Sony Pictures Entertainment’s chairman- CEO Ravi Ahuja said the company’s restoration of the historic Cinerama Dome and reopening of the adjacent 14-screen former ArcLight Hollywood complex is a great way to expand the company’s brand without “mega M&A.”
“Large scale M&A is extremely disruptive,” he told the Bank of America media conference on Wednesday. “It can set you back for years.” He didn’t specifically mention the ongoing Paramount-Warner Bros. Discovery merger saga, but that’s very much in the air as the deal is challenged by state AGs with a March trial date and costs mounting.
SPE is focused on smaller, targeted projects like its 2024 acquisitions of the Alamo Drafthouse movie chain, which will manage the former multi-screen ArcLight with typical panache including a Jeopardy-themed bar and karaoke rooms based around Sony IP. Meanwhile, restoration work started last month on the historic Cinerama Dome with an early 2028 reopening date in mind.
The division of Japanese giant Sony Corp. recently unveiled a $100 million investment and minority ownership in immersive entertainment company Cosm.
It did make a run at Paramount before David Ellison’s Skydance acquired Shari Redstone’s ownership stake in the company. Asked about that, Ahuja said, “We were interested in it briefly, but in the IP” with plans for PE giant Apollo to take the cable assets. “IP will always be interesting to us [but] mega M&A, large scale is not a priority … The industry is evolving and you have to position yourself for how it is gong to evolve and not drown in M&A.”
SPE, currently riding a massive box office hit in Spider-Man: Brand New Day amid a newly rejuvenated box office, is one of the few independent film and television studios, which Ahuja says has served it well. He said the television market is also picking back up” from library sales to the original scripted side. “We have more in development now than we have in years. That is the first indicator.”
Sony Music a Warner Chappell zažalovaly společnost Anthropic kvůli údajnému neoprávněnému trénování Claude na tisících chráněných písní. Požadují až 150 000 USD za každou skladbu.
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Sony Music and Warner Chappell filed a lawsuit against Anthropic on Friday. Illustration by Thomas Fuller/SOPA Images/LightRocket via Getty Images Sony Music and Warner Chappell want Anthropic to pay up.
The publishing companies filed a lawsuit against Anthropic in a Northern California district court on Friday. Anthropic cofounders Dario Amodei and Benjamin Mann were also named in the filing.
"Defendants Anthropic and its founders Dario Amodei and Benjamin Mann have conducted a brazen campaign of illegally torrenting, scraping, and downloading copyrighted works on a massive scale in order to develop, operate, and reap enormous profits from Anthropic's 'Claude' series of artificial intelligence ('AI') models," the companies said in the complaint.
Anthropic denied the accusations in a statement. "We disagree with the publishers' claims and we intend to defend ourselves robustly in court," the company said.
Sony Music Publishing and Warner Chappell Music said Anthropic collected "thousands upon thousands" of copyrighted songs, including 80s anthem "Eye of the Tiger," Marvin Gaye's "Ain't No Mountain High Enough," Mariah Carey's "All I Want for Christmas is You," and Taylor Swift's "Paper Rings."
In the lawsuit, the publishing companies said Anthropic has pirated their copyrighted works through a range of methods, including two digital archives, Library Genesis and Pirate Library Mirror. In June 2025, a judge ruled that Anthropic downloaded over 7 million pirated books to train Claude.
"Among the many millions of books that Defendants torrented from these illegal pirate websites were books containing the lyrics and sheet music to hundreds or more of Music Publishers' copyrighted musical compositions, identified in Exhibit A. Those works include 'Livin' On a Prayer,' 'September,' 'Great Balls of Fire,' 'Ramblin' Man,' and 'Hallelujah,'" the lawsuit says.
As a result, Claude models generate identical or near-identical copies of the copyrighted work in their responses to users, the companies alleged. In the lawsuit, the companies said training Claude on copyrighted content allows it to produce AI-generated lyrics that will ultimately compete with human-made songs.
Sony Music and Warner Chappell requested a jury trial. They're seeking statutory damages from Anthropic, including up to $150,000 for each composition it used to train Claude.
"Even the most revolutionary of technologies must develop within the bounds of the law, and Anthropic's Claude models are no different," the companies said in the complaint.
The AI industry has been targeted by a slew of copyright lawsuits since large language models like Claude and ChatGPT began to transform society.
Tech companies need troves of data to train their AI models, and go to great lengths to acquire it. Most recently, historians and archivists have accused AI companies of acquiring large numbers of antique books and feeding them into their LLMs, destroying them in the process.
Last September, Anthropic agreed to pay over $1.5 billion to authors to settle a class-action lawsuit related to pirated works. OpenAI, too, has faced several copyright lawsuits in recent years, including one from The New York Times and another from Encyclopedia Britannica.
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Lauren Edmonds You're currently following this author! Want to unfollow? Unsubscribe via the link in your email.
Lauren Edmonds is an award-winning reporter on the Business News team. When news isn't breaking, she covers personal finance, kitchen-table economics, and paths to financial freedom, including investing, real estate, side hustles, and small business. She also writes about guaranteed and universal basic income programs in the United States.Lauren has also covered lifestyle and entertainment, digital culture, and more. She has a master's degree from the Columbia University Graduate School of Journalism and resides in New York City.Do you have an interesting story to tell? You can reach Lauren at [email protected] or on Signal at ledmonds0.07.Popular StoriesNetflix wants to be Disney when it grows up Why Hollywood is paying this 17-year-old up to $20,000 to boost film trailers with TikTok editsHere's all the free money Trump's talked about giving Americans during his second term — and where it all standsA 17-year-old earned $72,000 after investing his e-commerce profits into stocks. Here's why he bet on the tech industry.Lawmakers float a nationwide basic income experiment that would cover the cost of a 2-bedroom apartmentNearly 30,000 Americans have received about $335 million in basic income. Here are 5 takeaways. Americans ditch suffocating healthcare costs and divisive politics to retire in Italy: 'It's the way they approach life'From 'road-schooling' to gas that costs $500, this family of 4 shares what it's like living in a solar-powered Greyhound bus
Sony podle žaloby zjistila, že WPP na několika trzích, včetně Číny, zadržovala klientům rabaty a označila to za „globální zločinné schéma“. WPP obvinění odmítá.
Toni Anne Barson/Getty Images for iHeartMedia A new filing in a lawsuit from a fired WPP executive alleges that Sony, one of the ad giant's major partners, investigated the company and concluded it had improperly withheld rebates from clients.
The lawsuit says that Sony presented the findings of its investigation to WPP in 2025 in a detailed analysis that said the ad agency giant operated what Sony called a "global crime scheme" across several markets, including China.
The allegations have high stakes for WPP, which handles tens of billions of dollars in ad spending for some of the world's largest companies. At its core, the lawsuit alleges WPP put its own interests ahead of its clients', engineering a way to use some of their advertising budgets to maximize its own profits without their consent.
The lawsuit says that Sony's investigation alleged this is how the practice worked:
WPP's media investment arm, GroupM, would negotiate a rebate deal with a media owner by leveraging its clients' combined advertising spending.WPP used a network of "intermediary brokers" to hold some of the rebates for itself rather than dispersing them to clients.WPP used rebate funds to subsidize the cost of ad inventory, then kept the resulting margin as profit that was shielded from audits.The lawsuit contains a purported slide from Sony's presentation to WPP titled "impact for WPP Advertisers — China 2024," which claims that approximately $110 million was passed back to clients that year, while $350 million remained in its rebate pool "for later utilization" by WPP.
A separate purported Sony slide described the practice as a "fraud scheme" run in China and other markets, and attributed its design to senior global WPP executives.
Sony drew its findings from the work of independent investigators who attended a criminal trial in China involving WPP executives and from interviews with former WPP and GroupM executives, the lawsuit says. GroupM was rebranded to WPP Media last year.
The lawsuit says Sony supported its findings with "contractual language regarding rebate policies, transaction-level financial reporting, internal emails regarding rebate amounts, and documentation of WPP tracking systems."
A Sony spokesperson said the company does not comment on pending litigation.
The new details are part of a lawsuit filed in November by Richard Foster, a former longtime GroupM executive. In the lawsuit, he accuses the company of retaliating against him and firing him after he raised concerns that the group's media investment division was allegedly running an improper global kickback operation.
WPP filed a motion to dismiss the lawsuit, arguing that Foster failed to state a legally sufficient claim while also objecting on jurisdictional grounds. The suit is ongoing.
WPP declined to comment on the alleged Sony review and said in a statement that Foster's amended complaint, filed days prior to an upcoming court hearing, is an attempt to avoid the case's dismissal.
"Both complaints are baseless and without merit, and WPP will be re-filing an updated motion to dismiss," WPP said. "We have confidence that this matter will be resolved through due legal process."
Foster alleged in the lawsuit that the operation was not confined to China and was deployed as part of a global model through which GroupM improperly retained roughly $1.5 billion to $2 billion in profits from rebate deals over five years, by his estimation.
The amended complaint says Sony's investigative findings corroborated "years of whistleblowing" from Foster, who is seeking at least $100 million in damages from WPP.
In the latest filing, Foster says he refused a "seven-figure termination package which included an obligation of silence regarding the company's undisclosed rebate practices."
The ad industry's heated 'principal media' debateMedia rebates are not inherently illegal, though they can raise transparency and accounting issues if they are not properly disclosed. A US ad industry trade group previously warned that rebates could amount to a breach of contract or fraud if not disclosed to the client or if advertisers were deceived about the practice.
Some markets, including China, are heavily reliant on media rebates and the use of brokers to facilitate them.
The prevalence of "proprietary media" agency models, commonly referred to as "principal media," has long been a divisive topic in the ad industry. They tend to take the form of agencies purchasing a large volume of media at a discount, reselling it to their clients, and making a margin on that resale.
Agencies argue that principal media is often more cost-effective for their clients than buying ad inventory themselves — and that CMOs are happy to participate so long as it performs well. Critics say the model — even when it's disclosed — can create conflicts of interest for agencies, which could be incentivized to steer marketers toward media the agency has already bought, rather than the inventory best suited to their clients' campaign objectives.
Advisory and consulting firm Madison and Wall recently estimated that principal media accounts for a "high single-digit or low double-digit" share of large-brand and agency activity in the US.
"Richard Foster asked a question any agency should be prepared to answer: Are your profits derived from loyal service to your clients, or not?" William A. Brewer III, partner at Brewer, Attorneys & Counselors and lead counsel to Foster, said in a statement.
WPP's media operations in China have already faced significant legal scrutiny. Earlier this year, Di Fei, the former GroupM China chief investment officer, was sentenced to life in prison for taking bribes totaling $176 million with his ex-colleagues, Bloomberg reported. Di Fei is appealing the ruling, Bloomberg reported in June.
WPP has said it is aware of the court's sentencing of its former employees in China and has cooperated fully with the relevant authorities.
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Lara O'Reilly You're currently following this author! Want to unfollow? Unsubscribe via the link in your email.
Lara O'Reilly is the anchor of the CMO Insider newsletter.She is a senior correspondent who has covered the digital advertising, marketing, and media industries since 2010. Her current beat includes big tech companies like Alphabet, and Meta, and adtech firms, agencies, publishers, the creator economy, and CMOs.Lara has previously worked as a reporter and executive producer at titles including The Wall Street Journal, Digiday, Yahoo Finance, and Marketing Week. She was previously Business Insider's senior global advertising editor from 2014 to 2017.Lara is a regular guest on TV and radio and has appeared on outlets such as the BBC, NPR, SiriusXM's Wharton Business Daily, and CTV Television Network. She also frequently speaks on stage at major events such as Web Summit, IFA, VivaTech, Advertising Week, and Cannes Lions.To get in touch with Lara O'Reilly, email [email protected] or contact her on Signal at @loreilly.71
Sony zvýšila výhled provozního zisku pro fiskální rok 2026 o 8 % na 1,72 bilionu JPY po silném prvním čtvrtletí. Provozní zisk vzrostl o 40 % na 476,5 miliardy JPY.
Key Takeaways Sony raised fiscal 2026 operating income guidance 8% to 1.72T yen after a strong first quarter.PlayStation network revenues hit 208.6B yen as monthly active users reached a June record of 125 million.Premium valuation, weaker cash generation and higher debt leave less room for execution missteps. Sony Group Corporation (SONY - Free Report) combines faster profit growth with a broader mix of digital entertainment and image-sensor earnings. The company’s raised outlook strengthens the investment case.
Valuation, cash conversion and product-cycle exposure limit the margin for error. The stock looks more suitable for investors willing to accept execution risk than for those seeking a low-priced entry.
Sony’s Earnings Strengthen the Buy CaseSony raised its fiscal 2026 sales forecast to ¥12.5 trillion from ¥12.3 trillion. Operating income guidance increased 8% to ¥1.72 trillion, while the net income forecast rose 4% to ¥1.21 trillion.
Image Source: Zacks Investment Research
The revisions followed a first quarter in which operating income advanced 40% to ¥476.5 billion and the operating margin expanded to 16.8% from 13%. Profit growth materially outpaced the 8% increase in sales.
SONY’s Recurring Revenue Mix Builds ResiliencePlayStation network services generated ¥208.6 billion in quarterly revenues, while monthly active users reached a June record of 125 million. Music streaming also grew, with Recorded Music and Music Publishing streaming revenues rising 10% and 8%, respectively, in U.S. dollar terms.
Game & Network Services, Music and Pictures produced combined fiscal 2025 segment sales equal to nearly 67% of consolidated sales. Spotify Technology S.A. (SPOT - Free Report) provides a focused streaming comparison, while Sony also owns recordings, publishing rights and catalogs that can be monetized across formats.
Sony’s Valuation Leaves Less Room for ErrorSONY trades at 1.7X forward 12-month sales, above its three-year median of 1.5X and the sub-industry’s 1.6X. Its forward earnings multiple of 17.5X also exceeds the industry comparison of 13.8X.
Those premiums are easier to defend when margins and recurring revenues keep improving. Slower earnings growth, weaker engagement, or an unfavorable business mix could produce multiple compressions even if Sony remains profitable.
SONY Faces Execution and Cash Flow PressureCash provided by continuing operations declined to ¥197.4 billion from ¥253.9 billion as inventories, content investment and taxes weighed on cash generation. Long-term debt increased to ¥993.7 billion, adding another reason to monitor the conversion of accounting profits into cash.
Gaming incurred next-generation platform investment and restructuring costs, while past impairments show that strategic spending does not always produce timely returns. Higher memory costs and an adjusted first-party game roadmap add to the execution burden.
Sony’s Catalysts Must Outrun Its RisksMajor game releases, improved PlayStation engagement, anime expansion, music growth and a richer image-sensor mix could extend the earnings improvement. Crunchyroll subscriber growth and catalog licensing provide additional ways to monetize intellectual property.
Nintendo Co., Ltd. (NTDOY - Free Report) is a useful console-cycle comparison because its dedicated gaming business also depends on hardware and software demand. Sony must also manage competitive pressure, uneven hardware demand, currency sensitivity, memory costs and the unquantified impact of the Kumamoto earthquake.
SONY’s Scores Favor Buyers With Risk ToleranceSony’s fundamentals support a buy-leaning view for investors comfortable with cyclical and execution risk, but the valuation argues for discipline. The raised outlook and broader earnings base are constructive, while cash-flow pressure and external variables make the timing less straightforward.
The stock boasts a Zacks Rank #1 (Strong Buy), a VGM Score of A and a Momentum Score of A. Its Value Score of B is favorable, but the Growth Score of C and a 2.8% decline in the fiscal-year earnings estimate over three months temper the signal. The combination favors risk-tolerant buyers without removing the need to track delivery against guidance. You can see the complete list of today’s Zacks #1 Rank stocks here.
Sony za týden přidala 10,9 % díky rychlejšímu růstu zisku a vyššímu celoročnímu výhledu. Herní provozní zisk vzrostl o 37 % na 202 miliard ¥, i když tržby byly téměř beze změny.
Key Takeaways Sony gained 10.9% in a week as faster profit growth and higher full-year forecasts supported momentum.Gaming operating income rose 37% despite nearly flat sales and weaker hardware demand.Sensor operating income more than doubled on pricing, mix and currency, while valuation carried a premium. Sony Group Corporation (SONY - Free Report) has gained 10.9% in a week, putting the durability of its earnings momentum under closer scrutiny. The latest quarter supplied several reasons for optimism, including faster profit growth and higher full-year forecasts.
The next move may depend on whether Sony can convert favorable currency effects, tariff refunds and better business mix into sustainable operating gains. Valuation and execution risks leave less room for disappointment after the sharp advance.
SONY’s Gaming Profits Outpace Hardware DemandGame & Network Services sales were nearly flat at ¥937.1 billion as lower hardware unit sales and weaker non-first-party software offset currency benefits. Operating income still climbed 37% to ¥202 billion, helped by U.S. tariff refunds and foreign exchange.
Network services revenue reached ¥208.6 billion, while PlayStation monthly active users increased 2% to a June record of 125 million. Nintendo Co. Ltd. (NTDOY - Free Report) offers a relevant console-industry comparison because its business also spans dedicated gaming hardware and software.
Sony’s Music and Sensors Add Earnings BreadthMusic sales rose 21% to ¥562 billion, supported by foreign exchange, live events, merchandising and streaming. Recorded Music streaming revenues increased 10% in U.S. dollar terms, while Music Publishing streaming revenues grew 8%.
Imaging & Sensing Solutions sales increased 26% to ¥512.7 billion. Operating income more than doubled to ¥122.2 billion as higher mobile-sensor pricing, improved customer and product mix and currency effects lifted profitability. Spotify Technology S.A. (SPOT - Free Report) provides a more focused streaming comparison to Sony’s diversified music operations.
SONY Still Faces Costs, FX and Cycle RisksGaming absorbed higher spending for the next-generation platform and restructuring. Sony also adjusted its first-party title roadmap, while rising memory costs pressured the Entertainment, Technology & Services business.
Currency boosted reported results across several segments, and consolidated sales fell about 1% on a constant-currency basis. Smartphone and hardware demand remain uneven, while the Kumamoto earthquake created a production risk that was not included in full-year guidance.
Sony’s Valuation Could Cap the Next LegSony trades at 1.69 times forward 12-month sales, above its three-year median of 1.49 times and the sub-industry’s 1.64 times. That premium suggests the market already recognizes part of the earnings improvement.
Further gains may require Sony to deliver on its higher forecasts and preserve margin expansion without depending mainly on tariff refunds and currency. A richer multiple also increases the stock’s sensitivity to weaker demand, unfavorable exchange-rate movements or slower profit growth.
SONY’s Strong Signals Support the Rally CaseThe rally has operating support, but its extension rests on execution. Sony’s broader profit base, improved outlook and expanding margins strengthen the case, while valuation and cyclical risks argue against assuming another quick advance.
The stock sports a Zacks Rank #1 (Strong Buy), a VGM Score of A and a Momentum Score of A. Its Value Score of B is also favorable, while the Growth Score of C and the absence of positive near-term estimate revisions temper the signal. The combination supports a constructive view without removing the need to monitor delivery against guidance. You can see the complete list of today’s Zacks #1 Rank stocks here.
Sony vykázala za 1. čtvrtletí rekordní tržby 2,84 bilionu ¥ i provozní zisk 476,5 miliardy ¥ a zvýšila celoroční výhled tržeb, provozního i čistého zisku. Čistý zisk činil 342,2 miliardy ¥. Firma zároveň čeká, že většina zhruba ¥80 miliard vratek amerických cel letos podpoří výsledky.
Sony Is Going All-Digital—But Investors Should Watch This InsteadSony NYSE: SONY reported record first-quarter sales and operating income for fiscal 2026, raised its full-year sales, operating income and net-income forecasts, and said it expects most of an estimated ¥80 billion in U.S. tariff refunds to benefit results during the current fiscal year.
For the quarter ended June 30, consolidated sales rose 8% year over year to ¥2.84 trillion, while operating income increased 40% to ¥476.5 billion. Net income climbed 32% to ¥342.2 billion. CFO Lin Tao said sales and operating income were both first-quarter records.
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Microsoft’s Xbox Problem Is Bigger Than a Console WarSony lifted its fiscal-year sales forecast by 2% to ¥12.5 trillion and raised its operating-income outlook by 8% to ¥1.72 trillion. Its net-income forecast increased 4% to ¥1.21 trillion, while the operating cash flow outlook remained unchanged at ¥1.5 trillion.
Tao said Sony expects approximately ¥80 billion in refunds of U.S. tariffs paid by the group during the fiscal year. Most of that amount was incorporated into the higher consolidated operating-income forecast. During the investor question-and-answer session, management said roughly 70% of the expected refund was recognized in the first quarter, with the largest share benefiting the Game & Network Services business and the remainder going to Imaging & Sensing Solutions.
Earthquake Impact Not Included in Forecast How the Memory Shortage Is Crushing the Gaming IndustryThe company said its semiconductor facilities in Kumamoto Prefecture and neighboring regions were affected by the July 28 Kumamoto earthquake. Sony reported no casualties other than several minor injuries.
The Kumamoto Technology Center in Kikuyo Town, which was near the epicenter and experienced seismic intensity of 5+, suspended production immediately after the quake. Tao said the site was scheduled to gradually resume production beginning Aug. 4 and return to pre-earthquake output levels by mid-August. Production had already resumed at sites in Nagasaki, Oita and Kagoshima, where Sony said there was no significant damage to buildings or equipment.
Sony did not include earthquake effects in its full-year outlook because the financial impact could not yet be reasonably estimated. Tao said the company did not expect the event to have a major effect on full-year semiconductor results, citing a lower level of damage than the Kumamoto earthquake a decade earlier, strengthened seismic resistance at facilities and lessons from prior business-continuity planning.
Gaming Profit Rises as Sony Plans Disc Production End Game & Network Services first-quarter sales were essentially flat at ¥937.1 billion, while operating income rose 37% to ¥202 billion. The profit increase was primarily driven by U.S. tariff refunds, partly offset by higher costs, including investment in the next-generation platform and restructuring expenses.
Sony increased its full-year G&NS sales outlook by 3% to ¥4.54 trillion, primarily due to foreign exchange rates, and raised its operating-income forecast by 10% to ¥660 billion. The company also cited tariff refunds and additional cost improvements.
Monthly active users across the PlayStation platform rose 2% year over year to a June record of 125 million accounts. Total play time declined 4%, which management attributed to a comparison period that benefited from season updates to major titles and new hit releases. Tao said engagement remained solid and could improve as major first- and third-party titles are scheduled for release toward the end of the calendar year.
Sony said it has secured the memory required to meet projected PS5 sales volume in the current fiscal year and continues to expect hardware profitability comparable with the prior year.
During the media session, Tao confirmed Sony will stop manufacturing game discs from January 2028. She said the decision reflected broader digitalization of content and that the company does not currently anticipate a negative business impact because a large share of content sales is already digital. Sony said it will continue discussions with retailers and take regional differences into account, noting that North American retailers already sell packages containing digital codes rather than discs.
Music and Image Sensors Deliver Record Quarterly Profits The Music segment posted a 21% increase in sales to ¥562 billion and a 14% increase in operating income to a first-quarter record of ¥105.9 billion. Sony cited foreign exchange, higher live-event revenue and increased recorded-music streaming revenue.
On a U.S.-dollar basis, recorded-music streaming revenue rose 10% and music-publishing streaming revenue increased 8%. Tao said streams of Michael Jackson songs increased to about four times their pre-film-release level following the global success of the movie Michael.
Sony raised its Music sales forecast 2% to ¥2.19 trillion and its operating-income forecast 5% to ¥420 billion, citing foreign exchange and consolidation of Recognition Music Group.
Imaging & Sensing Solutions sales rose 26% to ¥512.7 billion, while operating income increased approximately 2.3 times to a first-quarter record of ¥122.2 billion. Higher average selling prices for mobile sensors and foreign exchange contributed to the result.
The company raised the segment’s sales forecast by 2% to ¥2.11 trillion and operating-income forecast by 5% to ¥420 billion. However, Sony said it remains cautious on the second half because memory-market conditions could affect high-end smartphone shipments. It expects full-year mobile-sensor revenue to decline slightly from the prior fiscal year.
Sony also said discussions with TSMC toward definitive agreements for a next-generation image-sensor development and manufacturing partnership were progressing smoothly. The company included roughly ¥10 billion of additional fiscal-year costs for preparations related to the prospective joint venture.
Other Business Updates Pictures sales declined 4% to ¥315.1 billion, reflecting fewer television-series deliveries, while operating income rose 33% to ¥24.8 billion as theatrical marketing costs decreased. Sony raised its segment operating-income forecast by 3% to ¥150 billion. Crunchyroll subscribers continued to grow beyond the more than 21 million reported at the end of March, according to Tao.
Entertainment, Technology & Services sales rose 2% to ¥543.9 billion and operating income was essentially flat at ¥42.6 billion. Sony maintained its full-year forecast for the segment, while noting continued memory-price increases as a challenge.
Sony said it had repurchased approximately ¥120 billion of shares through the end of June under the repurchase facility established in May.
About Sony (NYSE:SONY)Sony Group Corporation NYSE: SONY is a Japanese multinational conglomerate headquartered in Minato, Tokyo. Founded in 1946 by Masaru Ibuka and Akio Morita, Sony has grown from an electronics maker into a diversified global company with operations spanning consumer electronics, entertainment, gaming, semiconductors and financial services. The company’s shares trade in Japan and its American Depositary Receipts trade on the New York Stock Exchange under the ticker SONY.
Sony’s primary businesses include Electronics Products & Solutions, which covers televisions, audio equipment, digital cameras and professional broadcast systems; Game & Network Services, anchored by the PlayStation platform, consoles, software and online services; Music and Pictures, through Sony Music Entertainment and Sony Pictures Entertainment, producing, distributing and licensing recorded music, film and television content; Imaging & Sensing Solutions, which develops CMOS image sensors and other semiconductor components; and Financial Services, offering life insurance, banking and other financial products in Japan.
This instant news alert was generated by narrative science technology and financial data from MarketBeat in order to provide readers with the fastest reporting and unbiased coverage. Please send any questions or comments about this story to [email protected].
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Sony uvedla, že zemětřesení v Kumamotu zasáhlo její polovodičové provozy, ale bez vážných škod a bez obětí; výroba v Kikuyo je pozastavena a obnovuje se.
Sony Group Corporation (SONY) Q1 2026 Earnings Call July 31, 2026 3:00 AM EDT
Company Participants
Daisuke Ishii
Lin Tao - CFO, Corporate Executive Officer & Director
Naoya Horii - Senior Vice President
N.P. Singh
Conference Call Participants
Yasuo Nakane - Mizuho Securities Co., Ltd., Research Division
Junya Ayada - JPMorgan Chase & Co, Research Division
Presentation
Daisuke Ishii
We thank you very much for joining us today. We will now begin the Sony Group Corporation's First Quarter Earnings Announcement. I am Ishii of Corporate Communications. I will be ending this session. Today, fiscal 2026 first quarter consolidated results and consolidated forecast will be presented by Executive Officer and CFO, Lin Tao, followed by questions and answers. The English prerecorded presentation by Ms. Tao will be streamed through the English channel. We are planning for a total of 70 minutes. Ms. Tao, please.
Lin Tao
CFO, Corporate Executive Officer & Director
Hello, everyone. Welcome to Sony Group earnings announcement. Before explaining our financial results, I would like to discuss the impact of the 2026 Kumamoto earthquake that occurred on July 28. First, I would like to express my heartfelt sympathy to those affected by the earthquake and to those whose daily lives have been disrupted. We have several semiconductor facilities located in Kumamoto prefecture and neighboring prefectures. And while all these facilities were affected by the earthquake, there were no casualties other than a few people who sustained minor injuries.
The Kumamoto Technology Center of Sony Semiconductor Manufacturing Corporation, in Kikuyo Town, Kumamoto Prefecture, which is relatively close to the epicenter, experienced shaking at a seismic intensity of 5-plus and suspended production immediately after the earthquake. Restoration efforts to resume production are currently underway. Our production sites in Nagasaki, Oita and Kagoshima had no significant damage to buildings or equipment and production has resumed. We will continue our efforts to
Sony zvýšila celoroční výhled provozního zisku o 8 % na 1,72 bilionu jenů díky síle herního byznysu. Ve 2. čtvrtletí provozní zisk stoupl o 40 % na 476,5 miliardy jenů a překonal odhady.
A Sony logo appears in this illustration taken August 25, 2025. REUTERS/Dado Ruvic/Illustration Purchase Licensing Rights, opens new tab
TOKYO, July 31 (Reuters) - Sony (6758.T), opens new tab on Friday hiked its full-year operating profit forecast by 8% to 1.72 trillion yen ($10.72 billion), citing the strength of its gaming business.
The Japanese conglomerate has received plaudits for its pivot to entertainment, but the market is concerned about the impact of AI and a memory chip price boom on its business.
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The PlayStation maker pointed to the impact of U.S. tariff refunds, a boost from exchange rates and cost control for the rosier outlook for its gaming unit.
In the April-June quarter, group operating profit rose 40% to 476.5 billion yen, beating analyst estimates, due to the strength of the gaming and image sensors businesses.
Sony has said it has secured memory chip supply for this financial year but expects continued high prices next year.
Sony is expected to be a major beneficiary of the launch of "Grand Theft Auto VI" on November 19 as Microsoft's (MSFT.O), opens new tab Xbox business retrenches.
Take-Two Interactive Software (TTWO.O), opens new tab could sell 30 million to 35 million "GTA VI" units by year-end, according to a forecast from Ampere Analysis analyst Piers Harding-Rolls.
Other games coming to PlayStation 5 include the major in-house title "God of War Laufey", which is due for release in February.
For the July-September quarter, analysts on average expect Sony to report an operating profit of 465 billion yen. The company's shares were down 8% year-to-date ahead of the earnings.
Camera lens maker Tamron (7740.T), opens new tab said on Thursday it had received an acquisition proposal from Sony and established a committee to review its options.
Sony is a leading manufacturer of cameras and image sensors, while Tamron is a supplier of lenses for cameras made by Sony and rivals Nikon (7731.T), opens new tab and Canon (7751.T), opens new tab.
The company raised the forecast for its image sensors business, citing higher sales and exchange rates.
($1 = 160.5000 yen)
Reporting by Sam Nussey; Editing by Muralikumar Anantharaman and Jamie Freed
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A Sony logo appears in this illustration taken August 25, 2025. REUTERS/Dado Ruvic/Illustration Purchase Licensing Rights, opens new tab
TOKYO, July 30 (Reuters) - Japanese camera lens maker Tamron (7740.T), opens new tab said on Thursday it has received an acquisition proposal from Sony Group (6758.T), opens new tab and that it has established a committee to review its options.
The optical components manufacturer said in a statement that Sony made a non-binding proposal for a series of transactions to turn it into a wholly owned subsidiary.
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Tamron's shares were untraded with a glut of buy orders in early Tokyo trade. The company had a market capitalisation of $1.18 billion as at Wednesday's close. Sony's shares were down 1.7%.
A Sony spokesperson said the entertainment and technology conglomerate believes the proposal will enhance Tamron's corporate value and the interests of its stakeholders, and contribute to the development of Sony's imaging business.
Sony is a manufacturer of cameras and image sensors, while Tamron is a supplier of lenses for its cameras as well as for cameras made by Nikon (7731.T), opens new tab and Canon (7751.T), opens new tab.
Sony owns 14.7% of Tamron, LSEG data showed. Singapore-based Effissimo Capital is the largest shareholder with 17.4%.
Shares in Sony have been under pressure in recent months as investors worry about high memory chip prices and the impact of artificial intelligence on its entertainment business.
Reporting by Sam Nussey and Hina Suzuki; Editing by Jacqueline Wong and Christopher Cushing
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Sony od ledna 2028 ukončí výrobu fyzických nosičů pro nové hry na PlayStation a přejde na digitální vydání. Tento krok zkomplikuje bazarový trh s hrami, který měl v roce 2025 podle odhadů hodnotu 7,2 miliardy USD.
In June 2013, Sony's PlayStation put out a short video demonstrating how easy it was to share games on PlayStation.
Then-Sony executive Shuhei Yoshida handed a disc to colleague Adam Boyes, and that was it. But it was viewed as more than just a simple instruction, it was seen as a dig at rival Microsoft Xbox's strict game-sharing policies.
"Trade in the game at retail. Sell it to another person. Lend it to a friend, or keep it forever," then-President and CEO of Sony Computer Entertainment America Jack Tretton said at a conference that same year. "When a gamer buys a PS4 disc, they have the rights to use that copy of the game."
The line sparked a standing ovation and helped intensify the backlash that led Xbox to roll back its restrictive policies.
Now, in the eyes of some, Sony is becoming the very villain it mocked.
PlayStation has announced it will end physical disc production for new games released on its consoles starting in January 2028, making new releases digital-only.
Boxed retail versions, if they are sold, will contain a download code rather than a disc.
One of the first games that will use this model is reportedly Take-Two Interactive's highly anticipated Grand Theft Auto 6, published by Rockstar Games and slated for release this year.
The economics are in Sony's favor. By selling more games digitally, the company has less need to manufacture physical boxes, and physical discs are eliminated completely, improving profit margins.
Michael Pachter, managing director of strategic planning at Wedbush Securities, told CNBC that the move will save Sony a bit of money, but "there can be no question that the consumer pays the tax in terms of less optionality."
A disc can be resold, traded in, lent to a friend, given as a gift, kept on a shelf, or preserved after a storefront shuts down. A download code cannot do any of that.
Without physical discs, gamers lose the ability to buy cheaper used games or recoup money from games they have finished. The change will give Sony a tighter grip on where games are sold, when they are discounted and how long consumers can access them.
"This is a truly ironic turn of events," Kazunori Ito, director of equity research at Morningstar, told CNBC. Sony won goodwill in 2013 by presenting physical discs as the "simple, consumer-friendly option," he said.
On YouTube, gamers resurfaced Sony's old clips with bitter comments: "This is like watching the wedding video after the divorce," one wrote. "Oh, how the mighty have fallen," wrote another.
Existing physical games, and titles released on disc before the cutoff, will not be affected.
"This is an extremely anti-consumer decision that has no legitimate justification and communicates a disdain for players in their ecosystem," Michael Futter, founder of video game industry consultancy F-Squared, told CNBC.
For Futter, the issue is that consoles are closed ecosystems, controlled by the platform holder. On PC, players can buy games through other marketplaces like Steam or the Epic Games Store.
"Sony would love for us to believe that the PC market's shift to digital is the exact same thing as consoles going down that path. It simply isn't," Futter said.
"There is an important difference between players accepting that shift because they see value in it, and having it effectively forced on them by taking away the alternative."
Kazunori Ito
Director of Equity Research, Morningstar
Sony and Playstation did not respond to CNBC's queries for comment.
Resale market declineSony's move has direct implications for the second-hand gaming economy. Dataintelo estimates the global second-hand game platform market, including pre-owned games, consoles, accessories and peripherals, was worth $7.2 billion in 2025 and will reach $13.8 billion by 2034.
"Realistically, at least 1/3 of games have been sold historically as used, and the games that were sold used also provided currency to the gamer who traded them in as cash to pay for new games," Wedbush's Patcher said. "Brick and mortar game retail is doomed."
While older games can still circulate even after disc production ceases, that's not possible with digital ones.
Morningstar's Ito expects the second-hand market for games to "keep shrinking and eventually disappear."
Developers will have less flexibility over discounting than PC platforms, where games can be sold across Steam, Epic Games Store, GOG and other stores, according to Futter.
However, Sony's defenders might argue that the market has changed since 2013. Sony's results for full-year 2025 showed that revenue from PlayStation 4 and 5 physical games is almost 10 times less than the revenue from digital downloads of full games.
Sony said in its announcement that the decision was a "natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs."
Separately, over 500 previously purchased movies will be removed from users' PlayStation libraries because of licensing agreements, with Sony's notice making no mention of compensation.
Still, some were wary of what this step could lead to eventually.
"What's to stop PlayStation from taking the same actions with games we've purchased?" Futter posited.
Ito expressed concern also.
"There is an important difference between players accepting that shift because they see value in it, and having it effectively forced on them by taking away the alternative," he said.
"Most would prefer to make that transition in their own way and at their own pace, rather than having it driven by the end of physical discs," he added.
Sony uvedla, že zábava, IP a technologie pro tvorbu tvoří 67 % konsolidovaných prodejů. PlayStation má přes 125 milionů měsíčně aktivních uživatelů a Crunchyroll více než 21 milionů platících předplatitelů.
Key Takeaways Sony says entertainment, IP and creation technology now generate 67% of consolidated sales.SONY's PlayStation tops 125M monthly active users as Crunchyroll exceeds 21M paid subscribers.Sony says AI supports creators by improving workflows, production efficiency and user experiences. Sony Group Corporation (SONY - Free Report) continues to strengthen its long-term growth strategy by expanding its entertainment ecosystem, enhancing intellectual property (IP) value and investing in technologies that support creators. The company stated that its creative entertainment vision remains central to its long-term strategy, combining technology with creativity to deliver new experiences across digital and physical environments while maximizing the value of its IP portfolio. Entertainment, IP and creation technology now account for 67% of Sony's consolidated sales, reflecting the company's ongoing portfolio transformation.
SONY highlighted the strength of its entertainment businesses across gaming, music, pictures and anime. The PlayStation platform now has more than 125 million monthly active users worldwide, supported by continued engagement and a broad portfolio of content. The music business continues to benefit from relationships with artists, digital streaming platforms and global audiences, while the pictures business remains focused on producing films and television content and expanding collaborations through adaptations of gaming IP. Sony also emphasized that anime remains an important growth area, supported by collaboration across its businesses in production, marketing, fan engagement and worldwide distribution.
Crunchyroll continues to expand its global presence with more than 21 million paid subscribers and a library exceeding 50,000 episodes available in multiple languages. Sony is also strengthening its position in anime through strategic investments and partnerships while continuing to invest in music IP through acquisitions and collaborations.
AI is another key element of Sony's long-term entertainment strategy. The company stated that AI is intended to enhance human creativity rather than replace creators. Across PlayStation, Sony Pictures and Sony Music, AI is being deployed to improve production efficiency, accelerate workflows, support content creation and enhance user experiences while maintaining creative control. Sony believes these technologies will enable more diverse content, increase productivity and help creators pursue projects that were previously limited by cost or production timelines.
Management stated that the combination of entertainment assets, strong IP, creator-focused technology and continued investment across gaming, music, anime and film positions Sony to pursue future growth opportunities while adapting to changes across the global entertainment industry.
Taking a Look at SONY’s CompetitorsDolby Laboratories, Inc. (DLB - Free Report) is gaining from solid licensing performance. The company’s licensing engine remains tied to expanding adoption of Dolby Atmos and Dolby Vision across streaming platforms, TVs, mobile devices and autos, with Dolby Vision 2 setting up an upgrade cycle as sets begin shipping later in fiscal 2026. Momentum in automotive and sports-focused streaming, plus early monetization from the video distribution program and Dolby OptiView, supports the long-term opportunity. For fiscal 2026, management continues to expect Dolby Atmos, Dolby Vision and imaging patents to grow about 15% and represent nearly half of licensing revenue.
Sonos, Inc. (SONO - Free Report) is returning to revenue growth as its core system proposition improves and newer products broaden entry points into the ecosystem. Demand for key speakers and home theater products has supported its second-quarter fiscal 2026 results, with faster growth in EMEA and APAC helping offset a mixed U.S. backdrop. Management is pairing the product cycle with tighter operating discipline, share repurchases and a focus on direct customer relationships and the installer channel. For the third quarter of fiscal 2026, SONO expects revenues in the range of $355 million to $375 million, indicating year-over-year growth of 3% to 9%, with 6% growth at the midpoint.
SONY’s Price Performance, Valuation & EstimatesShares of SONY have lost 15.1% in the past year compared with the Zacks Audio Video Production industry’s decline of 15.4%.
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SONY seems overvalued, as suggested by the Value Score of A. In terms of the forward 12-month Price/Sales ratio, SONY is trading at 1.56, slightly higher than the industry’s multiple of 1.55.
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For SONY, earnings estimates for the current year have been revised downward in the past 60 days.
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SONY currently has a Zacks Rank #3 (Hold). You can see the complete list of today’s Zacks #1 Rank (Strong Buy) stocks here.
Sony Bank získala podmíněný souhlas od OCC k založení americké národní trustové banky pro stablecoiny. Nová dceřiná společnost Connectia Trust bude kapitalizována částkou 40 milionů USD.
Sony Bank has received conditional approval to launch a U.S.-based stablecoin bank.
The Japan-based financial institution this week announced it had a tentative green light from the Office of the Comptroller of the Currency (OCC) to establish a national trust bank.
The new business, known as Connectia Trust, National Association, will be capitalized with $40 million, with Sony Bank owning 100% of the subsidiary, the announcement said.
Sony said the bank is being established “in preparation for the commercialization of businesses related to the issuance and management of U.S. dollar‑denominated stablecoins in the United States.”
“The establishment of this trust subsidiary is intended to contribute to the development of a medium to long‑term business foundation for the Sony Financial Group’s digital asset businesses,” the announcement added.
The news follows a report last year by Japan’s Nikkei that Sony had applied to the OCC for a U.S. banking license.
That report said the company expected its U.S. customers who play its video games and consume its other content will use stablecoins to pay for subscriptions, giving Sony a way to offset the fees paid to credit card companies.
In other news from the intersection of stablecoins and banking, PYMNTS wrote earlier this week about a pair of legal developments which “underscore that when it comes to crypto, stablecoins and blockchain finance, trust is being reinserted at the points where assets become bankable.”
First is New York’s UCC Revision Act, which went into effect last month and establishes a clearer commercial law framework for digital assets by introducing controllable electronic records and equating “control” and possession for certain digital collateral.
“Before the change, lenders taking crypto or other digital assets as collateral faced uncertainty over perfection, priority and enforceability,” the report said. “The new Article 12 introduces controllable electronic records, while amended Article 9 adds categories such as controllable accounts and controllable payment intangibles to reduce ambiguity for lenders.”
Also in June, FinCEN and federal banking regulators proposed customer identification program rules (KYC and KYB) for permitted payment stablecoin issuers under the GENIUS Act which would place formal CIP (Customer Identification Program) obligations on nonbank issuers.
“For banks, FinTechs, payment firms and stablecoin issuers, the new question is not whether crypto can operate outside the banking system,” PYMNTS wrote. “It is whether digital assets can become bankable enough to move through it.”
Sony oznámila, že od roku 2028 ukončí fyzické herní disky a přejde na digitální distribuci. Firma tím chce reagovat na preference zákazníků a snížit náklady.
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52-Week Range$19.32▼
$30.34Dividend Yield0.53%
Price Target$22.00
Sony Corp. NYSE: SONY announced plans to discontinue its physical gaming discs starting in 2028. According to the company, the move is being made to coincide with consumer preferences. That sentiment is backed up by Take-Two Interactive NASDAQ: TTWO , which announced that its latest version of Grand Theft Auto will be available exclusively in a digital format.
SONY hasn’t moved much since the announcement, and for good reason. The issue of physical discs doesn’t address the larger threat that’s facing the gaming industry as a whole.
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For updates on that front, investors will have to wait for the company’s earnings report, which is due in early August.
Memory Costs Remain Sony's Biggest Gaming HeadwindThe short-term reaction to the phase-out news was predictable. The decision will lead to cost savings, which investors love. It also has the potential to improve margins.
But it does nothing to address the memory issue, which will still be front and center for Sony and other gaming companies, such as Microsoft NASDAQ: MSFT. Microsoft has recently announced company-wide layoffs of up to 4,800 workers. However, most of those displaced will come from its gaming division, which is struggling with higher memory costs for its Xbox.
Sony faces those issues with its PlayStation console, but on a much greater scale. Sony's PlayStation 5 currently dominates in market share with an estimated 75 million active units globally. That’s a stark contrast to the 30 million units sold across the Xbox Series ecosystem.
That means the company faces a memory issue that’s literally twice as large as that of Microsoft and even more so than that of Take-Two.
Sony's Move Away From Discs Raises Ownership ConcernsSony’s decision, on top of Take-Two's move, is a shot across the bow at a company like GameStop NYSE: GME, which still generates a significant share of its revenue from physical gaming hardware, including discs. But that’s been a known issue for years. GameStop has closed over 1,300 stores in the last two fiscal years due to dwindling demand for physical games.
The real backlash is coming from collectors and physical media loyalists who have now lost the ability to resell, lend, or buy used games. Eliminating discs ties ownership more tightly to platform accounts/servers. The argument is that the absence of physical discs eliminates the second-hand market and gives consumers no alternative to the PlayStation Store. That means after 2028, Sony will be the only arbiter over what a game costs and how long users can use it.
On one level, the concerns hold some merit. If Sony decides to delist a title, gamers who don’t own the physical disc could lose access entirely. Even if they have a physical disc, the functionality will be limited to that version.
Those concerns are coming to a head in a lawsuit by a Dutch law firm, which is seeking $457 billion dollars in damages. The “Fair PlayStation” campaign addresses the “Sony tax,” which refers to the 30% commission that Sony levies on all products sold through its stores.
Plus, the announcement comes shortly after Sony raised the price of its disc-edition PlayStation to $649.99 from $549.99—a not-so-subtle way to nudge consumers to higher-margin digital sales. It may be a coincidence, but the optics give the critics some validity.
However, the real erosion of consumer ownership rights is mostly an argument dressed in nostalgia's clothing. No privacy rights are being lost, and Sony’s larger point is correct. More gamers are simply choosing to download the updated version of a game.
SONY Stock Analysis: Technical Signals Point to Limited UpsideSONY is down about 17% in 2026. The good news is that it looks like it’s formed a bottom at just under $20 per share. The concern is that the upside may be limited without better momentum.
The Sony analyst forecasts on MarketBeat show a consensus price target of $22, which leaves less than 4% by way of upside. Assuming earnings growth of around 10% in the next 12 months, the company’s annual dividend looks safe and may increase. But the yield of 0.5% may not be enough to keep investors interested.
The daily chart supports a case for cautious optimism, but with a big asterisk. Shares have climbed off their recent low to about $21, and the MACD line has crossed above its signal line, a bullish signal that often precedes further near-term gains. That said, the stock remains well below its 200-day simple moving average of $24.05, a level SONY hasn't reclaimed since December 2025.
That gap between improving short-term momentum and a still-declining long-term trend line is exactly why the upside looks capped. A bounce off support isn't the same as a confirmed reversal, and bulls likely need a close above the 200-day average before the broader downtrend is truly broken.
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Sony od ledna 2028 přestane vydávat nové hry na fyzických discích a přesune prodej na digitální platformy. Změna se nedotkne už vydaných ani dříve uvedených her.
ToplinePlayStation manufacturer Sony announced the company would no longer release new games on physical discs starting in January 2028, shifting all sales to digital platforms in an effort to “adapt to consumer trends,” marking the end of a physical media era for one of the bestselling game console manufacturers.
The company said this change would not impact games that were already released.
Future Publishing via Getty Images
Key FactsIn a blog post published on Wednesday, Sony’s senior director Sid Shuman said the move will “align more closely with how most of our community prefers to access and play games today.”
Physical sales of new games have been falling in recent years—physical software made up only 3% of Sony’s revenue in 2024, according to the company’s 2025 corporate report.
The news comes days after Rockstar began preorders for their highly anticipated “Grand Theft Auto VI,” which is currently slated for release in November without a physical disc inside its physical release.
Sony said the shift to digital sales will not impact older games already released, or upcoming games being released before January 2028.
Analysts Predict ‘Watershed Moment’ For Games IndustryPiers Harding-Rolls, an analyst at Ampere Analysis, called Sony’s announcement a “watershed moment” for the industry in a post on social media. According to Ampere’s data, Sony’s sales of digital games have replaced their sales for physical games. In 2013, digital sales made up only 13% of the company’s full game sales. But 12 years later this trend was reversed—digital sales made up 80% of all full games Sony sold last year, according to the firm’s data. Harding-Rolls later predicted Sony’s upcoming PlayStation 6 console, which does not have an official release date yet, will not include a physical disc drive on its standard version. In response to the news, Mat Piscatella, a games industry analyst at Circana, said in a Bluesky post “physical video games will last only as long as the console manufacturers allow them to.” Piscatella linked to data from his own firm that found consumers spent $1.6 billion on new physical games in the last 12-month period ending in May—down from a peak of $11.5 billion in 2009.
TangentThe news did not immediately impact GameStop stock price after markets opened on Wednesday morning. In March, GameStop reported a 14% revenue drop in its most recent fourth quarter as consumers migrated to digital downloads for games.
Sony Pictures investuje do Cosm 100 milionů USD a získá menšinový podíl. Jde o strategický krok do oblasti imerzivní zábavy a rozšiřování filmových a televizních značek.
Ravi Ahuja, Chairman and CEO at Sony Pictures Entertainment speaks during the Milken Institute Global Conference 2026 in Beverly Hills, California, U.S., May, 5, 2026. REUTERS/Mike Blake Purchase Licensing Rights, opens new tab
June 24 (Reuters) - Sony Pictures Entertainment announced a $100 million strategic investment in immersive technology firm Cosm on Wednesday, marking a push by the Hollywood studio to extend its film and television properties into a growing network of dome-shaped venues across the United States.
Los Angeles-based Cosm operates dome venues using its "Shared Reality" technology, which projects live sports, concerts and other events onto massive, wraparound curved LED screens.
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As the lead investor in Cosm's Series C financing round, Sony Pictures will acquire a minority ownership stake in the company, it said in a statement.
The investment advances Sony Pictures' focus on experiential entertainment, fandom and technology, and would allow the studio to explore new ways to extend its intellectual property through immersive experiences.
Sony Pictures CEO Ravi Ahuja will join Cosm's board of directors.
"We will use this capital to fuel Cosm's growth as we expand our venue network and advance our technology initiatives across both Sports and Entertainment," Cosm CEO Jeb Terry said.
Cosm has opened three domes in Los Angeles, Dallas and Atlanta, with venues planned for Detroit in September and Cleveland next year. Additional U.S. and international locations will be announced soon, the company said.
In July 2024, Cosm announced it had raised $250 million in a funding round, achieving a valuation of over $1 billion.
Reporting by Juby Babu in Mexico City; Editing by Joyjeet Das
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