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Sony Group (6758) · InitiativeAdvanced

Growth, Stable Earnings and Risk Control Areas, and ROIC by Business

First written in FY2016. 27 of 40 entries say "Advanced", first in FY2017-Q1. Latest entry: 2026-10-13.

40entries
11years
4from disclosures
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How it moved
ProgressHeldSoftenedWorseAdvancedFY2017-Q1 – FY2019AdvancedFY2024 – 2026-10-132016: 220162017: 320172018: 420182019: 420192020: 420202021: 420212022: 420222023: 420232024: 320242025: 220252026: 62026
Same theme, other companies
ROIC-Based Management of Investment Profitability by Business and Priority InvestmentA theme 37 companies write about · 0 as a headwind · 37 as a tailwind

The whole theme swung hardest in 2021: 3 of 11 companies on the "Worse" side.

20 other companies' latest entry also says "Advanced".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Showing 14 of the 37 companies compared. The sentences above are computed from all 37.
Full recordFilings, disclosures and news, newest first
  1. 2026-10-13Advancedtecstaff.jp

    「ソニー・インタラクティブエンタテインメント(SIE)は、PS5の新カラーバリエーション「PlayStation 5 デジタル・エディション ミッドナイト ブラック 日本語専用」を2026年11月19日(木)に発売すると発表しました。」

    PS5の新カラーバリエーションと同色ディスクドライブの発売が発表され、PS5の製品ラインアップが具体的に拡充された。
  2. FY2026AdvancedAnnual report

    「The G&NS segment's performance in fiscal 2025 reflected stable revenue growth from network services and game software sales, supported by the expanded PS5 installed base, and resulted in the segment achieving record-high profit. Against this backdrop, Sony aims to achieve stable business growth through higher revenue from PlayStation®Plus, hereinafter “PS Plus”, maximizing average revenue per user on the PlayStation®Store, increasing sales of internally developed game software, and strengthening cost control and supply chain management.」

    The G&NS segment achieved record-high profit in fiscal 2025. With the PS5 installed base as its foundation, it identified PS Plus, revenue per user, internally developed software, and cost management as growth drivers.
  3. FY2026-H1AdvancedAnnual report

    「Revenue: ¥2,049.7 billion (up ¥113.3 billion year on year; foreign exchange impact: down ¥35.3 billion) (+) Higher sales of third-party game software including add-on content (+) Higher revenue from network services Operating income: ¥268.3 billion (up ¥64.3 billion year on year; foreign exchange impact: up ¥10.7 billion) (+) Impact of higher revenue from network services (+) Impact of higher sales of third-party game software including add-on content (-) Partial impairment loss of ¥31.5 billion recognized on intangible assets and other assets of Bungie, Inc. in connection with Destiny 2」

    In the G&NS segment, revenue for the first 2 quarters reached ¥2,049.7 billion and operating income ¥268.3 billion due to higher revenue from game software and network services. Meanwhile, an impairment loss of ¥31.5 billion was recognized on assets related to Bungie.
  4. FY2025AdvancedAnnual report

    「The performance of the G&NS segment in fiscal 2024 reflected stable growth in user engagement, supported by the expanding PS5 installed base, continued strong momentum in sales of game software including add-on content, and ongoing revenue growth from network services due partly to a shift toward higher tiers of PlayStation®Plus, hereinafter “PS Plus”.」

    Against the backdrop of an expanding PS5 installed base and higher revenue from game software and PS Plus, fiscal 2024 revenue reached ¥4,670.0 billion and operating income ¥414.8 billion.
  5. FY2025-H1AdvancedAnnual report

    「Revenue increased by ¥210.5 billion year on year to ¥1,936.4 billion. This substantial increase was mainly due to the impact of foreign exchange, higher sales of third-party game software including add-on content, and higher revenue from network services, primarily PlayStation®Plus, despite lower hardware revenue resulting from lower unit sales. Operating income increased by ¥106.0 billion year on year to ¥204.1 billion.」

    In the G&NS segment, despite lower hardware unit sales, operating income for the first 2 quarters increased to ¥204.1 billion due to higher revenue from game software and network services.
  6. FY2024AdvancedAnnual report

    「In fiscal 2023, G&NS revenue increased by ¥623.1 billion year on year to ¥4,267.7 billion. Operating income increased by ¥40.2 billion year on year to ¥290.2 billion.」

    In the G&NS segment, revenue increased to ¥4,267.7 billion and operating income to ¥290.2 billion, driven by the expanding installed base of game software, PS Plus, and PS5.
  7. FY2024-Q3Continued G&NS revenue growth and operating profit declineAnnual report

    「Revenue increased by ¥599.0 billion year on year to ¥3,170.4 billion. This substantial increase was mainly due to higher sales of third-party game software, including add-on content, the impact of foreign exchange, and higher hardware sales. Operating income decreased by ¥26.9 billion year on year to ¥184.2 billion. This decrease was mainly due to higher hardware losses, resulting from factors including promotional activities, and lower sales of internally developed game software, as well as higher costs primarily related to the impact of acquisitions including Bungie*, despite the impact of higher sales of the aforementioned third-party game software and the favorable impact of foreign exchange.」

    In the G&NS segment, cumulative revenue increased to ¥3,170.4 billion due to higher hardware sales and higher sales of third-party game software, while operating income decreased to ¥184.2 billion due to higher hardware losses, lower sales of internally developed game software, and acquisition-related costs including Bungie.
  8. FY2024-Q2AdvancedAnnual report

    「Revenue increased by ¥401.1 billion year on year to ¥1,726.0 billion. This substantial increase was mainly due to higher hardware sales, higher sales of third-party game software including add-on content, and the impact of foreign exchange. Operating income increased by ¥3.2 billion year on year to ¥98.1 billion. Adjusted OIBDA increased by ¥24.5 billion year on year to ¥158.9 billion.」

    In the G&NS segment, cumulative revenue reached ¥1,726.0 billion, operating income ¥98.1 billion, and adjusted OIBDA ¥158.9 billion, mainly due to higher hardware sales and higher sales of third-party game software.
  9. FY2024-Q1G&NS revenue growth, operating profit decline, and adjusted OIBDA growthAnnual report

    「Revenue increased by ¥167.8 billion year on year to ¥771.9 billion. This substantial increase was mainly due to higher sales of third-party game software, including add-on content, higher hardware sales, and the impact of foreign exchange. Operating income decreased by ¥3.6 billion year on year to ¥49.2 billion.」

    In the G&NS segment, revenue reached ¥771.9 billion due to higher game software and hardware sales, while operating income decreased to ¥49.2 billion, partly due to the impact of higher costs associated with acquisitions including Bungie. Adjusted OIBDA was ¥75.9 billion, up ¥5.7 billion year on year.
  10. FY2023AdvancedAnnual report

    「Unit sales in the fourth quarter of fiscal 2022 reached 6.3 million, and full-capacity production continued.」

    In G&NS, PS5 unit sales reached 19.1 million in fiscal 2022 and 6.3 million in the fourth quarter of fiscal 2022, supporting the expansion of the PS5 installed base. The 3 growth strategies of the console, portfolio expansion, and collaboration within the Sony Group were also put into concrete form.
  11. FY2023-Q3Continued cumulative revenue growth and profit decline in the G&NS segmentAnnual report

    「Revenue increased by ¥496.9 billion year on year to ¥2,571.4 billion. This substantial increase was mainly due to the impact of foreign exchange, higher hardware sales, and higher sales of internally developed game software, despite a decline in sales of third-party game software, including add-on content. Operating income decreased by ¥47.7 billion year on year to ¥211.1 billion. This decrease was mainly due to costs associated with acquisitions completed during the current cumulative consolidated reporting period, including Bungie, Inc.*, higher costs primarily related to game software development, the impact of lower sales of the aforementioned third-party game software, and the adverse impact of foreign exchange resulting from the high proportion of costs denominated in U.S. dollars.」

    In the G&NS segment, cumulative revenue increased to ¥2,571.4 billion due to higher hardware sales, higher sales of internally developed game software, and the impact of foreign exchange, while operating income decreased by ¥47.7 billion year on year due to acquisition costs including Bungie, game software development costs, and the adverse impact of foreign exchange.
  12. FY2023-Q2Cumulative revenue growth and substantial profit decline in the G&NS segmentAnnual report

    「Revenue increased by ¥63.6 billion year on year to ¥1,324.9 billion. This increase was mainly due to the impact of foreign exchange, despite a decline in sales of third-party game software, including add-on content. Operating income decreased by ¥71.0 billion year on year to ¥94.9 billion. This substantial decrease was mainly due to higher costs, primarily game software development costs and costs associated with acquisitions including Bungie, Inc.*, the impact of lower sales of the aforementioned third-party game software, and the adverse impact of foreign exchange resulting from the high proportion of costs denominated in U.S. dollars.」

    In the G&NS segment, revenue increased due to the impact of foreign exchange, while operating income declined substantially due to game software development costs, acquisition-related costs including Bungie, lower software sales, and the adverse impact of foreign exchange.
  13. FY2023-Q1Quarterly decline in revenue and profit in the G&NS businessAnnual report

    「Revenue decreased by ¥11.7 billion year on year to ¥604.1 billion. This decrease was mainly due to lower sales of third-party game software, including add-on content, and lower sales of internally developed game software, despite the impact of foreign exchange. Operating income decreased by ¥30.5 billion year on year to ¥52.8 billion. This substantial decrease was mainly due to the impact of lower game software sales and higher costs, primarily game software development costs at existing studios.」

    In the G&NS segment, revenue and operating income declined year on year due to lower game software sales and higher costs, primarily development costs at existing studios.
  14. FY2022AdvancedAnnual report

    「Against this backdrop, we will continue working to secure components and expand the installed base of PS5™, while pursuing initiatives under 3 growth strategies to expand and strengthen services, expand our portfolio, and expand our customer base, with a view to future growth through maintaining and expanding user engagement and growing communities beyond the console.」

    The G&NS segment's growth initiatives were developed into 3 growth strategies: services, the software and IP portfolio, and the customer base.
  15. FY2022-Q3Cumulative revenue growth and profit decline in the G&NS segmentAnnual report

    「Revenue increased by ¥78.5 billion year on year to ¥2,074.5 billion. This increase was mainly due to higher unit sales of PlayStation®5 hardware and the impact of foreign exchange, despite the effects of lower sales of game software, including add-on content, and lower unit sales of PlayStation®4 hardware. Operating income decreased by ¥51.2 billion year on year to ¥258.8 billion. This decrease was mainly due to the impact of lower game software sales, despite the favorable impact of foreign exchange.」

    In the cumulative first 3 quarters of fiscal 2021, revenue increased due to higher PS5 hardware sales, while operating income decreased by ¥51.2 billion year on year due to the impact of lower game software sales.
  16. FY2022-Q2Continued cumulative operating profit decline in the G&NS segmentAnnual report

    「Revenue increased by ¥148.5 billion year on year to ¥1,261.2 billion. This substantial increase was mainly due to higher sales of hardware and peripherals and the impact of foreign exchange, despite a decline in sales of game software, including add-on content. Operating income decreased by ¥63.3 billion year on year to ¥165.9 billion. This substantial decrease was mainly due to the impact of lower game software sales, losses resulting from strategic pricing of PlayStation®5 hardware below manufacturing cost, and the deterioration in hardware profitability resulting from lower unit sales of PlayStation®4 hardware.」

    In the G&NS segment, revenue increased, while cumulative operating income for the first 2 quarters of fiscal 2021 decreased by ¥63.3 billion year on year due to lower game software sales, strategic pricing of PS5 below manufacturing cost, and lower PS4 unit sales.
  17. FY2022-Q1Decline in profit during the G&NS business’s transition to PS5Annual report

    「Revenue increased by ¥9.7 billion year on year to ¥615.8 billion. This increase was mainly due to higher sales of hardware and peripherals and the impact of foreign exchange, despite a decline in sales of game software developed by third parties, including add-on content. Operating income decreased by ¥40.6 billion year on year to ¥83.3 billion. This substantial decrease was mainly due to the impact of lower sales of the aforementioned third-party game software, losses resulting from strategic pricing of PlayStation®5 hardware below manufacturing cost, the deterioration in hardware profitability resulting from lower unit sales of PlayStation®4 hardware, and higher selling, general and administrative expenses, despite the favorable impact of foreign exchange.」

    In the G&NS segment, revenue increased, while operating income decreased by ¥40.6 billion year on year, mainly due to losses resulting from strategic pricing of PS5 hardware below manufacturing cost.
  18. FY2021AdvancedAnnual report

    「As of 31 March 2021, PSN had more than 109 million monthly active accounts, and we are steadily expanding the service base.」

    The G&NS network platform expanded to more than 109 million PSN monthly active users. In addition, PS5 was launched in fiscal 2020, driving growth in hardware, software and network services.
  19. FY2021-Q3AdvancedAnnual report

    「Revenue increased by ¥452.0 billion year on year to ¥1,996.0 billion. This substantial increase was mainly due to higher revenue from game software, including add-on content, driven by increased digital consumption resulting from the spread of COVID-19, and higher hardware revenue accompanying the launch of PlayStation®5 (hereinafter, “PS5™”), despite lower revenue from PlayStation®4 (hereinafter, “PS4®”) hardware. Operating income increased by ¥116.9 billion year on year to ¥309.2 billion, despite higher costs, mainly due to the impact of higher revenue from the aforementioned game software and network services, particularly PlayStation® Plus.」

    In the G&NS business, cumulative revenue reached ¥1,996.0 billion and operating income reached ¥309.2 billion due to increased digital consumption, higher revenue from game software and network services, and higher hardware revenue following the launch of PS5.
  20. FY2021-Q2AdvancedAnnual report

    「Revenue increased by ¥200.9 billion year on year to ¥1,112.7 billion. This substantial increase was mainly due to higher revenue from game software, including add-on content, and PlayStation® Plus, driven by increased digital consumption resulting from the spread of COVID-19, as well as strong sales of internally developed software, despite lower revenue from PlayStation®4 hardware. Operating income increased by ¥90.2 billion year on year to ¥229.0 billion, despite higher costs, mainly due to the impact of the aforementioned increases in revenue from game software and PS Plus.」

    In the G&NS business, cumulative revenue reached ¥1,112.7 billion and operating income reached ¥229.0 billion due to higher revenue from internally developed software, add-on content and PS Plus.
  21. FY2021-Q1AdvancedAnnual report

    「Revenue increased by ¥148.6 billion year on year to ¥606.1 billion. This substantial increase was mainly due to significantly higher revenue from game software and PlayStation® Plus (hereinafter, “PS Plus”), despite lower revenue from PlayStation 4 hardware. Operating income increased by ¥50.2 billion year on year to ¥124.0 billion, despite higher costs, mainly due to the impact of the significant increases in revenue from the aforementioned game software and PS Plus.」

    In the G&NS business, revenue reached ¥606.1 billion and operating income reached ¥124.0 billion, resulting in higher revenue and profit year on year due to higher revenue from game software and PS Plus.
  22. FY2020Annual decline in revenue and profit in the G&NS business and transition to the next-generation consoleAnnual report

    「Revenue in the G&NS business in fiscal 2019 decreased by ¥333.3 billion from the previous fiscal year to ¥1,977.6 billion. Operating income decreased by ¥72.7 billion to ¥238.4 billion. In fiscal 2020, we will continue these activities while focusing on the launch of PS5.」

    Although demand for network services such as PS Plus remains steady, annual revenue and operating income declined due to lower revenue from PS4 hardware and game software, and the company is shifting its focus toward the launch of PS5 at the end of 2020.
  23. FY2020-Q3Cumulative decline in revenue and profit in the G&NS businessAnnual report

    「Revenue decreased by ¥268.8 billion year on year to ¥1,544.0 billion. This substantial decline was mainly due to lower revenue from game software, PlayStation®4 hardware and the impact of foreign exchange. Operating income decreased by ¥54.9 billion year on year to ¥192.2 billion.」

    In the G&NS business, cumulative revenue and operating income fell below the previous-year period due to lower revenue from game software and PS4 hardware and the impact of foreign exchange.
  24. FY2020-Q2Cumulative decline in revenue and profit in the G&NS businessAnnual report

    「Revenue decreased by ¥110.3 billion year on year to ¥911.9 billion. This decline was mainly due to the significant contribution from internally developed game software in the same period of the previous year, lower revenue from PlayStation 4 hardware, the impact of foreign exchange and lower revenue from third-party game software, despite higher revenue from network services, including PS Plus. Operating income decreased by ¥35.3 billion year on year to ¥138.8 billion.」

    In the G&NS business, cumulative revenue and operating income fell below the previous-year period due to game software, PS4 hardware and the impact of foreign exchange, despite higher revenue from network services and cost reductions.
  25. FY2020-Q1Quarterly decline in revenue and profit in the G&NS businessAnnual report

    「Revenue decreased by ¥14.6 billion year on year to ¥457.5 billion. This decline was mainly due to the significant contribution from internally developed game software in the same period of the previous year, the impact of foreign exchange and lower revenue from third-party game software, despite higher revenue from PS4® hardware and network services, including PS Plus. Operating income decreased by ¥9.6 billion year on year to ¥73.8 billion, despite higher revenue from PS4® hardware and network services, including PS Plus, and improved profitability, mainly due to the impact of lower revenue from the aforementioned game software, including high-margin internally developed titles, and the adverse impact of foreign exchange.」

    In the G&NS business, positioned as a growth driver, revenue and operating income declined due to lower revenue from internally developed game software year on year, despite higher revenue from PS4 hardware and network services.
  26. FY2019AdvancedAnnual report

    「As of the end of March 2019, PSN had more than 94 million monthly active users, and we are steadily expanding the service base. Through a strong software lineup, including “Marvel's Spider-Man,” and innovative network services, we will continue working to expand the PlayStation®4 platform and provide an even richer interactive entertainment experience.」

    The company reported that PSN monthly active users, the growth base for G&NS, had exceeded 94 million and that expansion through software and network services was continuing.
  27. FY2019-Q3AdvancedAnnual report

    「Revenue increased by ¥313.5 billion year on year to ¥1,812.8 billion, mainly due to higher revenue from game software. Operating income increased by ¥89.3 billion year on year to ¥247.2 billion, mainly due to the impact of the aforementioned increase in revenue.」

    In the G&NS business, positioned as a growth driver, revenue for the nine months ended the third quarter of fiscal 2018 reached ¥1,812.8 billion and operating income reached ¥247.2 billion, resulting in higher revenue and profit, driven by higher revenue from game software.
  28. FY2019-Q2AdvancedAnnual report

    「Revenue increased by ¥240.9 billion year on year to ¥1,022.2 billion, mainly due to higher revenue from game software. Operating income increased by ¥101.6 billion year on year to ¥174.1 billion, mainly due to the impact of the aforementioned increase in revenue.」

    In the G&NS business, positioned as a growth driver, revenue for the six months ended the second quarter of fiscal 2018 reached ¥1,022.2 billion and operating income reached ¥174.1 billion, resulting in higher revenue and profit, driven by higher revenue from game software.
  29. FY2019-Q1AdvancedAnnual report

    「Revenue increased by ¥124.0 billion year on year to ¥472.1 billion, mainly due to higher revenue from PS4 software, including sales through the network. Operating income increased by ¥65.7 billion year on year to ¥83.5 billion, mainly due to the impact of the aforementioned increase in revenue.」

    In the G&NS business, positioned as a growth driver, revenue reached ¥472.1 billion and operating income reached ¥83.5 billion in the quarter, resulting in higher revenue and profit year on year, supported by PS4 software and network sales.
  30. FY2018AdvancedAnnual report

    「As of the end of March 2018, PSN had more than 80 million monthly active users, and we are steadily expanding the service base. We will continue working to expand the PlayStation®4 platform and increase user engagement through an extensive software lineup and innovative network services.」

    The company reported that monthly active users of PSN, the network platform for G&NS, had exceeded 80 million.
  31. FY2018-Q3AdvancedAnnual report

    「Revenue increased by ¥231.3 billion year on year to ¥1,499.2 billion, mainly due to higher revenue from PS4® software, including sales through the network, and the impact of foreign exchange. Operating income increased by ¥44.8 billion year on year to ¥157.8 billion, mainly due to the impact of the aforementioned increase in revenue.」

    In the G&NS business, positioned as a growth driver, revenue for the nine months ended the third quarter reached ¥1,499.2 billion and operating income reached ¥157.8 billion, supported by PS4 software and network sales.
  32. FY2018-Q2AdvancedAnnual report

    「Revenue in the G&NS business increased 35.4% year on year to ¥433.2 billion (up 25% using the exchange rates for the same period of the previous year). This substantial increase was mainly due to higher revenue from PS4® software, including sales through the network, the impact of foreign exchange and higher revenue from PS4® hardware. Operating income increased by ¥35.8 billion year on year to ¥54.8 billion.」

    In the G&NS business, positioned as a growth driver, revenue reached ¥433.2 billion and operating income reached ¥54.8 billion in the quarter, with higher revenue and profit driven mainly by PS4 software and network sales.
  33. FY2017AdvancedAnnual report

    「PS4® sales of 18 million units are planned for fiscal 2017, and cumulative sales are expected to reach 78 million units by the end of fiscal 2017.」

    Under the policy of positioning G&NS as a growth driver, the company presented its outlook for PS4 sales of 18 million units in fiscal 2017 and cumulative sales of 78 million units by fiscal year-end.
  34. FY2017-Q3AdvancedAnnual report

    「Under the mid-term management plan, we consider the G&NS business to be the largest driver of Sony’s growth. In this business, worldwide cumulative sell-in sales of PS4® exceeded 53.4 million units in January 2017, and the platform has continued to expand at the fastest pace in the history of PlayStation hardware. Supported by many customers as a whole platform, including network services, it has achieved profit growth exceeding expectations at the time the mid-term management plan was formulated.」

    The company maintained its positioning of G&NS as its largest growth driver and reported cumulative PS4 sell-in sales of more than 53.4 million units and profit growth exceeding expectations at the time the plan was formulated.
  35. FY2017-Q1AdvancedAnnual report

    「Under the mid-term management plan, we consider the Games & Network Services business to be the largest driver of Sony’s growth. In this business, worldwide cumulative sell-in sales of “PlayStation 4” exceeded 40 million units in May 2016, and the platform has continued to expand at the fastest pace in the history of PlayStation hardware. Supported by many customers as a whole platform, including network services, it has achieved profit growth exceeding expectations at the time the mid-term management plan was formulated.」

    The company positioned G&NS as its largest growth driver and reported cumulative PS4 sell-in sales of more than 40 million units and profit growth exceeding expectations at the time the plan was formulated.
  36. FY2016First statedAnnual report

    「Taking into account the characteristics of each business and the market environment, we classify each business from the perspective of the business portfolio as a “growth-driving business,” a “stable-earnings business” or a “business subject to control of business volatility risk.” We then set target values for return on invested capital (ROIC) for each business, linked to the Sony Group’s overall ROE target, and manage the businesses with an emphasis on profitability.」

    The company presented a framework that classifies the businesses into 3 categories and links the overall ROE target with business-specific ROIC targets.
Moved together

"Pursuing Emotional Impact and Sustainable Growth Through a Recurring-Revenue Business" moved the same way as this thread, in the same document, in 16 of its 40 moves.

161414121110★123456
  1. ★This thread
  2. 1Pursuing Emotional Impact and Sustainable Growth Through a Recurring-Revenue Business16×
  3. 2Acquisitions to Acquire Technology and Strengthen Business Competitiveness14×
  4. 3Balancing investment to enhance corporate value with stable dividends14×
  5. 4Maintaining the world's No.1 position in imaging and achieving the world's No.1 position in sensing12×
  6. 5Expansion of image sensor production capacity11×
  7. 6Creating a Community of Interest through Direct-to-Consumer and Content IP10×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
No upcoming earnings preview for Sony Group yet. It last moved in the Earnings presentation of 2026-07-31: "Advanced".
Growth, Stable Earnings and Risk Control Areas, and ROIC by Business | SONY GROUP CORPORATION (6758) | Komori