VOL. XCIV, NO. 247

★ WIDE MOAT STOCKS & COMPETITIVE ADVANTAGES ★

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Monday, December 29, 2025

Sony Group Corporation

6758 · Tokyo Stock Exchange

Market cap (USD)
SectorConsumer
CountryJP
Data as of
Moat score
75/ 100

Weighted average of segment moat scores, combining moat strength, durability, confidence, market structure, pricing power, and market share.

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Overview

Sony Group Corporation is a diversified entertainment and technology company with major continuing segments in Game & Network Services (PlayStation), Music, Pictures, Entertainment, Technology & Services (electronics and creator tools), and Imaging & Sensing Solutions (image sensors). Core moats include PlayStation platform dynamics (players and developers) and Sony's scale/know-how in CMOS image sensors (high capex plus manufacturing learning effects). Music and Pictures add durable content-rights cash flows through catalogs and library licensing, but are exposed to hit-driven cycles and distributor bargaining power in streaming. ET&S is structurally competitive, with differentiation strongest in premium categories and creator ecosystems rather than mass-market consumer electronics. Sony is also separating its Financial Services business via a partial spin-off/listing (expected October 1, 2025) and is emphasizing performance metrics excluding Financial Services.

Primary segment

Game & Network Services

Market structure

Oligopoly

Market share

HHI:

Coverage

5 segments · 9 tags

Updated 2025-12-29

Segments

Game & Network Services

Console gaming platforms and associated network services

Revenue

37.8%

Structure

Oligopoly

Pricing

moderate

Share

Peers

MSFT7974

Music

Recorded music and music publishing (including licensing to streaming and sync)

Revenue

15.1%

Structure

Oligopoly

Pricing

moderate

Share

Peers

UMG.ASWMG

Pictures

Film and television production and distribution (including licensing and streaming services)

Revenue

12.5%

Structure

Oligopoly

Pricing

weak

Share

Peers

DISNFLXWBDCMCSA+1

Entertainment, Technology & Services

Consumer electronics and creator tools (televisions, audio, cameras, smartphones)

Revenue

19.6%

Structure

Competitive

Pricing

weak

Share

Peers

005930.KS066570.KS77517731+1

Imaging & Sensing Solutions

CMOS image sensors (mobile, automotive, and industrial) by revenue

Revenue

14.2%

Structure

Quasi-Monopoly

Pricing

strong

Share

52%-54% (reported)

Peers

005930.KS603501.SSSTM

Moat Claims

Game & Network Services

Console gaming platforms and associated network services

Revenue share derived from FY2025 (ended 2025-03-31) segment sales to external customers in Sony Form 20-F: 4,543,571 million yen / 12,034,917 million yen (total excluding Financial Services).

Oligopoly

Two Sided Network

Network

Strength: 5/5 · Durability: durable · Confidence: 4/5 · 1 evidence

Large PlayStation Network user base and a deep game catalog attract developers/publishers; more content attracts/retains players (reinforcing loop).

Erosion risks

  • Gaming time shifts to PC/mobile ecosystems
  • Regulatory scrutiny of platform fees/store policies
  • Rivals acquire/lock up must-have content

Leading indicators

  • PlayStation Network monthly active users
  • Third-party game release cadence on PlayStation
  • PlayStation Plus engagement and churn

Counterarguments

  • Most major publishers ship cross-platform; network effects are weaker than single network markets
  • Players can multi-home across consoles and PC, limiting lock-in

Ecosystem Complements

Network

Strength: 5/5 · Durability: durable · Confidence: 4/5 · 1 evidence

Integrated console + store + subscriptions + peripherals + first/third-party content increases player lifetime value and switching costs.

Erosion risks

  • Subscription fatigue reduces services attachment
  • Cross-platform engines and storefronts (PC/mobile) weaken platform differentiation
  • Hardware cycles elongate, reducing ecosystem refresh momentum

Leading indicators

  • Content+services revenue mix trend
  • Attach rate of subscriptions/peripherals per active console
  • First-party release performance and engagement

Counterarguments

  • Best-in-class games can be exclusive to other platforms or available everywhere, narrowing differentiation
  • Platform fee pressure (regulation/competition) can compress take-rates

Music

Recorded music and music publishing (including licensing to streaming and sync)

Revenue share derived from FY2025 (ended 2025-03-31) segment sales to external customers in Sony Form 20-F: 1,820,263 million yen / 12,034,917 million yen (total excluding Financial Services).

Oligopoly

Content Rights Currency

Legal

Strength: 4/5 · Durability: durable · Confidence: 4/5 · 1 evidence

Owning/administering composition and recording rights creates recurring royalty streams and bargaining leverage in licensing negotiations.

Erosion risks

  • Concentration of streaming distributors pressures licensing economics
  • AI-generated music and copyright disputes dilute scarcity
  • Regulatory changes to royalty rates and copyright enforcement

Leading indicators

  • Streaming revenue growth and mix
  • DSP concentration and payout-rate trends
  • Catalog acquisition pace vs return on investment

Counterarguments

  • Rights can be acquired by competitors/financial buyers; scarcity is not exclusive to one label
  • Large DSPs have substantial bargaining power and can promote owned/commissioned content

Reputation Reviews

Demand

Strength: 3/5 · Durability: medium · Confidence: 3/5 · 1 evidence

Global label/publisher scale and reputation can improve artist attraction and monetization execution in a hits-driven market.

Erosion risks

  • Artists disintermediate via direct-to-fan distribution
  • Rising competition for artist advances and marketing spend

Leading indicators

  • Share of global charting releases by label
  • Artist retention and new signings
  • Marketing ROI per release

Counterarguments

  • Top artists can negotiate favorable terms and switch partners; the label moat is weaker than catalog ownership
  • Virality on platforms (TikTok/YouTube) can reduce the advantage of traditional promotion scale

Pictures

Film and television production and distribution (including licensing and streaming services)

Revenue share derived from FY2025 (ended 2025-03-31) segment sales to external customers in Sony Form 20-F: 1,498,534 million yen / 12,034,917 million yen (total excluding Financial Services).

Oligopoly

Content Rights Currency

Legal

Strength: 3/5 · Durability: medium · Confidence: 4/5 · 1 evidence

Owning/retaining distribution rights for produced films and TV enables multi-window monetization (theatrical, home entertainment, TV, digital) and long-lived library value.

Erosion risks

  • Streaming platforms vertically integrate and bid up IP/talent costs
  • Shorter/changed release windows reduce library economics
  • Content piracy and unauthorized redistribution

Leading indicators

  • Library licensing revenue trend
  • Return on invested production slate
  • Renewal pricing for output and catalog deals

Counterarguments

  • Content is hit-driven; a large studio does not guarantee consistent franchise output
  • Competitors with proprietary streaming distribution can monetize IP more directly

Distribution Control

Supply

Strength: 3/5 · Durability: medium · Confidence: 3/5 · 1 evidence

Sony Pictures operates distribution capabilities in the U.S. and internationally, helping it place content across markets and windows.

Erosion risks

  • Power shifts toward dominant streaming aggregators and platforms
  • Theatrical exhibitor weakness reduces leverage on release dates

Leading indicators

  • International box office and distribution margins
  • Share of releases under owned vs third-party distribution arrangements

Counterarguments

  • Distribution is increasingly platform-mediated (streamers), reducing the value of traditional distribution infrastructure
  • Joint distribution/sub-distribution arrangements limit control in some territories

Entertainment, Technology & Services

Consumer electronics and creator tools (televisions, audio, cameras, smartphones)

Revenue share derived from FY2025 (ended 2025-03-31) segment sales to external customers in Sony Form 20-F: 2,362,838 million yen / 12,034,917 million yen (total excluding Financial Services).

Competitive

Brand Trust

Demand

Strength: 3/5 · Durability: medium · Confidence: 3/5 · 1 evidence

Sony positions its competitiveness around product planning/design expertise, quality, innovation cadence, and user experience-supporting premium positioning in select categories (cameras, audio, premium TVs).

Erosion risks

  • Commoditization and spec parity in consumer electronics
  • Aggressive pricing from Asian OEMs
  • Channel shifts (online retail) increase price transparency

Leading indicators

  • Average selling price (ASP) and mix in premium categories
  • Gross margin trend for ET&S
  • Brand preference/satisfaction indicators

Counterarguments

  • Brand and quality alone may not prevent share loss in price-driven categories (TVs, smartphones)
  • Competitors can match hardware features quickly, compressing differentiation

Ecosystem Complements

Network

Strength: 3/5 · Durability: medium · Confidence: 3/5 · 1 evidence

Sony is explicitly trying to connect creator tools and consumer products (imaging and sound) into end-to-end ecosystems, which can raise switching frictions for prosumers and creators.

Erosion risks

  • Creators adopt cross-platform software/workflows that reduce hardware ecosystem value
  • Open standards reduce ecosystem lock-in

Leading indicators

  • Attach rate of creator software/services to hardware
  • Creator ecosystem adoption (workflow products, cloud services)

Counterarguments

  • Most creator workflows remain multi-vendor; ecosystems may not translate into durable lock-in
  • Ecosystem effects are weaker in hardware markets with many substitutes

Imaging & Sensing Solutions

CMOS image sensors (mobile, automotive, and industrial) by revenue

Revenue share derived from FY2025 (ended 2025-03-31) segment sales to external customers in Sony Form 20-F: 1,712,534 million yen / 12,034,917 million yen (total excluding Financial Services).

Quasi-Monopoly

Capex Knowhow Scale

Supply

Strength: 5/5 · Durability: durable · Confidence: 4/5 · 1 evidence

High R&D intensity and specialized fabrication capacity (including advanced stacking/process work) create a scale/know-how barrier that is hard to replicate quickly.

Erosion risks

  • Competitors close the technology gap via aggressive capex and partnerships
  • End-demand weakness (smartphone cycles) reduces utilization and returns on capex
  • Geopolitical/supply-chain disruptions to fabs and equipment supply

Leading indicators

  • Capital expenditure and capacity utilization
  • Gross margin and operating margin of I&SS
  • Node/stacking technology adoption in flagship sensors

Counterarguments

  • Mega-players with deep pockets (Samsung, state-backed firms) can invest to catch up
  • Some sensor categories can commoditize, narrowing differentiation

Learning Curve Yield

Supply

Strength: 4/5 · Durability: medium · Confidence: 3/5 · 1 evidence

Advanced process node adaptation and multi-layered stacking benefit from accumulated manufacturing learning and yield improvements over time.

Erosion risks

  • Manufacturing learning spills over via talent mobility and equipment standardization
  • Architecture shifts (computational photography) reduce sensor differentiation

Leading indicators

  • Yield-related cost trends and depreciation burden
  • Time-to-ramp for new sensor generations
  • Customer design win announcements in flagship devices and automotive platforms

Counterarguments

  • Process learning can be replicated by other fabs with sufficient scale and time
  • Some OEMs may dual-source to reduce dependency, limiting share gains

Evidence

investor_day
FY25 Game & Network Services Business Segment Presentation (web release date: June 13, 2025)

"124M MAU*" ... "12K+ Games*" ... "Monthly Active Users (MAU) is an estimated total number of unique accounts ... on the PlayStation Network".

Active user scale + content availability are key ingredients for a two-sided platform (players <-> developers).

sec_filing
Sony Group Corporation Form 20-F (FY ended March 31, 2025) - Competition factors (G&NS)

"Sony believes that the success of the G&NS businesses is determined by the availability of attractive software titles ... downloadable content, network services and peripherals."

Company-described success drivers map directly to an ecosystem-complements moat.

sec_filing
Sony Group Corporation Form 20-F (FY ended March 31, 2025) - Music segment (Music Publishing description)

"Music Publishing includes the management and licensing of the words and music of songs" ... "owns, administers and acquires rights to musical compositions."

Direct description of rights ownership/administration supports a content-rights moat.

sec_filing
Sony Group Corporation Form 20-F (FY ended March 31, 2025) - Competition factors (Music)

"The Music segment's future competitive position depends on its continuing ability to attract and develop artists and products ..."

Highlights that artist attraction/development is central to competitive position; reputation and execution capabilities are key enablers.

sec_filing
Sony Group Corporation Form 20-F (FY ended March 31, 2025) - Pictures segment (rights retention)

"SPE generally retains all rights relating to the worldwide distribution of its internally produced motion pictures and television programming ..."

Rights retention is the foundation of a content-rights moat and library licensing.

Showing 5 of 11 sources.

Risks & Indicators

Erosion risks

  • Gaming time shifts to PC/mobile ecosystems
  • Regulatory scrutiny of platform fees/store policies
  • Rivals acquire/lock up must-have content
  • Cloud gaming reduces console-centric lock-in
  • Subscription fatigue reduces services attachment
  • Cross-platform engines and storefronts (PC/mobile) weaken platform differentiation

Leading indicators

  • PlayStation Network monthly active users
  • Third-party game release cadence on PlayStation
  • PlayStation Plus engagement and churn
  • Digital share of software/add-on content
  • Content+services revenue mix trend
  • Attach rate of subscriptions/peripherals per active console
Created 2025-12-29
Updated 2025-12-29

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).

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