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Sony Group Corp (SONY)

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Upturn Advisory Summary
12/09/2025: SONY (1-star) is a SELL. SELL since 3 days. Simulated Profits (6.50%). Updated daily EoD!
1 Year Target Price $34.67
1 Year Target Price $34.67
| 4 | Strong Buy |
| 1 | Buy |
| 1 | Hold |
| 0 | Sell |
| 0 | Strong Sell |
Analysis of Past Performance
Type Stock | Historic Profit -6.66% | Avg. Invested days 46 | Today’s Advisory SELL |
Upturn Star Rating ![]() | Upturn Advisory Performance | Stock Returns Performance |
Key Highlights
Company Size Large-Cap Stock | Market Capitalization 164.29B USD | Price to earnings Ratio 21.36 | 1Y Target Price 34.67 |
Price to earnings Ratio 21.36 | 1Y Target Price 34.67 | ||
Volume (30-day avg) 6 | Beta 0.84 | 52 Weeks Range 19.09 - 30.34 | Updated Date 12/9/2025 |
52 Weeks Range 19.09 - 30.34 | Updated Date 12/9/2025 | ||
Dividends yield (FY) 0.54% | Basic EPS (TTM) 1.29 |
Analyzing Revenue: Products, Geography and Growth
Revenue by Products
Product revenue - Year on Year
Revenue by Geography
Geography revenue - Year on Year
Earnings Date
Report Date 2025-11-11 | When Before Market | Estimate 0.27 | Actual 0.3359 |
Profitability
Profit Margin 8.9% | Operating Margin (TTM) 14.87% |
Management Effectiveness
Return on Assets (TTM) 2.83% | Return on Equity (TTM) 15.39% |
Valuation
Trailing PE 21.36 | Forward PE 22.78 | Enterprise Value 167107830654 | Price to Sales(TTM) 0.01 |
Enterprise Value 167107830654 | Price to Sales(TTM) 0.01 | ||
Enterprise Value to Revenue 1.97 | Enterprise Value to EBITDA 9.19 | Shares Outstanding 5963462805 | Shares Floating 5925198584 |
Shares Outstanding 5963462805 | Shares Floating 5925198584 | ||
Percent Insiders - | Percent Institutions 7.71 |
Upturn AI SWOT
Sony Group Corp

Company Overview
History and Background
Sony Group Corporation, originally Tokyo Tsushin Kogyo (Tokyo Telecommunications Engineering Corporation), was founded in 1946 by Masaru Ibuka and Akio Morita. Initially a small electronics repair shop, it grew into a global technology and entertainment giant. Key milestones include the introduction of the world's first transistor radio (TR-55) in 1955, the iconic Walkman portable cassette player in 1979, the PlayStation game console in 1994, and the acquisition of Columbia Pictures in 1989, marking a significant expansion into the entertainment industry. Sony has continuously evolved, adapting to technological shifts and diversifying its business segments.
Core Business Areas
- Game & Network Services: This segment is a major revenue driver, encompassing the development, manufacturing, and sale of PlayStation consoles, software titles, network services (PlayStation Network), and digital content. It is a leading player in the global video game market.
- Entertainment, Technology & Services (ET&S): This segment includes a wide range of consumer electronics such as televisions (Bravia), cameras (Alpha, Cyber-shot), audio equipment, mobile communications (Xperia smartphones), and imaging sensors, which are also supplied to other manufacturers.
- Imaging & Sensing Solutions: Focuses on the development and sale of image sensors, predominantly for smartphones, digital cameras, and industrial applications. Sony is a dominant supplier of CMOS image sensors globally.
- Music: Sony Music Entertainment is one of the largest music corporations globally, involved in recorded music, music publishing, and artist management, with a vast catalog and diverse roster of artists.
- Pictures: Sony Pictures Entertainment is involved in the production and distribution of filmed entertainment, television programming, and digital content. This includes major film studios and television networks.
- Financial Services: Sony offers a range of financial services, primarily in Japan, including life insurance and banking.
Leadership and Structure
Sony Group Corporation is headquartered in Tokyo, Japan. Its leadership is structured with a Board of Directors overseeing the company's strategy and governance, and an Executive Team responsible for day-to-day operations. Kenichiro Yoshida serves as the Chairman, President and CEO. The company operates through a matrix structure with global divisions responsible for its various business segments.
Top Products and Market Share
Key Offerings
- PlayStation 5 (PS5): Sony's latest home video game console, offering advanced graphics, processing power, and an immersive gaming experience. Competitors include Microsoft's Xbox Series X/S and Nintendo's Switch. While exact global market share fluctuates, PlayStation has historically held a significant share of the console market, often exceeding 40% in terms of unit sales during console generations. Revenue generated is substantial, driven by hardware sales and a vast library of first-party and third-party games.
- Bravia Televisions: Sony's line of high-definition and 4K televisions known for picture quality, design, and smart features. Competitors include Samsung, LG, TCL, and Hisense. Sony holds a strong position in the premium TV segment, with market share estimates for the overall TV market often in the range of 10-15%, and higher in premium OLED and 4K categories.
- Alpha Mirrorless Cameras: Sony's range of professional and enthusiast mirrorless digital cameras, recognized for their advanced autofocus systems, image quality, and compact designs. Competitors include Canon, Nikon, and Fujifilm. Sony has become a dominant force in the interchangeable-lens camera market, particularly in mirrorless, often leading in market share for these camera types, especially in higher-end segments.
- Image Sensors: Sony is the world's leading supplier of CMOS image sensors, essential components for smartphones, digital cameras, and various other devices. Competitors include Samsung Electronics, Omnivision, and onsemi. Sony's market share in image sensors is estimated to be well over 50%, making it a critical supplier to many smartphone manufacturers, including Apple.
- PlayStation Network (PSN): A digital media entertainment service providing online multiplayer gaming, digital content, and streaming services for PlayStation consoles. It has hundreds of millions of active users globally, making it a key driver of recurring revenue through subscriptions (PlayStation Plus) and digital game sales.
Market Dynamics
Industry Overview
Sony operates across multiple dynamic industries, including consumer electronics, gaming, entertainment (music and film), and semiconductors. The consumer electronics market is highly competitive, driven by innovation, price, and brand loyalty. The gaming industry is experiencing robust growth fueled by console sales, digital distribution, and emerging trends like cloud gaming and esports. The entertainment sector is undergoing digital transformation with a shift towards streaming and on-demand content. The semiconductor industry, particularly image sensors, is critical for mobile devices and automotive applications, with high demand and technological complexity.
Positioning
Sony is positioned as a diversified global leader with strong brand recognition and a reputation for innovation. Its competitive advantages lie in its integrated business model, strong intellectual property in gaming and entertainment, advanced technology in imaging, and established global distribution networks. The company excels in creating ecosystems that link its hardware, software, and content offerings, particularly with the PlayStation platform.
Total Addressable Market (TAM)
The TAM for Sony is vast, encompassing the global markets for consumer electronics (hundreds of billions of USD), video games (hundreds of billions of USD), digital media and entertainment (trillions of USD), and image sensors (tens of billions of USD). Sony is well-positioned to capture significant portions of these markets through its diverse product portfolio, brand strength, and technological leadership, particularly in the high-growth areas of gaming and image sensors.
Upturn SWOT Analysis
Strengths
- Strong brand recognition and reputation for quality and innovation.
- Dominant position in the video game industry with the PlayStation ecosystem.
- Global leadership in image sensor technology.
- Diversified revenue streams across electronics, gaming, and entertainment.
- Significant intellectual property portfolio in entertainment content.
- Strong R&D capabilities.
Weaknesses
- Reliance on cyclical consumer electronics markets.
- Intense competition across all business segments.
- Vulnerability to supply chain disruptions, particularly for semiconductors.
- Challenges in mobile communications market (Xperia).
- High operating costs associated with entertainment production.
Opportunities
- Growth in cloud gaming and subscription services.
- Expansion of AI and metaverse-related technologies.
- Increasing demand for high-performance image sensors in emerging applications (automotive, IoT).
- Leveraging entertainment IP for new content formats and platforms.
- Potential for further consolidation and strategic acquisitions.
- Growth in emerging markets.
Threats
- Intensifying competition from tech giants and specialized players.
- Rapid technological obsolescence.
- Economic downturns impacting consumer spending on electronics and entertainment.
- Geopolitical risks and trade tensions affecting global supply chains and markets.
- Cybersecurity threats and data privacy concerns.
- Content piracy and intellectual property infringement.
Competitors and Market Share
Key Competitors
- Microsoft Corporation (MSFT)
- Nintendo Co., Ltd. (NTDOY)
- Samsung Electronics Co., Ltd. (SSNLF)
- LG Electronics Inc. (LGEIY)
- Canon Inc. (CAJ)
- Nikon Corporation (NINOY)
Competitive Landscape
Sony holds a strong competitive advantage in the gaming console market with its PlayStation brand, and in image sensors due to its technological lead. However, it faces formidable competition from tech giants like Microsoft and Samsung, as well as established players in cameras and entertainment. Its diversified structure allows it to mitigate risks in individual segments, but also requires continuous innovation and adaptation across its broad portfolio.
Major Acquisitions
Bungie Inc.
- Year: 2022
- Acquisition Price (USD millions): 3600
- Strategic Rationale: To strengthen Sony's gaming portfolio and expand its live-service game capabilities, leveraging Bungie's expertise in developing and operating popular online multiplayer titles. This acquisition aims to bolster Sony's first-party content and expand its reach within the gaming ecosystem.
Crunchyroll
- Year: 2021
- Acquisition Price (USD millions): 1175
- Strategic Rationale: To significantly expand Sony's anime content library and distribution capabilities in the rapidly growing anime market. This acquisition aims to enhance Sony's entertainment offerings and reach a wider global audience interested in anime.
Growth Trajectory and Initiatives
Historical Growth: Sony has experienced significant growth over the past decade, driven by the success of the PlayStation brand, expansion in image sensors, and recovery and growth in its entertainment divisions. The company has successfully navigated digital transitions and diversified its business model.
Future Projections: Analyst projections generally indicate continued growth for Sony, with strong performance expected from its gaming and imaging segments. Expansion into new entertainment formats, AI integration, and leveraging its existing IP are key areas for future growth. However, projections are subject to market dynamics and competitive pressures.
Recent Initiatives: Recent strategic initiatives include significant investments in R&D for AI and robotics, expansion of its content production capabilities in music and film, continued development of next-generation gaming experiences, and strengthening its position in the automotive sensor market.
Summary
Sony Group Corp is a robust and diversified technology and entertainment conglomerate with significant strengths in gaming, image sensors, and entertainment content. Its integrated ecosystem, strong brand, and consistent innovation drive its market leadership. While facing intense competition and market cyclicality, Sony's strategic acquisitions and focus on emerging technologies position it well for continued growth. Key areas to monitor include the evolving gaming landscape, the demand for its advanced sensors, and the performance of its entertainment divisions in a digital-first world.
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Sources and Disclaimers
Data Sources:
- Sony Group Corporation Official Investor Relations Website
- Financial News Outlets (e.g., Bloomberg, Reuters, Wall Street Journal)
- Market Research Reports (e.g., IDC, Statista)
- Securities and Exchange Commission (SEC) Filings (e.g., 20-F)
Disclaimers:
This analysis is based on publicly available information and market data. Financial figures are approximations and can vary based on reporting periods and currency conversions. Market share data is estimated and subject to change. This information is for analytical purposes and should not be considered as investment advice. Investors should conduct their own due diligence.
AI Summarization is directionally correct and might not be accurate.
Summarized information shown could be a few years old and not current.
Fundamental Rating based on AI could be based on old data.
AI-generated summaries may have inaccuracies (hallucinations). Please verify the information before taking action.
About Sony Group Corp
Exchange NYSE | Headquaters - | ||
IPO Launch date 1958-12-01 | President, CEO, Director & Representative Corporate Executive Officer Mr. Hiroki Totoki | ||
Sector Technology | Industry Consumer Electronics | Full time employees 112300 | Website https://www.sony.com |
Full time employees 112300 | Website https://www.sony.com | ||
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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