WIDE MOAT STOCKS & COMPETITIVE ADVANTAGES

Checking

 

Sony Group Corporation 6758

TokyoConsumer electronicsFinancials to Sep 30, 2026 · Updated Nov 11, 2026

On Stock Analysis · affiliate link
6758 financials
Moat score
62
ROIC
16.6%
P/E
19.8
EV/EBIT
13.6
FCF yield
6.5%
Dividend yield
0.6%
Market cap
¥24.74T

Moat ranks

Score rankTied #302 of 396
Durabilitydurable
Market structureOligopoly
Pricing powermoderate

Balance sheet

9/30/26
¥BMar 31Sep 30
Cash2,208.92,009.3
Securities0.00.0
Debt1,042.01,447.9
Net cash1,166.9561.5
Equity8,119.08,550.4
Leverage
Debt / EBITDA
0.49×
Debt / equity
0.17×
Leases (9/30/26)
¥639.0B
Capital
Diluted shares
5,878M
Book value / share
¥1,454.71
Price / book
2.9×
Net cash / share
¥95.52
Market cap
¥24.74T
Enterprise value
¥24.18T

Per-share record

Fiscal years and TTM
Scale
¥0¥1,000¥2,000¥3,000'17'18'19'20'21'22'23'24'252,075.37'262,214.69TTM
Revenue per shareCash flow per share

Key indicators

Latest: Q2 '27
IndicatorLatestVs year agoLast 8 quarters
Revenue growth10.3%+5.7 pts
Operating margin18.1%+4.3 pts
FCF margin9.3%+4.8 pts
Capex / revenue4.1%+0.9 pts
PlayStation monthly active accounts127.0M+7%
Full-game software units88.2M+10%
Digital full-game download share78.0%+6.0 pts
Network-services revenue¥218.3B+20%
Digital software and add-on revenue¥643.9B+13%

Margins and growth from reported quarters; company KPIs as reported in results releases.

About 6758

Sony sells PlayStation hardware and online services, music rights, film and television content, creator electronics and image sensors. Gaming supplied the largest share of continuing sales in the year ended March 2026.

Revenue mix
Game & Network Services 36.6%Entertainment, Technology & Services 17.5%Music 16.8%Imaging & Sensing Solutions 16.5%Pictures 11.9%All Other and Corporate 0.7%
  • Two Sided Network

    PlayStation gives developers access to 125 million monthly active accounts.

  • Content Rights Currency

    Recording and composition rights earn repeat royalties from streaming, performance and licensing.

  • Content Rights Currency

    Film and TV distribution rights support licensing across release windows and recurring library demand.

  • Capex Knowhow Scale

    Sony combines stacked sensor design, specialized fabrication and qualified production.

Timeline
  1. Oct 5, 2026

    Sony reported JPY26.0 billion spent repurchasing 6.89 million shares in September, bringing purchases under its May authorization to JPY263.36 billion; cash returns compete with catalog and factory investment.

  2. Sep 18, 2026

    Sony and Universal filed another Suno copyright suit, extending the dispute over AI training and royalty protection without establishing a final infringement judgment.

  3. Sep 10, 2026

    Tulip launched an imaging-patent licensing program with Sony, Canon, Huawei and OPPO. It offers access to more than 125,000 patents and another route to royalties, without disclosing Sony revenue or license rates.

  4. Aug 11, 2026

    Sony and TSMC signed a binding next-generation sensor venture agreement. Sony plans JPY465 billion of cash and asset contributions in phases, with production planned for 2029.

  5. Jul 31, 2026

    Sony raised its July operating-profit forecast to JPY1.72 trillion with currency and expected tariff refunds contributing; earthquake effects remained outside the forecast.

Financial record

Fiscal year2017201820192020202120222023202420252026TTMTrendChange 2017–26
Per share (¥)
Revenue1,180.311,322.171,338.701,308.751,439.391,585.841,768.101,823.001,981.042,075.372,214.69+6.5%/yr
Cash flow125.36194.05194.45213.86182.38197.1850.70178.68324.50327.00362.28+11.2%/yr
Earnings11.3875.95141.5592.25164.69141.01161.96137.06175.71171.44213.04+35.2%/yr
Free cash flow73.59153.35146.15144.18105.94126.68-48.1680.60222.28250.88274.66+14.6%/yr
Capex51.7740.7048.3069.6876.4570.5098.8698.08102.2276.1187.62+4.4%/yr
Dividends3.934.415.887.859.8011.8813.9515.9718.9722.4625.28+21.4%/yr
Book value387.67459.20578.75653.641,068.561,141.961,063.101,228.361,346.451,350.201,454.71+14.9%/yr
Diluted shares (M)6,4426,4626,4736,3116,2526,2566,2076,1776,0756,0135,878-0.8%/yr
Totals (¥B)
Revenue7,603.38,544.08,665.78,259.98,998.79,921.510,974.411,260.012,034.912,479.613,017.3+5.7%/yr
Operating income288.7734.9894.2845.5955.31,202.31,302.41,035.31,276.61,447.51,777.4+19.6%/yr
Net income73.3490.8916.3582.21,029.6882.21,005.3846.61,067.41,030.91,252.2+34.1%/yr
Free cash flow474.0991.0946.1910.0662.3792.5-298.9497.91,350.41,508.61,614.3+13.7%/yr
Buybacks0.10.2100.2200.20.488.699.2203.0285.5522.1566.1+155.1%/yr
Dividends25.328.538.149.661.374.386.698.6115.3135.0148.6+20.5%/yr
Net cash-208.2291.1179.576.5-271.8-836.6-1,857.4-1,609.6-617.81,166.9561.5+¥1,375.1B
Margins & returns (%)
Gross margin37.539.340.642.543.741.134.628.229.330.833.0-6.7 pts
Operating margin3.88.610.310.210.612.111.99.210.611.613.7+7.8 pts
Net margin1.05.710.67.011.48.99.27.58.98.39.6+7.3 pts
FCF margin6.211.610.911.07.48.0-2.74.411.212.112.4+5.9 pts
ROIC8.020.518.715.610.311.311.58.410.815.616.6+7.6 pts
Return on equity2.916.524.514.115.412.315.211.213.012.714.6+9.8 pts
R&D % of revenue5.95.45.66.06.16.26.76.66.16.15.7+0.2 pts
Stock pay % of revenue0.00.10.10.10.10.10.10.20.20.3–+0.3 pts
Capex % of revenue4.43.13.65.35.34.45.65.45.23.74.0-0.7 pts

Change uses 2017 and 2026 only: compound annual growth for amounts, points for margins and returns, and the change in amount for net cash. A dash means no 2017 base. Trend shows the fiscal years.

TTM = four quarters to Sep 30, 2026. Per-share values use diluted weighted shares.ROIC = operating income × (1 − 25.2% tax rate, the company's own over three fiscal years excluding one-offs) ÷ (equity + debt − cash and current securities). Returns show a dash when their base is negative or under 10% of revenue. Free cash flow = operating cash flow − capex. Debt is all borrowings; net cash counts long-term securities and excludes leases.

Moat

Moat scorecard

Moat score62
Strength
Confidence
Structure
Oligopoly
Durability
durable
Trajectory
stable
Pricing power
moderate
Segments
  • Game & Network Services36.6%
    1 claim
  • Music16.8%
    1 claim
  • Pictures11.9%
    1 claim
  • Entertainment, Technology & Services17.5%
    No moat
  • Imaging & Sensing Solutions16.5%
    1 claim
  • All Other and Corporate0.7%
    No moat

Moat claims

Applies to
Game & Network Services
Confidence
Durability
durable
Trajectory
stableas of Oct 6, 2026
Why it holds

PlayStation gives developers access to 125 million monthly active accounts. A broad game catalog, digital libraries and multiplayer communities help retain players, which in turn supports developer releases. Cross-platform releases and players using several systems limit this effect.

Why stable

PlayStation reached 125 million active accounts in June, but quarterly playtime fell 4% and full-game software units were 66.1 million; audience scale persists without clear engagement expansion.

Indicators
  • PlayStation monthly active accounts127,000,000+7%
  • Full-game software units88,200,000+10%
  • Digital full-game download share78.0%+6.0 pts
  • Network-services revenue¥218.3B+20%
  • Digital software and add-on revenue¥643.9B+13%
  • Total PlayStation playtime growth-4%
  • PlayStation 5 hardware units2,600,000-35%
Risks
  • Gaming time shifts to PC/mobile ecosystems
  • Regulatory scrutiny of platform fees/store policies
  • Ending discs for new games in 2028 removes resale options and can weaken retail support or consumer trust.
  • Rivals acquire/lock up must-have content
  • Cloud gaming reduces console-centric lock-in

Profile change log

  1. Nov 11, 2026 · analyst revision

    Reconciled current-quarter operating evidence and guidance; added the latest demand and capital-allocation counterevidence without changing moat strength ratings.

  2. Oct 6, 2026 · business change

    Sony completed the transfer of its battery business to Murata, exiting the activity after a JPY42,298 million held-for-sale valuation charge in the prior fiscal year.

  3. Oct 6, 2026 · business change

    Sony sold part of its M3 interest for JPY51,968 million and recognized a JPY37,167 million gain, returning portfolio capital without increasing entertainment demand.

  4. Oct 6, 2026 · analyst revision

    Recognition’s July purchase brought approximately JPY310 billion of long-term debt as well as music catalogs. Sensor-demand caution, recurring preparation costs and pending store-pricing cases broaden the bear case; no moat status or strength is changed.

  5. Oct 6, 2026 · business change

    Tulip launched an imaging-patent licensing program with Sony, Canon, Huawei and OPPO. It offers access to more than 125,000 patents and another route to royalties, without disclosing Sony revenue or license rates.

  6. Oct 6, 2026 · business change

    Tamron disclosed Sony’s non-binding proposal to make the lens maker a wholly owned subsidiary. A special committee is reviewing options; terms and completion remain undecided.

  7. Oct 6, 2026 · business change

    Sony announced that discs for new PlayStation games will end from January 2028, shifting new releases to digital distribution while creating risks for resale choice and retail relationships.

  8. Oct 6, 2026 · business change

    Sony lost significant influence over Sony Financial Group after its shareholder meeting and reclassified the retained stake as an equity investment measured through other comprehensive income, ending its contribution to equity-method earnings.

  9. Oct 6, 2026 · analyst revision

    Shared-market leader lists now cite sources that name the companies, rather than Sony’s annual report. Narrow TV, camera and recorded-music totals are identified as subsets; different image-sensor share definitions are kept separate.

  10. Oct 6, 2026 · analyst revision

    Shareholder earnings now use the filed continuing-operation figures for March 2024 through March 2026 annual periods and June 2024 through March 2026 quarters, matching continuing sales and operating profit. The large financial-services spin-off loss remains disclosed separately.

  11. Oct 6, 2026 · business change

    Sony Honda Mobility discontinued development and launch of its two AFEELA models after Honda changed its EV plans, ending that route to a new automotive business and leading to investment losses.

  12. Oct 6, 2026 · business change

    Sony reported JPY26.0 billion spent repurchasing 6.89 million shares in September, bringing purchases under its May authorization to JPY263.36 billion; cash returns compete with catalog and factory investment.

  13. Oct 6, 2026 · business change

    Sony and Recognition confirmed that the music-rights catalog purchase had closed after approvals, adding stakes in more than 45,000 songs through Sony’s GIC investment partnership.

  14. Oct 6, 2026 · analyst revision

    All Other is corrected from medical and ancillary products to the filed disc-manufacturing and recording-media activities. Its verified-no-moat status is unchanged.

  15. Oct 6, 2026 · business change

    Sony and Universal filed another Suno copyright suit, extending the dispute over AI training and royalty protection without establishing a final infringement judgment.

  16. Oct 6, 2026 · business change

    Sony and TSMC signed a binding next-generation sensor venture agreement. Sony plans JPY465 billion of cash and asset contributions in phases, with production planned for 2029.

  17. Oct 6, 2026 · business change

    Sony raised its July operating-profit forecast to JPY1.72 trillion with currency and expected tariff refunds contributing; earthquake effects remained outside the forecast.

  18. Oct 6, 2026 · business change

    The Kumamoto earthquake halted a sensor production site, adding an unquantified risk to shipments and profit; Sony later planned a phased restart.

  19. Oct 6, 2026 · business change

    Sony signed the TCL home-entertainment venture agreement with TCL holding 51% and Sony 49%, changing the future capital and control of its TV and home-audio business.

  20. Oct 6, 2026 · business change

    Sony completed the additional Peanuts stake purchase and gained 80% ownership, adding control of a long-lived character licensing business.

  21. Oct 6, 2026 · business change

    Sony distributed most of Sony Financial Group to shareholders and removed financial services from consolidation, leaving a minority equity-method investment and a large accounting loss from recycling prior reserves.

  22. Oct 6, 2026 · business change

    Hiroki Totoki became Sony Group CEO, bringing the former group CFO and operations leader into the chief executive role.

  23. Oct 6, 2026 · analyst revision

    Operating histories now test all four moat claims. Music is widening while gaming, Pictures and sensor know-how remain stable; the debate and management profile explain the conditions needed for durable cash returns.

  24. Oct 6, 2026 · analyst revision

    Full-year external sales replace quarterly segment weights. Corporate losses remain in group profit; segment profit shares that excluded them are removed. The reported 53% sensor share replaces an unsupported 52%-54% range, and the supplier market is classified as an oligopoly.

Industry & peers

Peer map

0%10%20%30%40%50%60708090100Moat scoreIndustry median6758MSFT7974DIS

Hover a point for its values; click a peer to compare. Dashed lines: industry medians.

Global console gaming platforms

As of Oct 6, 2026
OligopolyHigh cyclicality

Dedicated game consoles and the associated software, digital stores, add-on content and online subscriptions sold worldwide. Includes Nintendo Switch, PlayStation and Xbox ecosystems; excludes PC and mobile games except as competing uses of player time and spending.

  1. Sony / PlayStation
  2. Microsoft / Xbox
  3. Nintendo / Switch
2025 leaders, no comparable shares · Newzoo global games revenue 2025 review
StocksMoatGross m.Op. m.
67586233.0%13.7%
Industry median38645.7%19.8%
Sector median857455.3%17.0%
All stocks median3987653.1%20.0%

Moat medians cover every stock. Margin medians count only stocks with collected numbers and need at least three.

Drivers & risks

Demand drivers
  • New hardware and major exclusive games refresh the installed audience; backward compatibility can preserve spending on an older library.
  • More third-party releases give console owners more reasons to stay and developers a larger audience; subscriptions and add-on content extend spending between full-game launches.
  • Higher software and service prices can lift revenue even with slower player growth, if consumers continue buying.
  • Currency has a strong effect on international earnings, but exposure differs by platform. Sony’s dollar sensitivity can benefit from cheaper components while yen appreciation against the euro reduces overseas profit; Nintendo’s mix is different.
  • Rates have a low direct effect on game use and a medium indirect effect through consumer budgets and studio funding. Nintendo has no loans at its latest year-end; Sony carries borrowing costs and funds content and next-generation development.
Risks
  • Console replacement is discretionary: inflation, high hardware prices and weaker household income can delay adoption, while PC and mobile compete for time and budgets.
  • Memory and processor cost inflation, tariffs and supply shortages can compress hardware profit or force price increases that slow adoption.
  • Large releases concentrate spending. A delayed or weak exclusive game can hurt hardware sales and developer support; rival blockbuster releases can capture the same holiday budget.
  • Privacy, child-safety, digital-store competition and IP rules can change monetization. The UK store-pricing case awaits judgment; Sony’s move to digital-only new games can increase scrutiny of consumer choice and resale.
  • Software development spending is committed ahead of uncertain demand; hardware inventories and supplier commitments can absorb cash before a launch.
  • Reported account growth can coexist with weaker playing time. Higher subscription pricing needs sustained usage and content availability to retain payers.

Bulls & bears

Key question · as of Oct 6, 2026

Can Sony turn its gaming audience, music rights and sensor technology into durable cash profit without repeated content losses or excessive acquisition and factory spending?

Arguments

4 forFaded: weakening or settled6 against

What to watch

  1. 1PlayStation active accounts, playtime and network-services revenue
  2. 2Dollar streaming revenue and music catalog acquisition spending
  3. 3Image-sensor sales, wafer input and additions to long-lived assets
  4. 4Pictures licensing revenue, Crunchyroll subscribers and content spending
  5. 5Continuing operating cash flow, capex and shareholder earnings

Next check: Next reported quarter and subsequent issuer announcements: Network services, content sales, gaming engagement and semiconductor demand. The next release date is not inferred from the prior reporting calendar.

Sources: company filings and dated sources collected for Find My Moat; market cap as of Nov 10, 2026. Not investment advice.

Cite or reuse this data

Free to reuse, commercially too, with a credit link. See the data license.

Moat Score 62/100 by <a href="https://www.findmymoat.com/stocks/XTKS:6758">Find My Moat</a> (as of September 2026)

Curation & Accuracy

This directory blends AI‑assisted discovery with human curation. Entries are reviewed, edited, and organized with the goal of expanding coverage and sharpening quality over time. Your feedback helps steer improvements (because no single human can capture everything all at once).

Details change. Pricing, features, and availability may be incomplete or out of date. Treat listings as a starting point and verify on the provider’s site before making decisions. If you spot an error or a gap, send a quick note and I’ll adjust.