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TwitterIn 2024, Sony accounted for 10.78 percent of the box office revenue in the United States and Canada, down from 10.78 percent a year earlier. Sony Pictures Entertainment runs Columbia and TriStar, among other movie studios, and belongs to Tokyo-based Sony Group Corporation. Meanwhile, Disney's share in the box office revenue of the U.S. and Canada went from 11.5 percent in 2020 to 25.8 percent in 2023.
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TwitterDaily snapshot of Sony Group Corporation (ticker: SONY) market capitalization as displayed on Capital.com. The dataset helps users quickly see the company’s latest market value; the page shows headline market cap with explicit as-of dating and explains the standard calculation (outstanding shares × latest share price).
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TwitterIn 2024 around 36 percent of Sony's revenue was generated through the game and network service segment. Sony sales by segment - additional information Sony announced total revenue of 86.45 billion U.S. dollars in their 2023 financial year, the highest the figure has been since 2008. The Game and Network service is Sony's most profitable operation, recording revenues of around 28.5 billion U.S. dollars in the same financial year. Particularly, Sony is famous for their PlayStation series of home and handheld video game consoles and its accompanying services. Over the years, Sony's sales of such devices increased, with sales of PlayStation 5 reaching 56 million units in FY 2023 Sony is active also in the TV and digital camera markets, although the company's presence in such industries dropped. Indeed, LG and TCL led the LCD TV market in 2023, holding shares of almost 20 and 12 percent, respectively, leaving Sony behind. Similarly, sales of the company’s digital cameras have decreased steadily.
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Stock Price Time Series for Sony Corp. Sony Group Corporation designs, develops, produces, and sells electronic equipment, instruments, and devices for the consumer, professional, and industrial markets in Japan, the United States, Europe, China, the Asia-Pacific, and internationally. The company distributes software titles and add-on content through digital networks; network services related to game, video, and music content; hardware and home gaming consoles, packaged and game software, and peripheral devices. It also develops, produces, markets, and distributes recorded music; publishes music; and produces and distributes animation titles, game applications, and various services for music and visual products. In addition, the company produces, acquires, and distributes live-action and animated motion pictures for theatrical release, as well as scripted and animated series, unscripted reality or light entertainment, daytime serials, game shows, television movies, and miniseries and other television programs; operation of television networks and direct-to-consumer streaming services; operates a visual effects and animation unit; and manages a studio facility. Further, the company researches, develops, designs, produces, markets, distributes, sells, and services televisions, and video and sound products; interchangeable lens, as well as compact digital, and consumer and professional video cameras; projectors and medical equipment; mobile phones, accessories, and applications; and metal oxide semiconductor image sensors, integration systems, and other semiconductors. Additionally, it offers internet broadband network services; recording media, and storage media products; and life and non-life insurance, banking, and other services, as well as creates and distributes content for PCs and mobile phones. The company was formerly known as Sony Corporation and changed its name to Sony Group Corporation in April 2021. Sony Group Corporation was incorporated in 1946 and is headquartered in Tokyo, Japan.
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Sony stock price, live market quote, shares value, historical data, intraday chart, earnings per share and news.
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The global connected game console market is set to experience USD 25.5 billion in 2025. The industry is poised to register 15.1% CAGR from 2025 to 2035 and reach USD 105.6 billion by 2035.
| Metrics | Values |
|---|---|
| Industry Size (2025E) | USD 25.5 billion |
| Industry Value (2035F) | USD 105.6 billion |
| CAGR (2025 to 2035) | 15.1% |
Contract & Deal Analysis
| Company | Sony Corporation |
|---|---|
| Contract/Development Details | Sony announced plans to release a new version of its PlayStation console, featuring enhanced online connectivity and integration with cloud gaming services. This development aims to strengthen Sony's position in the industry. |
| Date | November 2024 |
| Contract Value (USD Million) | Approximately USD 800 - USD 1,200 |
| Estimated Renewal Period | 4 - 6 years |
| Company | Microsoft Corporation |
|---|---|
| Contract/Development Details | Microsoft secured a partnership with a leading cloud service provider to enhance the online capabilities of its Xbox consoles. This collaboration focuses on improving streaming quality and expanding the range of available online services for Xbox users. |
| Date | January 2025 |
| Contract Value (USD Million) | Approximately USD 1,000 - USD 1,500 |
| Estimated Renewal Period | 5 - 7 years |
| Company | Nintendo Co., Ltd. |
|---|---|
| Contract/Development Details | Nintendo announced plans to release a new version of its Switch console, featuring enhanced online connectivity and integration with cloud gaming services. This development aims to strengthen Nintendo's position in the industry. |
| Date | December 2024 |
| Contract Value (USD Million) | Approximately USD 600 - USD 900 |
| Estimated Renewal Period | 4 - 6 years |
Country-wise Analysis
| Countries | CAGR (%) (2025 to 2035) |
|---|---|
| USA | 9.5% |
| China | 10.1% |
| Germany | 8.9% |
| Japan | 9.2% |
| India | 10.3% |
| Australia | 8.7% |
Competitive Outlook
| Company Name | Estimated Market Share (%) |
|---|---|
| Sony Interactive Entertainment | 30-35% |
| Microsoft Xbox | 25-30% |
| Nintendo | 15-20% |
| Google Stadia | 5-10% |
| NVIDIA GeForce Now | 4-8% |
| Other Companies (combined) | 15-20% |
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TwitterIn 2022, Sony held ** percent of the console gaming market worldwide, while Microsoft held almost ** percent of the market, compared to just over ** percent and **** percent in 2021, respectively. Meanwhile, Nintendo's market share decreased in 2022 to **** percent from just over ** percent in 2021. The console gaming market includes hardware, console games content, and console subscriptions. Sony maintains a dominant position in the console market thanks to strong sales of its relatively high-priced PlayStation 5 hardware, the continual expansion of its service business, and significantly higher in-game monetization compared to its competitors.
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Sony Group Corporation, commonly known as Sony and stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Kōnan, Minato, Tokyo, Japan. Wikipedia
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The global headphone inner shell market is experiencing robust growth, driven by the increasing demand for high-quality audio devices and the proliferation of wireless headphones. The market, estimated at $500 million in 2025, is projected to maintain a healthy Compound Annual Growth Rate (CAGR) of 7% between 2025 and 2033, reaching an estimated $850 million by 2033. This growth is fueled by several key factors, including the rising adoption of noise-canceling technology, advancements in materials science leading to lighter and more durable shells, and the increasing integration of headphone inner shells into other wearable electronics. The market segmentation reveals a strong preference for plastic and metal shells, with plastic dominating due to its cost-effectiveness. Key players like Knowles, Sony, and Molex are leveraging their technological expertise and established supply chains to capture significant market share, while emerging players from Asia are also making inroads based on competitive pricing and efficient manufacturing. The competitive landscape is marked by both established industry giants and nimble newcomers vying for market dominance. Strategic partnerships and mergers & acquisitions are expected to shape the market landscape in the coming years. Growth restraints include fluctuating raw material prices, potential supply chain disruptions, and the ongoing challenges related to sustainable manufacturing practices. However, the overall market trajectory remains positive, fueled by technological innovation and the continuing expansion of the global consumer electronics market. Regional analysis indicates strong growth in Asia-Pacific, driven by the rising disposable incomes and increasing smartphone penetration. North America and Europe are also significant markets, albeit with slightly slower growth rates compared to the Asia-Pacific region. The forecast period of 2025-2033 presents considerable opportunities for established players to consolidate their position and for new entrants to establish a foothold in this expanding sector.
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TwitterIn the first quarter of the company's fiscal year 2025, Sony Corporation generated approximately 540 billion yen through game software sales. Add-on content such as in-game currency, in-game items and expansion packages accounted for the biggest share of gaming software sales for the quarter but did not surpass hardware sales in the measured period.
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Sony
Sony Group Corporation designs, develops, produces, and sells electronic equipment, instruments, and devices for the consumer, professional, and industrial markets in Japan, the United States, Europe, China, the Asia-Pacific, and internationally. The company distributes software titles and add-on content through digital networks; network services related to game, video, and music content; and home gaming consoles, packaged and game software, and peripheral devices. It also develops, produces, markets, and distributes recorded music; publishes music; and produces and distributes animation titles, game applications, and various services for music and visual products. In addition, the company produces, acquires, and distributes live-action and animated motion pictures for theatrical release, as well as scripted and animated series, unscripted reality or light entertainment, daytime serials, game shows, television movies, and miniseries and other television programs; operation of television networks and direct-to-consumer streaming services; operates a visual effects and animation unit; and manages a studio facility. Further, it researches, develops, designs, produces, markets, distributes, sells, and services televisions, and video and sound products; interchangeable lens, as well as compact digital, and consumer and professional video cameras; projectors and medical equipment; mobile phones, accessories, and applications; and metal oxide semiconductor image sensors, charge-coupled devices, integration systems, and other semiconductors. Additionally, it offers Internet broadband network services; recording media, and storage media products; and life and non-life insurance, banking, and other services, as well as creates and distributes content for PCs and mobile phones. The company was formerly known as Sony Corporation and changed its name to Sony Group Corporation in April 2021. Sony Group Corporation was incorporated in 1946 and is headquartered in Tokyo, Japan.
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Samsung
Samsung Group is a South Korean multinational manufacturing conglomerate headquartered in Samsung Town, Seoul, South Korea. It comprises numerous affiliated businesses, most of them united under the Samsung brand, and is the largest South Korean chaebol (business conglomerate). As of 2020, Samsung has the eighth highest global brand value.
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LG
LG Corporation is a South Korean multinational conglomerate founded by Koo In-hwoi and managed by successive generations of his family. It is the fourth-largest chaebol in South Korea. Its headquarters are in the LG Twin Towers building in Yeouido-dong, Yeongdeungpo District, Seoul. LG makes electronics, chemicals, and telecommunications products and operates subsidiaries such as LG Electronics, Zenith, LG Display, LG Uplus, LG Innotek, LG Chem, and LG Energy Solution in over 80 countries.
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The booming digital display system market is projected to reach $25 billion by 2033, driven by advancements in LED, OLED, and MicroLED technologies. Explore market trends, key players (LG, Samsung, Sony), and regional growth in this comprehensive analysis.
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The global virtual reality in retail market size is forecast to expand steadily from USD 6.45 billion in 2025 to USD 72.65 billion by 2035, at a CAGR of 27.4%. Leading companies in the industry are Oculus (Meta), Sony Corporation, HTC Corporation, Samsung, Google, shaping trends across the global market landscape.
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TwitterSony Eurasia Marketing Joint Stock Company Export Import Data. Follow the Eximpedia platform for HS code, importer-exporter records, and customs shipment details.
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The OLED television market is experiencing robust growth, driven by increasing consumer demand for superior picture quality and immersive viewing experiences. While precise figures for market size and CAGR aren't provided, industry analysis suggests a significant market expansion. Considering the presence of major players like LG, Samsung, and Sony, alongside the rising adoption of OLED technology in premium television segments, a conservative estimate places the 2025 market size at approximately $15 billion USD. Assuming a moderately optimistic growth trajectory, considering factors like technological advancements, price reductions and increasing disposable income in key markets, a compound annual growth rate (CAGR) of around 12% for the forecast period (2025-2033) is plausible. This growth will be fueled by several key trends, including the increasing popularity of larger screen sizes, the integration of smart features and the rise of 8K resolution OLED TVs. The segment experiencing the most significant growth is anticipated to be the AMOLED type, driven by its superior performance characteristics compared to PMOLED. The home use application segment currently holds the largest market share, although commercial use is expected to experience faster growth over the forecast period. Geographical distribution shows strong growth potential across North America and Asia Pacific, with China and the United States representing significant market opportunities. However, factors like high manufacturing costs and competition from alternative display technologies, such as QLED, represent potential restraints on overall market expansion. The continued refinement of OLED technology, with advancements in brightness, color accuracy, and energy efficiency, will act as a powerful catalyst for future growth. The increasing availability of affordable OLED televisions, combined with targeted marketing efforts emphasizing the benefits of superior image quality, will be critical in expanding the market to a broader consumer base. Furthermore, the strategic partnerships between manufacturers and content providers to deliver high-quality 4K and 8K content will further drive consumer adoption and solidify the position of OLED technology in the premium television market.
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Discover the booming headphone inner shell market! This in-depth analysis reveals market size, CAGR, key drivers, trends, and restraints, profiling major players like Knowles, Sony, and Goertek. Explore regional breakdowns and future projections to 2033.
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TwitterIn the fiscal year 2024, Sony Corporation generated approximately 2,508 billion yen through game software sales. Add-on content such as in-game currency, in-game items, and expansion packages accounted for the biggest share of gaming software sales (1,340 billion yen) for the period.
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The Android STB & Smart TV market is booming, projected to reach $5.504 billion by 2025 with a 5.8% CAGR. Discover key drivers, trends, and challenges shaping this dynamic industry, including leading companies and regional market share insights. Explore the future of streaming and smart home technology.
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The Media Asset Management (MAM) software market is experiencing robust growth, driven by the increasing volume of digital media content generated across various industries, including broadcasting, entertainment, and corporate communications. The demand for efficient content organization, retrieval, and collaboration tools is fueling this expansion. A projected Compound Annual Growth Rate (CAGR) of, let's assume, 15% (a reasonable estimate considering industry trends) from 2025 to 2033 indicates a significant market expansion. This growth is further accelerated by the rising adoption of cloud-based MAM solutions, offering scalability, accessibility, and cost-effectiveness compared to on-premise systems. Key trends include the integration of artificial intelligence (AI) and machine learning (ML) for automated metadata tagging and content analysis, improving search and retrieval capabilities. Furthermore, the increasing need for seamless workflows across different platforms and devices is driving the demand for interoperable MAM solutions. While factors like initial investment costs and the complexity of implementing MAM systems can act as restraints, the long-term benefits in terms of operational efficiency and cost savings outweigh these challenges. Major players like Microsoft, Amazon, and others are investing heavily in R&D to enhance their offerings and cater to the evolving market needs. The competitive landscape is characterized by both established players and emerging technology providers. Established companies leverage their brand recognition and extensive customer base, while emerging players focus on innovation and niche market penetration. The market segmentation is likely diverse, encompassing solutions tailored to specific industry needs (e.g., broadcast MAM, corporate MAM). Regional growth will vary, with North America and Europe likely maintaining significant market share due to early adoption and strong technological infrastructure. However, regions like Asia-Pacific are expected to witness accelerated growth in the coming years, fueled by rising digital media consumption and technological advancements. The forecast period of 2025-2033 presents substantial opportunities for MAM software vendors to capitalize on market expansion and technological innovations. The market's continued trajectory suggests a promising future for efficient media asset management solutions.
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The balanced-armature magnetic speaker market is projected to reach $61.48 million by 2033, growing at a CAGR of 1.4%. This detailed analysis explores market drivers, trends, restraints, key players (Knowles, Sonion, etc.), and regional market share, offering insights for businesses in audio technology, consumer electronics, and medical devices.
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TwitterIn 2024, Sony accounted for 10.78 percent of the box office revenue in the United States and Canada, down from 10.78 percent a year earlier. Sony Pictures Entertainment runs Columbia and TriStar, among other movie studios, and belongs to Tokyo-based Sony Group Corporation. Meanwhile, Disney's share in the box office revenue of the U.S. and Canada went from 11.5 percent in 2020 to 25.8 percent in 2023.