Subscribe to read
www.ft.com
Sony is betting on a multibillion-dollar push into producing more original content, as part of a "creation shift" the Japanese tech giant hopes will win it a greater share of the $3tn entertainment industry.
In an interview with the Financial Times, chief executive Kenichiro Yoshida said that Sony needed to shift its focus from distribution to the creation of intellectual property, to cement a corporate transformation from a consumer electronics brand into a global entertainment company.
"We have the technology and creation is the area where we like and where we can contribute the most," Yoshida said, adding that the group can still use its camera, sensor and other consumer electronics roots to produce live entertainment.
Until now, the Japanese group has taken a different approach. Instead of directly competing with streamers, Sony has sold its film and TV rights to them — a relationship the Japanese group wants to maintain as it involves itself more deeply in content production.
"By putting our efforts in creation, that also means that we will work with partners on the distribution side. So I think we have developed very good relationships with the so-called Big Tech players," Yoshida said.
So far, Sony has leveraged its variety of media businesses to better profit from its acquired intellectual property, leading to hits in recent years including The Last of Us, which was converted from a PlayStation game into a hugely popular television series, and Uncharted, another video game adaptation for cinema.
Following the investment splurge, Sony's top executives argue that the group needs to be more directly involved in creating content at an earlier stage to get higher returns.
"Whether it's for games, films or anime, we don't have that much IP that we fostered from the beginning," said chief financial officer Hiroki Totoki, who is widely seen as Yoshida's successor, in a separate interview.
"We're lacking the early phase (of IP) and that's an issue for us," he added, noting that Sony has historically been better at finding a global audience for content that have already become popular in their home market.
Totoki said Sony also wanted to use its knowhow from its PlayStation Network service including payments, security and data analysis to improve engagement with Crunchyroll subscribers, and expand business opportunity through joint promotions. "About 30 per cent of PlayStation Network service customers watch anime, but only about 5 per cent have Crunchyroll accounts," Totoki added.