in June 2001, also based in . Beyond core financial products, SFGI extends into nursing care via Sony Lifecare Inc., formed April 1, 2014, which oversees operations of facilities planned and managed by affiliates like Lifecare Design Inc. (established October 5, 1999) and Proud Life Inc. (July 3, 2006), all centered in Kawasaki. Sony Financial Ventures Inc., created July 10, 2018, in , focuses on investments to support innovative startups aligned with Sony's broader ecosystem. Additionally, Sony Small-Amount and Short-Term Insurance Inc., established December 6, 2016, handles niche short-term policies from . Financial performance reflects steady operations in a low-interest environment; for the ended March 31, 2025 (FY2024), the banking segment recorded ordinary revenues of ¥117.0 billion, up 10.8% year-over-year, though ordinary profit fell 17.5% to ¥18.8 billion due to increased funding costs. In the first quarter of FY2025 (ended June 30, 2025), SFGI reported consolidated adjusted of ¥20.3 billion, a marginal 0.3 billion yen increase from the prior year, amid pressures from rising interest rates affecting and banking margins.
SubsidiaryEstablishment DatePrimary Services
Sony Life Insurance Co., Ltd.August 10, 1979
Sony Assurance Inc.June 10, 1998Non-life
Inc.April 2, 2001Banking
Sony Lifecare Inc.April 1, 2014Nursing care management
Sony Financial Ventures Inc.July 10, 2018

Emerging Ventures

Sony has expanded into emerging ventures through its corporate arm, the Sony Innovation Fund, which targets early-stage companies in transformative technologies including entertainment, , healthcare, , mobility, , and technologies to drive synergies with Sony's existing operations. The fund provides not only capital but also access to Sony's technological resources and business networks, with Sony Innovation Fund 3, closed in 2022, aiming for 25 billion yen in commitments to support scalable . In 2025, Sony Ventures emphasized investment trends such as blending real-world and virtual experiences for enhanced gaming immersion, for computational advancements, and solutions, capitalizing on Sony's strengths for scalability. A key pillar of Sony's emerging initiatives is its entry into the market via Inc., a with Motor Co. formed to develop software-defined EVs integrating advanced imaging, sensing, and entertainment features. The venture's flagship model, the Afeela 1 sedan, commenced pre-production in August 2025 at Honda's facility, with U.S. sales targeted for the 2026 model year at a starting price of nearly $90,000. Equipped with 40 sensors—including 18 cameras, one unit, nine radars, and 12 ultrasonic sensors—the Afeela 1 prioritizes autonomous driving capabilities, over-the-air updates, and in-cabin media experiences drawing from Sony's content ecosystem. In September 2024, Sony Honda Mobility announced an agreement with Tesla to adopt the North American Charging Standard (NACS) for AFEELA EVs, enabling compatibility with Tesla's Supercharger network in the United States and Japan. Despite these technological emphases, the Afeela's has drawn for potentially limiting mass-market in a saturated EV segment dominated by lower-cost competitors, with some analyses questioning its unique beyond sensor-heavy hardware. Sony's broader corporate strategy underscores these ventures as avenues for long-term growth beyond mature , with cross-segment applications of imaging and AI technologies in mobility and .

Corporate Governance and Performance

Organizational Structure

Sony Group Corporation functions as a holding company that oversees a network of largely autonomous subsidiaries and business units, emphasizing decentralized operations across entertainment, electronics, and technology sectors. This structure, refined through recent reforms, integrates function-based groups, product/business divisions, and geographic units to facilitate agility and innovation while maintaining centralized governance. Following the partial spin-off of its financial services operations into Sony Financial Group Inc., completed on October 1, 2025, the company has refocused on non-financial segments, distributing over 80% of the new entity's shares to Sony shareholders to separate balance sheets and clarify strategic priorities. At the apex, the provides oversight, with Wendy Becker serving as Chair since June 2025, Executive Chairman , and President and CEO Hiroki Totoki, who assumed the top executive role on April 1, 2025, to drive growth under the Creative Entertainment Vision. The board includes independent directors such as Keiko Kishigami, Joseph A. Kraft Jr., Neil Hunt, and others, supporting committees for audit, compensation, and nominations to ensure compliance and strategic alignment. Operational leadership features Business CEOs for major segments: (Sony Music Group), Ravi Ahuja (Sony Pictures Entertainment), (Sony Interactive Entertainment), Kimio Maki (Sony Corporation for electronics), and Shinji Sashida (Sony Semiconductor Solutions). Complementing these are Chief Officers, including Toshimoto Mitomo as for sustainability and planning, Tsuyoshi Kodera as for technology integration, Yasuhiro Ito as Chief People Officer for , and Lin Tao as overseeing mid-term financial plans. Corporate executives handle functions like legal, communications, and regional operations, such as Karen L. Halby (President, ) and Kazuo Kii (Sony Group China Representative). Key reporting segments encompass Game & Network Services (G&NS), , Pictures, Entertainment Technology & Services (ET&S), and Imaging & Sensing Solutions (I&SS), each operating with dedicated leadership to maximize synergies and technological advancements. Geographic divisions support global reach, with primary hubs in , the , , and Asia, enabling localized adaptation within the overarching matrix framework. This configuration, implemented via the Fifth Mid-Range Plan (fiscal years 2024–2026), targets operating income growth exceeding 10% annually through enhanced collaboration and lean decision-making. Sony Group Corporation's for fiscal year 2024, ending March 31, 2024, totaled $89.843 billion, reflecting a 5.21% year-over-year increase driven by contributions from gaming, , and pictures segments amid stabilizing sales. This growth moderated in fiscal year 2025, with falling 4.82% to $85.517 billion, attributable to softer demand in and semiconductors partially offset by entertainment licensing and services. mirrored this trajectory, dipping 3.43% to $6.697 billion in fiscal year 2024 before rebounding 12.51% to $7.535 billion in fiscal year 2025, bolstered by cost efficiencies and higher-margin content revenues. In early 2026, Sony reported a 22% increase in operating profit to 515 billion yen for the quarter ending December 2025, and revised its full-year operating profit outlook upward to 1.54 trillion yen, driven by resilient sales in games, music, and imaging.
Fiscal YearRevenue (USD billions)Net Income (USD billions)Year-over-Year Revenue Change
2021N/AN/AN/A
2022N/AN/AN/A
2023~85.0~6.94N/A
202489.8436.697+5.21%
202585.5177.535-4.82%
Note: Earlier years' precise figures derived from aggregated reports; focus on recent trends shows diversification reducing volatility from hardware cycles. The company's stock, traded under ticker 6758 on the and SONY on the NYSE, maintained a market capitalization of approximately $137 billion as of February 2026, with reported values ranging from $136.86 billion to $138.07 billion depending on the source and exact date, amid broader market fluctuations in and sectors. remains diffuse, characteristic of large Japanese conglomerates, with no single entity holding a controlling stake; institutional investors account for about 7.03% of shares, insiders 0%, and the remainder held by public and retail investors. Major holders include Japanese trust accounts like The Master Trust Bank of Japan, Ltd. (over 1.1 million shares in trust) and foreign institutions such as Moxley & Co. LLC, alongside U.S.-based funds like Fisher Asset Management and PRIMECAP Management. This structure supports management-led strategic decisions, including capital allocation toward investments over pure hardware expansion.

Strategic Shifts and Restructuring

In the early , Sony faced mounting losses in its divisions, prompting a series of structural reforms under President Kazuo Hirai, who assumed the role in February 2012. The company announced accelerated headquarters and electronics business reforms on October 19, 2012, aiming to streamline operations, reduce overlapping functions, and enhance integration across segments like , gaming, and mobile. This included job reductions and cost-cutting measures targeting inefficiencies accumulated from prior diversification into low-margin areas, with a strategic pivot toward high-profit businesses such as PlayStation, professional cameras, and image sensors. By fiscal 2015, these efforts contributed to a return to profitability, as Sony divested non-core assets to concentrate resources on competitive strengths. Key divestitures marked this period's focus on shedding underperforming units. In February 2014, Sony sold its business to Industrial Partners for approximately ¥40 billion, exiting the PC market amid fierce competition from Asian manufacturers and slim margins. The company also partially divested its small chemicals business in 2015, transferring it to a new entity with acquiring a majority stake, while retaining focus on battery materials tied to core . These moves aligned with Hirai's "One Sony" vision, emphasizing between hardware and content in and gaming, which by 2018 had stabilized finances but required ongoing adjustments to counter digital disruption in TVs and smartphones. Under CEO from April 2018, Sony pursued deeper integration of its and technology arms, including closer alignment of , Pictures, and PlayStation to leverage across platforms. This culminated in strategic announcements in May , where President Hiroki Totoki outlined a long-term emphasis on and "Creative Entertainment Vision," shifting resources toward IP-driven growth in gaming and streaming over pure hardware sales. Concurrently, Sony planned divestitures to sharpen focus: a partial spin-off of its unit in to prioritize , and consideration of separating its semiconductor sensing division by late to unlock value from its leadership amid rising AI demand. In gaming, executives signaled a transition from hardware-centric models to platform-based engagement, expanding live services and communities to sustain PlayStation's revenue amid console lifecycle ends. Effective April 1, 2025, Sony implemented a appointing Hiroki Totoki as CEO and as Chairman, alongside clarifying roles for and operating officers to accelerate decision-making in volatile markets. This built on prior reforms, with net divestitures reaching $5.8 billion for the twelve months ending June 2025, reflecting disciplined capital allocation toward high-growth areas like sensors and content while exiting legacy drags. These shifts, informed by empirical analysis of segment profitability, underscore Sony's adaptation to and global competition, though execution risks persist in balancing with cost discipline.

Controversies and Criticisms

Antitrust and Cartel Allegations

In 2007, the European Commission fined Sony €47.19 million, the largest penalty in a €75 million total, for participating in a price-fixing cartel for professional videotapes in the European Economic Area from 1999 to 2002, alongside Fuji and Maxell; Sony's fine was increased due to obstruction of the investigation. The Commission imposed fines totaling €116 million in 2015 on five companies, including Sony and its Sony Optiarc, for colluding on prices and sales quotas for optical disk drives from 2004 to 2008; Sony's appeal was rejected by the General Court in 2019 and upheld by the Court of Justice in 2022, confirming procedural issues but maintaining the fine amounts. In 2016, the Commission fined , , and a combined €166 million for a involving price coordination for applications from 2007 to 2011; Sony's portion contributed to the total, with parallel U.S. Department of Justice proceedings leading to a $19 million criminal settlement by Sony in 2018. Sony Music Entertainment, as part of the major record labels, settled U.S. Department of Justice charges in 2000 for using minimum advertised pricing agreements to fix prices and suppress discounting from 1995 to 2000, ending a among retailers; the case involved five companies including Sony, with no admission of liability but commitments to cease such practices. A related multistate class-action suit settled in 2002 for $143 million, covering Distribution among distributors and retailers. In the gaming sector, faced U.S. class-action antitrust suits alleging monopolization of digital PlayStation game sales through platform restrictions that blocked third-party competition and enabled inflated pricing; a 2024 proposed $7.85 million settlement in credits was rejected by a federal judge in July 2025 for favoring coupons over cash, though preliminary approval was sought again. Similar claims arose in a 2025 Dutch accusing Sony of excluding rivals and exploiting developers to maintain high prices. The French Competition Authority fined Sony €13.5 million in December 2023 for abusing its dominant position in controller supply by restricting independent repair and third-party sales from 2015 to 2021, imposing contractual barriers that limited competition without clear efficiency justifications.

Environmental and Sustainability Claims

Sony has pursued environmental initiatives under its "Road to Zero" plan, launched in April 2010, which aims for a zero environmental footprint across product lifecycles by 2050, with accelerated carbon neutrality targeted for 2040. The plan emphasizes four pillars: addressing , conserving resources, controlling chemical substances, and fostering . In its 2024 Sustainability Report, Sony reported surpassing its 2025 target to reduce absolute (GHG) emissions from company sites by 5% compared to 2018 levels, while setting new "Green Management 2030" medium-term targets, including a 60% reduction in Scope 1 and 2 emissions from fiscal year 2025 baselines, a 25% cut in Scope 3 emissions, and 100% renewable electricity usage across operations. Specific product-level claims include a 5% reduction in annual energy consumption per Sony product unit from 2018 baselines and a 10% decrease in virgin oil-based plastics per unit from 2013 levels, as part of broader 2020 Green Management Targets. Sony also promotes recycled materials in devices, such as using post-consumer recycled plastics in packaging and components for models like certain Xperia smartphones and PlayStation accessories, though third-party verification of these material sourcing remains limited. The company reports progress in e-waste management, claiming compliance with global recycling standards and take-back programs in regions like Europe and Japan, but critics note inconsistencies, such as past "double standards" in applying Japanese recycling laws more stringently domestically than abroad. Criticisms of Sony's claims center on potential greenwashing, particularly in marketing campaigns. For instance, a 2022 promotion tied to the video game Horizon Forbidden West pledged tree-planting donations per copy sold, which environmental analysts described as a publicity stunt that misleadingly implies consumer purchases directly offset planetary harm without addressing core emissions from manufacturing and supply chains. Independent assessments have rated Sony low on eco-label certifications for televisions, citing absent third-party endorsements and concerns over political donations influencing policy. A 2022 analysis of corporate net-zero pledges classified Sony's commitments as having "low integrity" due to insufficient detail on Scope 3 reductions, which constitute over 90% of electronics firms' emissions from upstream suppliers and product use. Earlier efforts, like Sony Ericsson's 2010 "Greenheart" handsets touted for eco-materials, faced accusations of overstated benefits amid limited production scale (initially 5-10% of handsets). While Sony's self-reported data shows incremental advances, such as an 8% emissions reduction in some metrics by 2023, broader scrutiny highlights reliance on aspirational targets over verified, absolute cuts, amid systemic challenges in the electronics sector like rare earth mining and electronic waste generation exceeding 50 million metric tons annually globally.

Product Failures and Market Missteps

Sony's inaugural consumer product, an electric developed in 1946 shortly after the company's founding as Tokyo Tsushin Kogyo, proved unsuccessful due to inconsistent cooking results, often producing undercooked or overcooked rice. This primitive device, reliant on a thermostat-based heating mechanism without precise temperature control, represented an early lesson in product reliability for founders and , and it never achieved commercial viability. The videocassette format, launched by Sony in 1975, offered superior video quality and durability compared to competitors but faltered due to strategic limitations. Initial tapes recorded only one hour of content, insufficient for feature films, while JVC's format supported longer durations through widespread licensing to third-party manufacturers, fostering broader availability and lower costs. Sony's refusal to license technology extensively, aiming to maintain control, restricted ; gained traction via partnerships, including with the adult , which prioritized recording length over fidelity. By the mid-1980s, dominated with over 90% , leading Sony to discontinue production in 2002. In the audio sector, the system introduced in aimed to combine CD-quality digital sound with cassette-like recordability in a compact magneto-optical disc format. However, its reliance on Sony's proprietary compression algorithm, which sacrificed some audio fidelity for capacity, failed to match uncompressed CDs, while high player prices—around $750 initially—deterred adoption amid falling CD costs. Despite heavy marketing, Sony sold only 50,000 units in the first year, and the format never displaced CDs or anticipated the rise of uncompressed digital downloads and flash-based players like the . Production of MiniDisc recorders ceased in as streaming and rendered the technology obsolete. Sony's entry into personal computers via the line in 1996 positioned premium, multimedia-focused laptops against commoditized rivals, but persistent losses from high development costs and slim margins prompted an exit in 2014. , which accounted for under 5% of Sony's , was sold to Japan Industrial Partners, a , restricting future sales primarily to the . This divestiture reflected broader PC industry contraction, with global shipments declining 10% annually amid tablet and shifts, exacerbating Sony's uncompetitiveness in volume-driven segments. The Xperia smartphone series has encountered ongoing market challenges since Sony's full acquisition of Sony Ericsson in 2012, capturing less than 1% global share by 2023 due to premium pricing without corresponding mass appeal. Withdrawal from key regions, including the and parts of by 2025, stemmed from stagnant sales in —where Apple commands over 50%—and competition from and Chinese brands offering similar features at lower costs. Sony's emphasis on niche attributes like headphone jacks and microSD support has sustained a loyal but small user base, yet technical issues, such as the 2025 , underscore persistent execution hurdles. Sony's television division experienced erosion from 20% in the early to around 7% by 2023, attributable to delayed transitions to flat-panel LCDs and OLEDs against agile competitors like and . Emphasis on high-end Bravia models prioritizing image processing over cost leadership allowed Chinese entrants such as TCL and to capture segments, while Sony's 2025 discontinuation of 8K TVs signaled retreat from formats lacking . These missteps highlight recurring patterns of proprietary technology prioritization over compatibility and pricing flexibility, contributing to forgone opportunities in commoditizing markets.

Internal Management and Labor Issues

Sony has encountered persistent challenges in internal management, particularly during periods of strategic stagnation in the and , where analysts attributed the company's declining market position to inadequate and a failure to align innovative heritage with adaptive execution. A 2014 analysis highlighted how Sony's leadership struggled with unclear strategic direction, exacerbating operational inefficiencies and contributing to lost market share in against competitors like and Apple. This mismanagement stemmed from an entrenched product-centric that resisted pivoting toward customer-driven innovation, leading to missed opportunities in digital transitions and prolonged reliance on legacy hardware. In specific divisions, such as , multiple former employees alleged a environment characterized by fear, , and underlying under former CEO Denis Handlin, with reports from over 20 individuals in 2021 describing a of that stifled dissent and prioritized executive favoritism over merit. Similar criticisms emerged in broader employee feedback, including reviews labeling Sony Electronics as having a "toxic work environment" marked by irreparable interpersonal breakdowns and demotivating leadership dynamics. These accounts, while self-reported, align with patterns in media-covered scandals, though Sony has maintained policies promoting work-life balance, such as flexible provisions compliant with regional laws. Labor relations have involved disputes over working conditions and practices. In February 2025, the (CWA) filed an charge with the against Sony's , alleging violations of federal labor law in handling union organizing efforts among game developers. Food service workers at Entertainment cafeterias, employed via contractor , staged an strike in July 2025 and a walkout in October 2025, protesting alleged retaliation, inadequate compensation, and unfair contract terms amid broader union negotiations. Additionally, in October 2024, former staffers from "Jeopardy!" and "Wheel of Fortune" filed complaints with authorities accusing of , , and retaliation. Restructuring efforts have included significant workforce reductions, such as Sony Interactive Entertainment's February 2024 announcement of an 8% global headcount cut affecting approximately 900 positions, framed as necessary for operational efficiency amid shifting priorities in gaming. These actions reflect ongoing tensions between cost-control imperatives and , with Japan's keiretsu-influenced criticized for limiting agility in addressing such internal frictions.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.