Sony Group Corporation (6758) Earnings Call Transcript & Summary
May 23, 2023
Earnings Call Speaker Segments
Sadahiko Hayakawa
executiveLadies and gentlemen, it's time for us to start the Business Segment Meeting 2023. My name is Hayakawa of Finance and IR, and I'm happy to take the chair of this session. First, we want to show you the video of the Sony Group purpose. [Presentation]
Sadahiko Hayakawa
executiveNow let me introduce the presenter for each segment session. For today, we are going to have President and CEO of Sony Interactive Entertainment, Jim Ryan; Chairman, Sony Music Group and CEO, Sony Music Entertainment, Rob Stringer; President and CEO, Sony Music Entertainment Japan, Shunshuke Muramatsu; Chairman and CEO, Sony Pictures Entertainment, Tony Vinciquerra. For tomorrow, we are going to have President and CEO Sony Corporation, Kimio Maki; President and CEO, Sony Semiconductor Solutions, Terushi Shimizu. Those are the presenters for today and tomorrow. From now, we're going to move on to the session by each segment. For each session, after the presentation, we are going to entertain questions from the investors and analysts, those who have registered for participation. [Operator Instructions] As for the other housekeeping announcement, please refer to the guidance document distributed before. And please be noted that session might be interrupted by consecutive interpretation. If you have yet to register, you can just see the presentations via Internet distribution. Please wait just for a few more minutes before we start the session for Game & Network Services segment. Start Game & Network session. Please wait for a while. Thank you very much for waiting. Now we'd like to start the Game & Network Service session. And first, I would like to introduce from Sony Interactive Entertainment, President and CEO, Jim Ryan, and he will give you the presentation.
Jim Ryan
executiveHello. I'm Jim Ryan, President and CEO of Sony Interactive Entertainment. I'm honored to be here today to introduce you to 3 key leaders at SIE, who will discuss PlayStation's focus and business strategy for FY '23: Lin Tao, our Head of Finance and Corporate Strategy; Eric Lempel, who oversees marketing and global sales and business operations; and Hermen Hulst, the Head of PlayStation Studios. Thank you for your valuable time today.
Eric Lempel
executiveThank you for the introduction, Jim. I'm Eric Lempel, Senior Vice President, Global Marketing, Sales and Business Operations, and I'm delighted to be here today sharing exciting progress in the Games & Network Services business. Today, we are going to walk you through the foundations we have established for growth across 3 areas: console growth, portfolio expansion and Sony Group collaboration. PS5 is the strongest platform we have ever built. Our first-party software has become even more successful as we deliver on IP expansion opportunities. And we are now seeing collaboration across Sony Group starting to deliver even more meaningful benefits to multiple parts of the business. In FY '22, we achieved record-high revenue and sold 19.1 million PS5s, showing continued strong momentum now that supply constraints have eased. We now have a PS5 installed base of 38.4 million. PS5 is now in free supply and is driving impressive user engagement. We also had strong results and profitability despite the unfavorable exchange rates and increasing investment in both platform and content, including the acquisition of Bungie. We believe this presentation will illustrate the best way to take advantage of our current momentum and set ourselves up for future growth. The first element we will discuss is the strength of the PS5 console. We have never been in a better position with our core device. Demand for PS5 and engagements are both high, and we have great content and brand strength. After a challenging situation, we are now in free supply and finally able to provide consumers with the PS5 they have been waiting for. 12 months ago, Jim promised that FY '23 would be the year PS5 would overtake the PS4 installed base at the equivalent point in the life cycle. We expect PS5 to surpass the PS4 installed base in Q3 globally. We have actually already achieved this in several markets, including Japan. Supply constraints have been challenging, and the teams have worked to ensure more agility through mitigation measures, including sourcing multiple suppliers and logistical negotiations for optimal delivery routes. Eclipsing PS4 sales will mark a significant milestone in what we expect to be our most successful and profitable console generation ever. Having ample supply of PS5 consoles has made all the difference. Here, you can see the comparison between PS5 factory shipments last year and this year. Our teams worked hard to keep up the momentum while we were supply-constrained. And when we were able to meet the demand, we reinvigorated efforts to reach players waiting to find a PS5 in stock. We are thrilled that we are clear of supply constraints and are in full free supply in all geographies. As you can see here, our ability to supply the market has created some unusual sales patterns. This last Q4 was our biggest in PlayStation history in terms of hardware units sold through to consumers. There is pent-up demand for PS5 that we need to satisfy, and we look forward to strong months ahead, particularly in the upcoming Q3. The worldwide gaming category continues to grow as does the console market, which is made up of hardware, software and subscription services. As you will see in the coming slides, we aim to expand our share of the traditional console sector, and then Hermen will talk more about how PlayStation Studios will expand content production into PC and mobile to attract even more players. Our ability to expand in these ways will be heavily reliant on the strength of the PlayStation brand. PlayStation is a brand that is respected by gamers across the world. You can see here how within the console category we maintain a healthy lead against competitive brands. Content is key to the health of our brand. Across both first- and third-party games, PS5 has seen the strongest releases of any generation. But we are still just getting started. As studios across the world get even better at taking advantage of the capabilities of PS5, we are looking forward to delivering some of the best games the world has ever seen. This great content is translating into high levels of consumer engagement. As you can see here, PS5 owners are playing more than PS4 gamers did at the same point in their respective life cycles. They are more likely to be playing games, playing more often and utilizing our store and PlayStation Plus at a higher rate. This engagement is translating into a higher user spend than we have ever seen before. From subscriptions to add-on spend to purchasing additional accessories, PS5 is driving significantly higher spend than any other generation. As we move into free supply, we expect PS5 to surpass PS4 on every user KPI, including monthly active users, spend and gameplay hours, within this current fiscal year. Very soon, the more highly engaged and higher spending PS5 players will constitute the majority of our player base by every measure. Just under a year ago, we relaunched our highly successful PlayStation Plus service to offer players greater value. Our ambition was to improve retention and increase ARPU and profitability. The new tiers offer greater access to catalog gaming content, classic titles and streaming. We are delighted with how consumers have embraced the new offering. As you can see here, the new offering has driven hundreds of millions of hours of gaming and made PlayStation Plus much stickier even as people begin to travel and engage in other forms of in-person entertainment. ARPU continues to rise and new content is being added all the time, ensuring there is something for everyone and always something new to play. Our new PlayStation Plus service has seen great reception among subscribers with 30% of our consumers choosing the new Extra and Premium tiers in just 10 months. In addition to the strong reception, we are seeing that players have a greater preference for our Premium tier with more than half of higher-tier users opting for the best experience PlayStation Plus has to offer. An area of our business that is also booming is accessories. Our PS5 peripheral line is the best we've ever released for any console both in functionality and aesthetics. As you can see from the chart on the right, the growing consumer demand for PS5 accessories is driving record-high revenue in this highly important and profitable category. And that brings me to the topic of VR. This year, we successfully launched our new generation of virtual reality gaming, allowing our players to escape into new worlds with high-fidelity visuals and unique sensations. We launched dozens of games, and there are plenty more experiences to come this year and beyond. I'm delighted to say PlayStation VR2 is having a great reception and early sell-through is performing above the previous VR generation. While VR is still a nascent part of the overall gaming category, we are proud to be pushing innovation in this space. I'd now like to hand over to Hermen to talk about our content strategies.
Hermen Hulst
executiveThanks, Eric. I'm Hermen Hulst, Head of PlayStation Studios. This is a very exciting time for first-party content from both PlayStation Studios and Bungie. Together, we are undertaking significant investment in our portfolio to underpin future growth for SIE. This includes how we maximize opportunities with our existing IP, how we build new franchises and how we expand our reach to audiences on different platforms, including through successful live service experiences. Our partnership with Bungie is an outstanding example of SIE's advances in live services. Bungie is one of the leading developers and publishers of live service games in the world today, and we are fully engaged in applying their expertise and experience as we advance our planning for live service delivery not only within PlayStation studios, but across the SIE publishing divisions as well. In the same way, we believe that SIE's capabilities and expertise can help Bungie fulfill their dream of being one of the world's leading entertainment companies. The success of Destiny 2: Lightfall exceeding Bungie's own original targets has been a rewarding test of our collaborative approach. New IP has always been the lifeblood of entertainment, and SIE continues to significantly increase our investment in this area. From less than 1/4 of PlayStation Studio's total spend in fiscal year '19, we will see investment in new IP rise to 50% of a much larger total by fiscal year '25. This is an investment that we anticipate will yield significant returns in the second half of this decade. The strength of our existing IP portfolio, together with our major investment plans, is increasing our appetite and ability to extend properties beyond gaming, making them accessible and loved by even wider audiences. We are bringing PlayStation franchises to movies and TV as well as parallel opportunities with experiential events, such as theme park attractions and extensive merchandise agreements. The final area of portfolio expansion is in live services. As you can see on the left-hand side, considerable gaming category growth is anticipated to be driven by live service titles and content. On the right-hand side, you can see how our investment approach is changing to embrace this with more than half of PlayStation Studio spend focused on live service by fiscal year '25, all while maintaining our commitment to the single-player narrative experiences that our players love. This will result in a significant rebalancing of our title portfolio. In fiscal year '21, we were effectively managing a single live service franchise, MLB The Show. Following the acquisitions of Bungie, Haven and Firewalk, alongside considerable internal investment and strategic hires, we will see multiple live services releasing as we move forward. In parallel, PlayStation Studios are committed to continuously reviewing our portfolio in relation to the needs of our long-term strategy and to ensuring that development costs are controlled and sustainable as we build a diverse and profitable portfolio of games. PC has grown to become a substantial part of SIE's first-party business, extending the reach of our IP beyond the console to a broader audience of players. In fiscal year '22, with the very significant contribution of Bungie's established PC business, we more than tripled our revenue from PC players and entered the top 20 publishers on a leading PC game store. We also launched 2 of our largest PlayStation games on PC with Spider-Man Remastered in August and The Last of Us Part 1 in March. Our strategy for mobile has seen much activity behind the scenes in the last year. And this is now taking shape. There are 3 pillars to this: collaboration on establishing some of our top IP with select industry leaders in the mobile space; establishing our own network of internal development expertise; and finally, building a world-class publishing team with the necessary tool set to deliver successful mobile content. In total, the audience-broadening initiatives that you just heard about will have a fundamental effect on the shape of our game portfolio. By fiscal year '25, almost half of our new release lineup will be available on PC and mobile. This is a dramatic change from anything that SIE has done in the past. In summary, we now have a clear and structured approach to SIE's first-party portfolio built upon the strong foundations of a wide variety of genres and business models across both new and established IP with a cadence of 2 or more major releases a year. We have established the capability to grow our franchises and to maximize key IP across different platforms alongside significant new revenue and media opportunities. Thank you for your time. I will now pass over to Lin.
Lin Tao
executiveThank you, Hermen. I'm Lin Tao, Senior Vice President of Finance, Corporate Strategy and Development. You've heard from Hermen and Eric about how we think about sustaining the momentum of our core business. We're very confident that we can grow our business by expanding our PlayStation 5 installed base, providing a world-class commerce experience and evolving ourselves into IP powerhouse. We remain committed to growing our business by deepening audience engagement and broadening the player base. We can grow our console business by continuing to strengthen our proposition we are offering to our players. At the same time, we see huge opportunities to expand our player base beyond console and into PC and mobile spaces with cross-platform-enabled live service being at the very core. The acquisition and investment we made over the past years are playing key roles in our growth strategy. It is important to stress that while we're remaining committed to achieve growth. we will focus more on cost saving and profit generation during the coming years. Improving the level of return of investment will be our priority. The final section of this presentation deals with the importance of Sony Group collaboration and the work we are proudly doing across the key areas of environmental, social and governance. Sony Group collaboration continues to be a competitive advantage for us. We continue impacting culture with cross-promotional and integration opportunities by leveraging talent and branded content creation. The sales and marketing team continued to cross-promote hardware and other priorities. And one of the most exciting area for collaboration is the further amplification of our powerhouse IP. This was best exemplified by The Last of Us HBO TV series, which had record-breaking viewership and a hugely positive impact on game sales. Lastly, we will continue to leverage the reach of PlayStation to promote Sony Group priorities. Another key area where we are collaborating closely with the Sony Group is in ESG. We couldn't be prouder of the progress that SIE is making across all of the initiatives shown here, particularly in the area of accessibility, sustainability and diversity. Thank you for your attention. I hope that we've shown you our threefold strategy for growth: a healthy and growing player base, an aggressive approach to portfolio growth, and increasing collaboration with the Sony Group to push our IP harder than ever before. Thank you for listening. I look forward to the Q&A that we will now begin.
Sadahiko Hayakawa
executiveNow we'd like to take questions from investors and analysts. The responder will be from Sony Interactive Entertainment, President and CEO, Jim Ryan; SVP, Global Marketing, Sales and Business Operation, Eric Lempel; the Head of the PlayStation Studio, Hermen Hulst; and SVP, Finance, Corporate Development and Strategy, Lin Tao. Those 4 people will answer to the questions. Now we'd like to move on to the Q&A session. [Operator Instructions] Now the first person to ask questions that is going to be English, Ezawa-san from Citigroup.
Kota Ezawa
analystIt's Kota Ezawa from Citigroup. Can you hear me well?
Jim Ryan
executiveYes, we can hear you.
Kota Ezawa
analystAll right. I have 2 questions for you. The first question is on given that the PS5 attracting deeper to consumers, making them pay more money than PS4 in the subscriptions or lifetime value, as you mentioned in the presentation deck, can you give us some of your thoughts on potential price hike on the PlayStation Plus service and then the potential path to increased lifetime value above, I guess, you have the [ $6.22 ] at this point. This is my first question.
Jim Ryan
executiveDo you want me to answer the first one now before you ask the second one? Or do you want to give them both together?
Kota Ezawa
analystYes. Yes. Let me ask the second question as well. The question on the nongame category in SIE is the second question and in the future profit, the [ breaking ] boundary increasing beyond just the gaming business at SIE. Assuming SIE is diversifying IP exploitation in the movie and TV and the theme park, et cetera, also into PC and mobile game, do you think those new business categories that can make a higher profit margin than a traditional game title and add-on sales in the game? I'm guessing you have more partners in those new areas and the sharing profit, making profit -- making your profit a bit more diluted. The ultimate question is that the business segment -- SIE's business segment you can make, say, more than the $5 billion profit in the long-term future as the growth trend.
Jim Ryan
executiveYes. Thank you for the questions. The first one on PlayStation Plus. We are constantly looking at the pricing of our products and services, whether it's in the context of competition, whether it's in the context of the macroeconomic situation or whether it's in the context of the value that we believe that those products and services provide. You will probably be aware that we took the step last year of increasing the price of the PlayStation 5 console in every market outside of the U.S. It's the first time that any platform holder has taken that step in the history of this industry. So we are prepared to take these steps where we feel that they are justified and necessary. And we constantly are reviewing the prices of our hardware, of our games and of our services, and that will include PlayStation Plus. Nothing specific to announce today, but as you saw in the presentation from Eric, we are very focused on this question of maximizing and optimizing lifetime value, and price as well as engagement is a key component of that. So that's the answer to the first of your 2 questions. In the context -- the second question, we, as you've noted, have a very deliberate and clear strategy of diversifying the exploitation of our IP away from the console space into other forms of gaming, PC and mobile as well as a number of nongame-related initiatives. We believe that over time that these may become significant generators of profit to us. In fact, already, our PC business is a significant profit contributor. The -- I would say, however, right now, the principal reason for this diversification of IP exploitation is really to increase the reach and growth of this IP and just expose it to more people. And we had a really a great case study of that with the HBO series, The Last of Us. And we could see very, very clearly that every time an episode of that show dropped that sales of the game increased very dramatically. There was a spike -- a really quite remarkable spike and an overall upward trend. But each time -- each day of the week that one of these episodes dropped, we sold a lot more games. So I see this whole thing has been symbiotic. I don't see it really has been binary. I think as we expand the reach of the IP that the whole of our ecosystem, whether it's game, PC, mobile or the nongame space, the opportunity for the whole of the SIE pie to grow becomes very considerable. Thank you for your question. I'm not hearing anything. I don't know whether the next question is coming.
Sadahiko Hayakawa
executiveMr. Creutz-san, do you hear me?
Douglas Creutz
analystYes, I do. Hello?
Sadahiko Hayakawa
executiveCreutz-san, do you hear me?
Douglas Creutz
analystYes.
Sadahiko Hayakawa
executiveBecause of the line, the condition, I would like to move on to the next speak -- question, the question in Japanese, Ayada-san of JPMorgan.
Junya Ayada
analystJunya Ayada from JPMorgan. I have 2 questions, please. The first one is on live service gaming. Could you just remind us what you have done -- you have run from the Bungie software regarding especially game development and how you have seen the progress of the game development in Sony Studio? And also, how are you confident to increase first-party sales to increase by double in 2025? That's first question. And the second question is on Slide 27. I think you have shown that almost half of release will be coming from the PlayStation -- non-PlayStation, I mean the PC and mobile in 2025. And is this also meaning that half of the revenue is coming from the PC and the mobile platform? Or is this just around the number of the release title?
Jim Ryan
executiveYes. Thank you, Ayada-san. I will quickly answer the question about the -- doubling the first-party revenues by FY '25. The answer to that question is yes. I then -- I would say that we have been working now with Bungie for almost a year. And the learnings in both directions have been very significant. They surpass my expectations. And I think Bungie is equally extremely excited by what they can take from SIE in terms of market reach, marketing collaboration and the ability to amplify their IP. I'll ask Hermen to just -- as the Head of PlayStation Studios, just to give some color at a studio level about the learnings that we have taken from Bungie in our own live service initiative.
Hermen Hulst
executiveYes. Thank you, Jim. The learnings from Bungie have been very substantial in many areas. Of course, when you're developing live service titles, you have capabilities that you don't have when you're working on single-player narrative-driven games. And these capabilities that we've set up inside PlayStation Studios have been helped -- they've been guided by Bungie. We also more deeply understand what means -- what success means in live services. Historically, our games always work towards an end, and this is a large cultural shift. The launch of a game is just the beginning, and that comes with a whole set of different KPIs. We also work with Bungie on a pretty rigorous portfolio review process that we apply to all 12 live service titles that we have in production. And these are just 3 examples of some of the learnings that we have gained from working with Bungie. Thank you for the question.
Jim Ryan
executiveThanks, Hermen. I'll take the second leg, Ayada-san. Slide 27 refers to the number of titles, and it does not refer to revenue in this instance. Although, obviously, there is some correlation. But we would foresee that in that time frame that the great majority of the revenue would come from console and PC. So thank you for your question.
Sadahiko Hayakawa
executiveMove on to the next question, and that is going to be in English from Morgan Stanley. Ono-san, please?
Masahiro Ono
analystI have 2 questions. First question, based on the current MAU, so around 110 million, and the cumulative unit sales, we believe [indiscernible] still more than around 70 million of potential demand for PS5 going forward. What is your conviction regarding the further penetration of PS5 from management perspective? And is there any obstacle to converting all 70 million [ units ] to PS5? Or do you expect to exceed the incremental 70 million? And the second question is looking at the cycle of the PlayStation platform in the past, typically, the fourth year after launch was the peak of hardware sales and the fifth year was the peak of software. Since PS5 was launched in November 2020, do you expect the hardware peak year to come around fiscal March '24 to March '25? That is my question.
Jim Ryan
executiveYes. Thank you. Just a point of clarification on your first question, are you asking if we anticipate sales of -- or if we feel that sales of additional 70 million PS5s on top of what we've already achieved, if that is possible? Was that your question?
Masahiro Ono
analystYes, that's correct. Because penetration unit -- regarding penetration unit is still less than 40 million. But MAU is 110 million. So that's why any additional demand, what is your view? That is what I want to know.
Jim Ryan
executiveOkay. Yes. So I would anticipate that over the life of the PlayStation 5 that we should be able to exceed a figure of a further 70 million on top of the 38 million that Eric mentioned in his section of the presentation. And the reason I say that is that the -- I think the 70 million that you mentioned is the existing PlayStation 4 user base. And while we would hope to convert a large number of those people, we will definitely target and we will definitely be successful in bringing in large numbers of gamers who did not own a PlayStation 4 and, in many instances, have never owned any PlayStation. So I would -- I am very optimistic that over the life of this platform that we will exceed the number that you mentioned. I think the -- and so turning now to your second question. And yes, the numbers that you quote with regard to history are certainly accurate. I think -- and I think we would anticipate something broadly similar happening on this cycle. I would say that this cycle is a little bit different in that the demand for PlayStation 5 exceeds by such a great margin the demand that we've ever seen on any of our other platforms. And that, together with the well-documented supply chain challenges that we, along with many other consumer goods companies, have experienced over the course of the pandemic, have meant that there's a great deal of pent-up demand for our hardware that has never existed in the past. So you may see the trend has been a little bit different this time, but I think that directionally, you're correct. The other observation I'd offer on the software side of the business is that in this cycle, you will see live services and free-to-play games playing a far greater role than they have in any historic cycle. And again, that may well provide a slightly distorting effect and is likely to result in a persistently high level of software engagement and software sales perhaps than we've ever seen in the past. So thank you for your questions.
Sadahiko Hayakawa
executiveI would like to move on to the next question. TD Cowen, Creutz-san, would you please try once again for your question.
Douglas Creutz
analystCan you hear me this time?
Jim Ryan
executiveYes, we can hear you.
Douglas Creutz
analystFirst question, there's been a lot of attention for various reasons paid to the cloud gaming market recently. I'm curious in your view about how important mobility of your players' gaming experiences for games that they own is going to be, presumably using the cloud? And what's your plan to enable that over, let's say, the next 5 years? Second question, you talked about what you're learning from Bungie earlier. I'm kind of curious in the other direction. I know before you acquired them, they were putting together some plans to bring their IP to other media and wondered whether you've been able to accelerate that process for them given all your expertise in that area.
Jim Ryan
executiveYes. Thank you for the question. I think the -- yes, you're right, there has been a lot of attention around the area of cloud gaming. And we observed the mobility in gaming habits to be an increasingly important trend. And the cloud will be fundamental to allowing us or indeed anybody else to exploit that trend of mobility. And we have an -- unfortunately, today is not the place for me to disclose these plans, but we do have some fairly interesting and quite aggressive plans to accelerate our initiatives in the space of the cloud that will unfold over the course of the coming months. The -- so that's the first question. The second question, I touched on a bit in one of the earlier questions. I think we have -- we've brought quite a lot to Bungie just as they've certainly brought quite a lot to us. They historically have been a heavily U.S.-focused publisher with really -- their IP rather underexploited in the key markets of Europe and Asia. Now SIE is extremely strong and extremely seasoned and extremely experienced in Europe and Asia. And we are just starting the process of really igniting Bungie's presence and Bungie's game awareness in those regions. I'd also say, and Eric and his team are already highly active in this place, we have a marketing machine that, in my view, is world class and setting them to work on activating Bungie's games and Bungie's IP and Bungie's own brand, I think, is going to take their awareness and the size of their business to levels that they've never seen before. And certainly, nonmedia, those discussions are already starting. They're already taking place internally. And that's an area that we consider to be very important. Thank you for your question.
Sadahiko Hayakawa
executiveWe don't have much time left. So next question is going to be the last question. And that's going to be in English. And from Mizuho Securities, Nakane-san, please?
Yasuo Nakane
analystI'm Nakane from Mizuho. I have 2 questions on -- mainly on financial side. Firstly, on Bungie. I remember that you're targeting to launch 3 titles before March '25. And then I guess that maybe breakeven or kind of starting to have a kind of significant earnings contribution from March of '26. You still right there? And if there's any change, then please let us let me know if any kind of plans on the financial side on PL side in Bungie, the first one. And second one is kind of financial [ discipline ] into next midterm plan. I believe there are so many M&A or investment opportunity for SIE. And then I believe you can get a kind of big harvest after investments. But I wonder as an analyst, how should I model SIE's earnings in next midterm plan. So if you give any kind of clues for kind of ROIC target or kind of sustainable ROIC target level with the cash flow or your way to think about next midterm plan on revenue [ OP ], namely, can we expect kind of a steady growth of EBITDA? Isn't being kind of massive investment for the next 2 years, we should be kind of staying flat or a very kind of gradual growth or revenue forward net profit because of the huge investment? This is my question.
Jim Ryan
executiveYes. Thank you, Nakane-san. I will offer some comments, and then I'll invite Lin Tao as the Head of Finance to add her thoughts. The Bungie release schedule, I think, is basically on track. The titles move around a little bit in any development of publishing organization. The -- but we're confident in the plans that Bungie has to release new games. Lin, could you comment on the particular point about the earnings, please?
Lin Tao
executiveSure, Jim. Nakane-san, thank you for the question. We think it's important to look at our ROIC level over the entire life cycle. The ROIC tends to be lower at the beginning of the life cycle and then improve over the time towards the end of life cycle. We believe that we're hitting the lowest point in this fiscal year. And you will see an uplifting from next fiscal year. The key drivers from revenue side is the increasing of highly engaged PS5 users base and new revenue stream from the launch of the live service games that are currently in our pipeline. On the invested capital side, towards the later stage of the console life cycle, you will see the decrease in PS5 inventory, which will contribute to the positive ROIC. In terms of the earnings expectation, again, we see -- we had a pretty challenging fiscal year '22, but we are looking at an uplift on the earning generation level in the coming several years. And it's also contributed by the highly engaged PS5 user base and live service games that are currently under development. Back to you, Jim.
Jim Ryan
executiveYes. Thanks, Lin. Yes, I -- just to build on that, FY -- our absolute level of profitability was decent in FY '22, but we did struggle with a highly adverse exchange rate environment. We struggled with the supply chain difficulties, and we struggled with a post-COVID kind of rebound with everybody going out and traveling and perhaps not spending as much time gaming as they used to. All of those 3 things are now reversing either partially or fully. And I -- typically, we -- historically, we would characterize the next 2 to 3 years as the harvest period in terms of profit and cash flow for our business. And we see that together with the fact that the pipeline of the games made by the companies that we've acquired so aggressively over the course of the past couple of years. We feel very bullish about the profit structure, just as Lin has outlined, over the course of the next 2 to 3 years for Sony Interactive Entertainment. So thank you for the question.
Sadahiko Hayakawa
executiveAnd it's time to close. So Game & Network Service session is going to be closed. Thank you very much for your attendance. And the next will be Sony Music Group session starting from 9:00.
Sadahiko Hayakawa
executiveWe will begin the Sony Music Group session in a few minutes. As for those of you who are going to be here taking part in the Q&A, there are some things that I'd like to ask you. [Operator Instructions]. Thank you very much for waiting. We will now start the session from Sony Music Group. First, we have from Sony Music Group Chairman and Sony Music Entertainment CEO, Rob Stringer, and there will be a presentation from Rob Stringer.
Rob Stringer
executiveHello, everyone. I'm happy to be with you once again to discuss Sony Music Group's overall performance in the past fiscal year and to share with you our strategy for evolving in a dynamic marketplace. We are achieving great success through our strong creative vision and laser-focused on our business, having delivered record financial results on our key metrics for a sixth consecutive year. We outpaced the industry in many of these benchmarks, and this has led us to increasing our revenue from $4.1 billion in fiscal year 2018 to $7.6 billion in fiscal year 2022. Our operating income CAGR is 23.6% over this time. Likewise, our OIBDA CAGR is 20.7% in the same time period. These gains reflect more than an uplift in streaming. We're investing in creative talent, managing costs efficiently and, of course, delivering more hits. This strategy has resulted in our chart share dramatically increasing in nearly all measurements. We averaged over 43% of the tracks in Spotify's Weekly Global Top 100, up from 36% a year ago. In the U.S., the world's biggest music market, our current market share has risen from 21% to 27% in the last 4 years. For more than half of last year, we had either #1 single and/or album on the weekly billboard charts. Similar performance was achieved all over the world. These results have relevance beyond our current success. They also provide future strength to our catalog. In Music Publishing, we remain the global leader, a position we've maintained over the last decade. Our songwriters, like our recording artists, have contributed to a massive number of hits in 2022. In the U.S., our writers held a 25% share of the songs on Billboard's Hot 100 chart quarterly. The same pattern of success again can be traced globally. SMP was deservedly named Publisher of the Year in multiple territories by the leading collecting societies. We are, of course, home to many of the top artists and songwriters. Harry Styles had the world's #1 streaming song with As It Was and his album, Harry's House, was named Grammy Album of the Year. Our Orchard distribution partner, Rimas artist Bad Bunny, was crowned the #1 streaming artist of the year by Spotify for the third consecutive time. Beyonce's lauded album Renaissance helped us set the all-time record for most total Grammy wins by an artist. SZA already has one of the year's biggest albums with SOS, and Miley Cyrus has the biggest selling global song of the year so far. In publishing, our writers, including Tainy and Ashley Gorley, have contributed to some of the year's biggest hits, whilst SMG's Sync Licensing aided our iconic writer, Kate Bush, in finding a huge new audience from Running Up That Hill being featured in Stranger Things. Our approach to creative neatly fits into this operating framework of SMG and fuels our expansion strategy. We continue our aggressive investment in creators and our people to support them. In the last 5 years, our global roster and catalog has grown by over 34%. And we have doubled our creative teams to service this scale. Through full integration of recent transactions, including Alamo, Som Livre and AWAL, we're enhancing this process and now have greater emerging talent than ever before. We aim to carry on expertly investing to build these assets. On a wider industry level, we are all aware that there is more music in consumption terms than ever before. Over 100,000 tracks are uploaded daily to leading DSPs, and 5 trillion songs were streamed globally on demand between audio and video last year. At Sony Music, our focus is on identifying quality and not purely quantity as we face competition from many investors and new companies wishing to capitalize on this sheer volume. We are convinced that consumers want the same quality and remain concerned that DSPs are watered down by low quality and meaningless volume, which negatively impacts music fans and real artists. In addition, as publicly reported, fraud on key DSPs is a problem that must be eliminated through aggressive enforcement by these DSPs and distributors, or by changing payment methods to better reduce the incentive for fraud. At Sony Music, we are carefully building our ecosystem to increase quality and scale at the same time. Our independent distribution network, The Orchard, continues to be at the heart of our wide-ranging system to which we recently added the Artist Services of AWAL. Whilst building these offerings, we firmly believe in being the most creator-friendly company in the industry. Through our artists' and songwriters' forward programs, we are providing seamless real-time data reporting, commercial insights and best-in-class payment solutions. For our long-standing royalty participants, we now offer a legacy unrecouped program to allow more earnings to flow through to them. Our priority is to be transparent and holistic in our support of our creators in this complex chapter of our business. I'll now discuss the general state of the music industry. Overall, the business continues to expand at an impressive rate in a highly energized environment. The recorded music sector experienced its eighth consecutive year of revenue gains in 2022, rising 9% to $26 billion. Publishing achieved its tenth year of consecutive expansion last year with revenues up 17.7% globally. Paid streaming is the engine of that growth. Supplementing this, we're seeing an accelerating shift in ad spend to digital platforms, progressing revenue from new channels, improving ARPU across key segments and greater amounts to sync revenue from film and television. In our midrange planning, we expect industry CAGR to increase in both recorded music and publishing at mid- to high-single digits, consistent with analyst predictions. Our industry's success in streaming remains underpinned by the hugely compelling value of easy-to-use competitively priced subscription services. Last year, the number of paid users of premium services improved by nearly 16%, reflecting the broadening global appeal of these offerings. Recently, we have seen price increases from a number of our digital partners that have been long overdue, and we look forward to more DSPs recognizing that the value of music continues to rise. Revenue from ad-supported audio and video services grew 14.7% amidst strong conditions at the beginning of the year. While short-term softening in this segment is expected in line with the economy, we anticipate that advertising back music will grow over the next few years. This indicates a robust demand throughout the world for music-based content as total streaming is predicted to keep climbing. In addition to paid streaming, social media, short-form video and video games are all playing an expanded role in consumption today, particularly among Gen Z and Gen Alpha, youth-led ships to new music technology platforms are constant in our business, and we do the latest trends as indicators of another generational inflection point. Young consumers are gaming first in their entertainment orientation and highly engaged in creating and viewing massive amounts of content. This translates into heavy use of short-form video, which is amassing total views well into the trillions. And overwhelmingly, they want music to be part of all these experiences. With this transformation, proper conversation of artists and songwriters is required. With our world-class talent as our core base, we have dramatically enhanced our general commercial strategies outside of pure streaming growth. With any potential offshoot of our audio and visual content, we can be a partner, and we support innovation throughout the digital landscape. We are aggressively leaning into numerous opportunities for our artists and songwriters with the largest being in short-form video. In gaming, we are an established leader in activations for our talent, including Travis Scott, Lil Nas X and the Kid LaRoi. And as a member of the largest Saudi family, where gaming has such core importance, we believe we're strongly positioned to develop and maximize a range of new offerings in the space. Additionally, we're supporting growth in promising areas like direct-to-fan solutions, create a friendly licensing and over the long term, Web 3 and the Metaverse. Across all of these next-generation platforms and experiences, we are diligently building revenue and ensuring our creators are properly compensated for the massive engagement and tremendous value their work provides to these categories. We are at the gateway of a new technological era with AI and unsurprisingly, music will be a core component of this process. AI promises to provide us tools so that artists and writers can create and innovate. It also heralds greater levels of insight through machine learning as well as potential new licensing channels and avenues for commercial exploitation. There is a lot of opportunity in this area to be excited about throughout our company. We are greatly aware of the challenges ahead, too. We will protect our creators on every level possible, whether it be creative, financial or legal in basis. Infringement and unauthorized usage of their rights should be the basis for a unique new set of artists and songwriter protections industry wide. Tech does not simply overrule art. No strategy is more important than us enlarging our creative footprint globally. The well-worn adage "hits can come from anywhere" has never been more appropriate with now our operations in 70 countries to meet this challenge. We remain the market leader in Latin America, which generates over $1 billion of industry revenue and has become one of the leading global providers of creative talent. Buying the Som Livre label in Brazil, which is now a top 10 global market, is part of our growth driver in this region. Earlier this spring, I visited the Middle East, India and Southeast Asia as part of our ongoing development of these key regions for our future expansion. In India, we are #1 in market share amongst the global music companies but there is so much more potential for more revenue with local partners' expertise helping guide us. China is now firmly a top 5 market, and we are sensibly building our creative base there. Africa is already a major player in global talent terms, and the region is important for us to understand and develop within. Around the world, we use the direct experience of our record label divisions and services offered by The Orchard to find as many quality-based partners as possible. To enhance the level of service we provide our creators, we invest in complementary best-in-class services and solutions that can help them advance their development. Our partnership with merchandising and branding company, Ceremony of Roses, represents many of today's biggest artists. We have dramatically increased our portfolio of owned partnerships with companies specializing in live concerts and experiential events. And we have significant investment in artist and song writers and management companies around the world. In podcasting, we are producing more and more shows with name brand talent whilst promoting subscription models in this sector's growth pattern. And to make the audio and visual recording process totally in synergy with our creators, we have invested in over 40 studios worldwide. All these activities are supported by top level staff and our investment in data and analytics. As I'm sure you would all expect, being part of the Sony family gives us the ability to forge unique opportunities with television, pictures, PlayStation and electronics. We have proven this is clearly a differentiator in our value proposition compared to our competitors, and our creators now expect this synergy. Our commitment to this process is our mantra. With all the change in our business, we will only step up this focus in the years to come. Whilst being more competitive than ever before, as our recent results clearly indicate, we are embracing the values of equality, diversity and inclusion and emphasizing the well-being of our creators and people. We are recognizing the importance of being a force for positive change in the social environment that our art so often reflects. Through this lens, we deliver a culturally and passion vision to the entertainment space, with a deep understanding of technological change. At Sony Music, we could not be more excited about our future.
Unknown Executive
executiveWe will now like to invite the investors and analysts to ask their questions. For those of you asking -- the response will come from Chairman, Sony Music Group and CEO, Sony Music Entertainment, Rob Stringer. I'd like to call upon the questions. [Operator Instructions] Yes, we have the first question, which will be in English from Goldman Sachs. Ms. Lisa Yang, please.
Lisa Yang
analystHello. Thank you very much for the presentation, Rob. It's, to me, interesting as usual. I have 2 questions, please. You mentioned how, obviously, quality is more important than quantity. But I think the current payment method obviously doesn't fully reflect that based on just the share of leasing stream. So I'm just curious to hear your thoughts in terms of how you think that model is going to evolve? How long do you think it could take? What is best for artists and consumers? That's my first question. And secondly, you mentioned the generative AI, there's been a lot of talks about it in the industry and more broadly. I'm just curious, how do you in this age, protecting your IP, there's clearly some concerns around this. How do you think that's going to impact the value of IP in general? And also, if you can elaborate on the opportunities you see in terms of licensing IP -- creating your own songs using generative AI, that would be helpful.
Rob Stringer
executiveOkay. I think you've covered every questions in one go there, Lisa. The first one, well, obviously, we are going to be about quality. We do believe that we have to look after the premium quality artists at the top level of our business. We think that's what attracts consumers to DSPs. We would like to see regulation of the sheer volume of content if that content isn't of a decent enough standard that it isn't a poor quality content, that there isn't stream manipulation through weak content. We would like those things cleaned up. And I think then we'd have a clearer picture of perhaps some of the issues you think we face. But obviously, from our point of view, in terms of the scale, we are in the independent distribution business. The Orchard has 30,000 labels. So we have cast our nets deeper and deeper to find more content. Also with an ability through data analysis to sift through that content for music that can step up in terms of quality. So I think we have that well covered. I don't think there's anything we can do necessarily to downplay the sheer volume of content going up onto the platforms. But we think we have a responsibility to maintain the quality. We think the DSP platform is at the same thing, that we need to absolutely make sure that the consumer is getting the best experience possible with the highest quality content. The second question, really, we're in the early stages of AI in terms of development as to how it can be a business model for music. We are particularly interested in the technology that protects our content. And that content needs to be traced. We need to be able to understand how to find our content so that when musical content goes to the AI generative process, that we basically know it's our content or not. And we are spending an enormous amount of time, as you can imagine, on the AI experience. But we are particularly interested in how we tag our content so that we know when our content is being used in all the processes involved. So I think there's going to be other questions about AI-specific questions. We're excited about this chapter, but also we are incredibly protective of our rights. So hopefully, that answers, I think those 2 questions, hopefully.
Operator
operatorI would like to move on to the next question. SMBC Nikko, Katsura-san. Please go ahead with your question.
Ryosuke Katsura
analystSo 2 questions. Past 3 years, obviously, the streaming and the M&A you have been doing like [indiscernible] are one of the drivers to grow at the latter single digit or double digit and stronger than the industry. What would be the key driver for coming 3 years of the growth for the SME? Is it going to be the similar area? Or maybe by region? Or if you could give some hint on the growth opportunity going forward? That is the question.
Rob Stringer
executiveYes. Okay. That's fine. Would you like me to answer that now or you got a second question?
Ryosuke Katsura
analystWell, maybe the -- could you answer the first question?
Rob Stringer
executiveYes, sure. Well, I mean, it is a combination of everything. I mean it is a juggling act constantly as you surmised from the examples you've given. Yes, we have to keep investing. I'm grateful that Tokyo allows us to invest the way we have. We needed to invest to keep up with the market. We've done that. I think the results speak for themselves in that investment, working in lots of the metrics you'd hope they were working in. But also, we're constantly mining to find out where the business is going. It would be pretty apparent that the business is global now. We are reaching near saturation in some of the very mature markets. We are looking at brand-new markets. We are looking at markets all around the world. Music now travels from around the world. So we have to take music from every territory in the world pretty seriously, which we do. And we have very, very good growth patterns in key territories, like we mentioned with Brazil, where that's now a top 10 market. We have spent significant A&R investment and infrastructure investment in probably 30 growing markets, and we will continue to do that. So again, it's a juggling act. We don't settle on one principle and then hope that principle sticks for 3 years. We are, I think, probably the presentation explained it. We are looking at growth areas in 25 different sectors of our business, and we need to be in them all. And if we're in them all, then we'll be very competitive. So hopefully, I do think our results show that, but it's a never-ending quest this really.
Ryosuke Katsura
analystSecond question was, I think already you have discussed, but the impact of the generative AI. You've talked about pros and cons on that. Could you also add some example of something already impacting to you or to artist? And what do you think would happen in the future?
Rob Stringer
executiveWell, let's just say that impacting artists, it's reasonably early. The sort of more high-profile examples of where there has been an AI version of an artist singing another artist's song is the very early stages of what may happen on a different scale in the next 2 to 3 years. So even though those are very, very high-profile examples, they're not high streaming numbers. I think the AI will become an extremely positive tool in the development process. I think it will help create the best creators make excellent, excellent content. But right now, we're worried about the lowest common denominator, which is flooding platforms with endless content of a substandard nature. And we obviously want to fight that process. We want to make sure that we are knowledgeable about absolutely tracking that content. And so it's always going to be a little bit of a race between the top quality and the low-end quality. And that's what we're doing at the moment. And as you would expect with such a powerful new tool and possibly a new form of industrial revolution, there is quite a dramatic rush to be the first. To be the first people to have AI-generated content up on platforms. To be the first form companies that build AI-generated tools. But being first isn't always how you win. So we are really spending time with every possible new strategy and new company so that we understand this marketplace extremely well, and we will do that. And in the meantime, we will also, as I just said to Lisa, in the meantime, we will also protect our artists' rights. We have millions and millions of tracks that need copyright protection, and we will protect those copyrights.
Operator
operatorWe would now like to go on to the next person. Also in English, we have Okazaki-san of Nomura Securities.
Yu Okazaki
analystThis is Okazaki from Nomura. I also like to ask a question about the impact of generative AI. So what is your view on the industry landscape change in the future, major levels versus Indies? In my understanding, generative AI can be positive to the total music industry. But it seems it will be more positive on Indies label for individual assets and not for major labels. So what is your viewpoint on this industrial structure changes in the future?
Rob Stringer
executiveWell, that's an interesting perspective. People have been saying that about major labels versus Indies. You have to be very careful about the definition of Indies because independent that's the current definition in streaming isn't really a bunch of independent labels necessarily. It also can be just pure content, and it's not independent. It's just sheer volume of content. I've heard this conversation again and again over various chapters of technology, and yet we are still here. And the reason we are still here is because we have millions and millions of tracks of the most high-level quality. And they will form an incredibly important part of the AI process. Of course, they will because that high-level content is what travels the world the most easily. So I think that it's going to be always a dialogue with the sheer volume of AI-generated content. But we will have an incredibly important part to play because we have the most high quality and most important content in our systems. So we know what power that has. We know what power that has because, for example, as I just mentioned, the most high profile AI content at the moment is using fake voices from our biggest artists. So when we work out with our biggest stars is how they use AI effectively, then the fact is they will have a big voice.
Operator
operatorMay I move on to the next question? And Thong-san, Macquarie Securities.
Damian Thong
analystThis is Damian Thong with Macquarie. I have 2 questions. So first one, I'm very interested in your comments on the growth opportunity in emerging markets like Brazil, India. India, of course, has come into the spotlight a lot and Sony is making a big push there also with the acquisition. I'm just curious, how big do you think these markets could be? And of course, because you're investing in those markets, is the profitability lower right now? And how do you think that evolves over time? That's my first question. So my second question will be shorter than this one. The second question is to do with your negotiations with like short-form video providers like TikTok and so on, also ad supported. I mean, I still think that they undervalue your product, and I think there's still a lot to go for it to increase monetization there. And I'd love to hear any comments you might have on how that's improving, how the negotiations are shaping up?
Rob Stringer
executiveOkay. Good questions, contrasting. India and those markets are incredibly important. But I think, I mean, I just went to India on a fact-finding mission because it is such an important market for Sony Music, but it's also an important market for Sony Corporation. I think that first of all, it was very presumptuous to presume that I understand the Indian market better than people in India. That would be the wrong idea. What I see with a degree of understanding from the point of view that we are the largest market share company of the majors in India and the fact that as I said, Sony's investment in India has been significant is that there is tremendous growth opportunity, which I'm sure you know. What I found interesting about India musically is it's been pretty much dominated by Bollywood. But I think with the sheer scale of putting phone technology in India to hundreds of millions of people, I think that streaming is bringing music to India in a different way. And I think that there's a potential for pop music in India. I think what that hybrid of music is will be determined by the great Indian artistry. But the fact is that there is massive growth potential in India. And I think there's potential for genre growth as well. And pretty much that goes for several territories of the world. In the Middle East, there's hybrid music being made. And there's obviously the power of scale coming from Saudi Arabia. In Asia, each market now -- in Southeast Asia, each market has a very identifiable sonics to their artist development. So we'd be amiss if we didn't look at every single market and see some potential. I saw on my trip to 3 regions, 37 different artists across 8 or 9 days. And in several of those artists, I saw true global potential, which is really exciting because the adage, which is a bit of a clean shape has never been more true is that "hits can come from anywhere". As K-pop has proved breaking out of Korea, as music has proved breaking out of every market in Latin America around the world. And literally, I think there's huge potential in several key markets that probably could be under the bracket of emerging markets, but I think that term will go very quickly. Second question, yes, we think our music is undervalued by short-form content providers. I would make an exception and say that I think that the improvements in relationship with YouTube have been extremely positive over the last few years, and we've built up a relationship where YouTube agreed to build a subscription model to match the huge volume of ad-supported content. We would like to see other short-form content providers build a proper subscription model, which valued our content appropriately and that we got paid in the same proportion as some of the bigger streaming platforms. Some of the short-form video providers are relatively new. But we are clearly monitoring their progress. And it doesn't take a scientist to realize that we are being underpaid by some of those content providers. And as negotiations go on, that will be our position until we are satisfied that we have been paid properly.
Operator
operatorI would now like to go on to the next person. We have questions coming in English. From UBS Securities, Yasui-san please.
Kenji Yasui
analystThis is Kenji Yasui from UBS. My question is very simple. It's just one. Well, it looks like business in -- the business itself is really in good shape. But I wanted to explain any downside potential in next 2 or 3 years' time plan because I don't see it possibly, streaming is expanding, the ASP is going up, and you have multiple to prompt. If you see any downside potential realistically, I want to explain the factor 1 through 3 or kind of thing.
Rob Stringer
executiveOkay. Well, I'm glad you're optimistic. That's good news for us. I mean, yes, I'm extremely optimistic. I mean, I've obviously just had a lot of questions about AI, and we're all figuring that out right now. In fact, the whole of industry is figuring out AI. And at the moment, I want to be positive about AI because I think it's going to have some tools that absolutely all aspects of our industry, improve our profitability and improve our creative vision. But most part, I feel that without wanting to tempt fate with any macroeconomic headwinds because that's always possible, I think we were in some ways fortunate that during the pandemic, the consumption of music was so incredibly powerful that we were able to build our company up in the pandemic, which probably wouldn't have seemed very likely at the start of the pandemic, and we did build the company, and we were very aggressive with investment during the pandemic. So we will come out the other side of that era with a stronger company. But again, like I asked the previous question -- answered the previous question, I think we have to have a portfolio of 20 rights models. And some of those rights models will be dormant for a certain time period and then they will grow and certain rights models will be absolutely at that moment. And I feel, honestly, like we're in very, very good shape. I feel compared to a lot of companies, our portfolio is really strong. I don't think the areas that we may have been weakened when I presented to many of you, I think, probably 5 years ago that we are weak in those areas anymore. And I like to think we're a well-rounded company, but we're very adaptive to change, and that's our outlook.
Operator
operatorWe are running out of time. The next question should be the last one. And the next question in English as well, Ezawa-san of Citigroup.
Kota Ezawa
analystFirst of all, Rob, congratulations to your phenomenal financial performance outpacing industry in the past years. My first question is dissimilar from the previous ones. On AWAL and Orchard, maybe we never know for those 2, how much profitable and it contributed profit margin to Sony Music Group overall. For those living musicians making profit through music label like Sony, is it right understanding that the profit margin is structurally higher with the AWAL and Orchard compared with the traditional Sony Music assuming that the early stage of climbing up the hit chart is the most profitable phase for labels rather than the musician to produce with the -- or the musicians growth already in the top tier category? So to rephrase the question is that the expanding AWAL and Orchard, is it improving in profit margin for overall Sony Music? This is my first question.
Rob Stringer
executiveOkay. Well, with AWAL and The Orchard, I mean The Orchard is now several years into an extremely strong growth pattern. I think we were early on that business development story with looking at independent distribution of labels by a major company. The Orchard is extremely profitable now and is an extremely important market share component for our company. But I have to say that now it's a mature business that we are finding new ways to use The Orchard in terms of the larger scale of the company. And some of our investments on a wider scale of being through artists and labels and companies that actually just started as small labels in that process several years ago. So I think that AWAL, has almost even outgrown our expectations and what it could become. And that's very exciting because we are obviously still, as I mentioned, in the investment mode. We will constantly be investment mode. And The Orchards absolutely helped one of our strategies for looking at wider investment. And that was really what led to us buying AWAL, a different type of proposition in an artist services fashion to The Orchard. And again, a very, very, as I mentioned earlier, a wide net to cast. So we are extremely happy with the profitability of these companies. But alternatively, I have to say we're extremely happy with the profitability of our market share, which is based on current market share. As you saw in the presentation, we're up 6 percentage points in current market share over the last 4 years. And despite the fact that I read some companies talking about the importance of catalog and major spent too much time on hits, I would say one thing, which kind of defies logic on that, is that today's hit is a tomorrow's catalog. So you always need hits. And it's a lot cheaper to grow those hits organically than to buy them as catalog at a later date. So again, it's around a well-rounded portfolio of assets. The Orchard is central to our strategy, the same whereas our labels with major superstars are central. And I believe that AWAL, equally too, will be central to that strategy. We grow the business. We've only been in that business after the approval from the CMA about 18 months now, but we are very happy with the progress of AWAL. So again, it's part of a multifaceted strategy to beat the market. That's what we want to do.
Kota Ezawa
analystThank you. Following up the second question is trying to put up a little more bigger context. And about the threat you may have from the consumer-generated media like YouTube or AI generated literally taking up more market, I think, by those in the new emerging content and the musicians in the future will not need a massive global distribution and marketing beacon like yourself nowadays. How would you defend your position to those in a new margin phenomenon? Is the solution using the AWAL and The Orchard to those emerging individually acting musicians?
Rob Stringer
executiveOkay. A smart question, but the fact is that people said that major labels couldn't distribute independent repertoire and content, and yet we had The Orchard with a significant market share and a very powerful part of our -- as I said, our portfolio of assets now. So again, it's sort of -- the constant theme is we can't do something in the next chapter, and yet we keep proving that we do. And I completely understand what you mean by the threat. Distribution of a sheer volume of content in streaming is a threat to us yet our profit margins are higher than ever. Our market share is positive, and we have more hits than the previous 20 years. So I think that we'll find a way to deal with it. And we will not be arrogant and we'll be humble about it, like we've been over the last chapter, I believe, of our company, and we will find a way of dealing with any threats. And I do believe, as I'm sure you all do, that AI is a scalable revolution in industry, and there will be undoubted negatives as well as positives, and we will figure those out. We're a wide-ranging company. We're assisted division of a wider company in the corporation, and we will figure a lot of the issues out. And I do believe that, again, that with the core of quality and the core of scale because we have both, I believe we're well placed to figure the next chapter out.
Operator
operatorThe time is up. I would like adjourn the session of Sony Music Group. Thank you very much for your participation. The next segment will start at 9:50. Please wait for a while. [Break]
Operator
operatorWe will be starting the Sony Music Entertainment session pretty soon. So please wait for a while. Next up, the Sony Music Entertainment session. And first, Sony Music Entertainment President and CEO, Muramatsu present.
Shunsuke Muramatsu
executive[Foreign Language]
Operator
operatorNow we would like to answer to the questions from the investor and analyst. The responder will be from Sony Music Entertainment, President and Representative Director, CEO, Shunsuke Muramatsu; Representative Director, CFO, Hidehiko Nagata. Now I would like to move on to the Q&A session. [Operator Instructions] Now the first questions that's going to be in Japanese, [ Minakata-san ] from Goldman Sachs.
Unknown Analyst
analystMinakata speaking from the Goldman Sachs. And I have 2 questions. And the 2 questions, which I would like to say first, and one for anime and one for the e-gaming. For anime and in the presentation material in Page 9. I'm looking at the Page 9, and the growth driver is going to be overseas. That's what you have mentioned. And in case of the gaming and in Japan, 20% and overseas is 80%. And that is the current situation, I think, in terms of the market from the company's perspective. And future's in the animation and do you think that it's going to be similar picture that you be able to imagine for the future? And that's the question. And then also, the second would be, what is the strength? And where do you see the potential in terms of the region in overseas? And because you mentioned that there is a growth in overseas, I would like to know about the future and then also the positioning of your company. And that is the first question. And the second question would be regarding the mobile gaming. And the competition is getting severe and severe. That's what you have mentioned. And the monetized IP from that perspective, the game is going to be a very important platform, that's what I feel. And the new pipeline, how I would like to know about the -- any information about that future pipeline? And the high-quality game that such demand in the case development -- the cycle is going to be longer and you may not be able to release the new one immediately. And also, the mobile game announcement for the Demon Slayer, it's been long term since you made the announcement and that you may be -- the pipeline is going to be narrowed down, and you may focus on titles so that will be able to release with a high quality or you may want to maintain certain titles to release? And those 2 questions.
Shunsuke Muramatsu
executiveThank you very much for your question. And those are 2 questions regarding animation and overseas opportunity and then also the future competitive area. And second point will be the gaming, application game. Monetizing the IP, it is very important and a question regarding that future development. And that was my understanding. And first question in terms of the market in overseas for animation, in the presentation, as I have said, overseas is increasing, growing and as of now 30% and 50%, and that's the current situation. And continuously, overseas market that we would like to expand and that is our forecast. And the strength will be U.S. and Europe, and that's what we think. However, for future potential region will be last year, Saudi Arabia. [ 2022 ]. That is the Saudi Arabia's entertainment event. That was a national event. And in the other, the generating -- the countries, the next critical industry is going to be entertainment. That's what they're saying, and they will be focusing on animation. And also what they're supporting the best would be a Japanese anime. That's what I heard. And therefore, in that Middle East area, we think that there's a great opportunity and India as well. The Crunchyroll and we have reached to India at very first to [ and with ] India, and there are some challenges. But the -- in terms of the localization, they're a successful case. I think that it will be competitive even though there's religious issues. And the next question, the gaming and the title under development and we have not made announcement yet, and we cannot tell today. However, in terms of the Demon Slayer and it's taking time and however -- and this title do have the large number of the fans, and therefore, we would like to try to satisfy fans. And we are developing such games. And from our perspectives, as you say, our good IPs is going to be game. And that's where we would like to focus, as you say. And in 2024, the year 2024 is going to be the peak for the title launch and that is our forecast. Thank you very much.
Unknown Attendee
attendee[Interpreted] I'd now like to turn to the next question in Japanese. From Mizuho, we have Mr. Nakane.
Yasuo Nakane
analyst[Interpreted] My name is Nakane from Mizuho Securities. I also have 2 questions and those 2 regarding music. First of all, you mentioned that you want to expand your fandom, and also you want to have a global expansion, and I understand that you have a subscription order where you will be charging for membership. And I see that, that is a direction -- that is a model that's available. And I would like to know about your company's platform. Or are you going to be working with other platforms, not just Crunchyroll, or any other platforms that you have within the group? So what is your direction? How do you plan to contribute or how do you see the contribution to the fandom expansion? And the second question is regarding the technology that Sony Group has and also game and pictures, the entertainment opportunities. There are many opportunities that you have. But what about your artists? What is the area or the genre, which does require the use of your artists because -- what would you say would be the competitive edge that you can gain with the utilization of your artists? So I'd like to ask you how you plan to make use of your artists.
Shunsuke Muramatsu
executive[Interpreted] Well, thank you very much for your question. You have given me 2 questions. The first was regarding the music and how to maximize the fandom and what are some of the global opportunities. That was the first question. As to that question, with fandom, we are not sticking to just our platform, but we want to see how widely we will be able to expand our fandom. And we want to ensure a very high fan engagement because that will lead to many hits for a long time. And so we will be working not just with the recorded music, but we'll also be looking at live and also merchandising so that we can position our artists amidst all of these opportunities. And the most successful case in recent time is the YOASOBI music called Idol, and this was used in an animation film and also the idol, which is a very unique Japanese culture. And we have a pop artist with a unique talent. We were able to have a fusion of all these 3 elements, which led to a new opportunity or new possibility for Japanese music. And working with YOASOBI because we have that fandom and we have very high-quality IP, this is something that we have to push and that will be the advantage that we are going to be able to enjoy. And as for Crunchyroll, within Crunchyroll, we are -- have just started the service where we will be able to distribute Japanese contents. And we would like to see how we can use this medium of anime to see how we can then expand the distribution of music and also of our artists. Going on to your second question about technology. Sony Group has technologies and seeing from the viewpoint of the artists some of the demands that we could foresee for our artists, naturally, the pictures and music, there's a very great demand in the creative area. And maybe I should ask Mr. Nagata to continue with the answering of your question.
Hidehiko Nagata
executive[Interpreted] Within Sony Group, we do have a lot of technology of filming. We also have studio. And when we create music video, there are kinds of background effects that we are able to make use of, which has not been available in the past. And we can also work with entertainment subsidiaries overseas to see what sort of needs there are that we could generate. There could be some path for our artists, which can only be created through working with the other group partners. That's all.
Unknown Attendee
attendee[Interpreted] [Operator Instructions] Next question in Japanese, JPMorgan, Ayada-san, please.
Junya Ayada
analyst[Interpreted] JPMorgan, Ayada speaking. Two questions. And the first question and SPT abstract questions and from your company's perspectives and Japanese, the contents and IPs in overseas. What is the positioning in overseas? And that is the first question. And I think that there are many aspects, for example, like anime, and there's the Disney and Japanese anime. It looks like different and also in terms of the music as well. And the piece of Japanese music seems to be different from overseas or U.S. and Europe [ in the approach ] and 10% of the revenue from overseas, that's what you said. And in your organization and overseas, revenue grew more than Japan's revenue. And when you think about that, do you think that you'll be able to achieve that from the current perspectives? Or are you going to select the different types of content development or the different types of the marketing approaches needed? And I would like to hear your views. And then also second question and could be tricky -- complicated question, animation and game, and the same IP could be successful. And how do you see the border in between? For example, FGO and -- had a great kit. And what I think is that I don't really see the mixed IP, mixed strong IPs. And in terms of [ the MSA ], I'm not quite sure how much contribution that can achieve. And from your perspectives, I mean, IP [ bricks ] in the game area, what is the hurdle? What is the challenge that you see? Or what would be the solutions? And what the -- what kind of lesson that you have heard from the past, please share with us.
Shunsuke Muramatsu
executive[Interpreted] Thank you very much for your question. And those are 2 questions, and the first one in Japanese contents, how the overseas market view on that. And that was the first question. And as you say, in terms of Japan, the market is much [ bored ] for a long time in the past, and therefore, the only thing that we have to do is just looking at the Japanese market. That was such time. However, now, it's very different or [ contradictionally ]. And especially anime, I would say support greatly and originality, uniqueness or the sense from the Japanese creators and that has been supported greatly from overseas. That's what I feel. And therefore, we would like to strengthen that part. And as the Japanese, the fans and we -- that means like we can satisfy the Japanese, the fans, and that can be also satisfied the overseas fans as well. And that demonstrate that. And as you said that the targeting for the global from the very beginning and there will be -- such approach would be necessary, of course and the Crunchyroll and then also animes that we are working, working with the concepts such as like solo, leveling up. And that would be one of the examples, and we would like to see and what the world is -- or the overseas are looking for. So there will be polarization in that area. And the second question, anime and game, and the same IP can be successful. In that case, what is going to be the challenge or the hurdle that we have to cross over? And that is a very difficult question to answer. And of course, there is a big -- the issue that we have. And in terms of the Demon Slayer and the game that we are going to launch, hope that it's going to be the great fun to the users and depending on the character of that work, and we will select the good partners and animation fans and the network fan and then also game fans. And we have to appeal to them, and we have to make great products that will satisfy all of them. And with the data marketing, we are working on that. So please wait for that, and we would like to hear from you after it is launched. Thank you very much.
Unknown Attendee
attendee[Interpreted] We are running out of time now, so we will have the last person to ask questions. [Operator Instructions] From SMBC Nikko, Mr. Katsura-san.
Ryosuke Katsura
analyst[Interpreted] My name is Katsura from SMBC here at Nikko. I have one question with regard to how much resource you plan to have for your overseas business. For game and network service, I think they were looking at sort of strengthening of first party so that they're looking to having about 50% of the development people abroad. And in your case, Europe is -- overseas is about 10%, and you plan to grow that further. So how do you plan to invest in your resources for that purpose?
Shunsuke Muramatsu
executive[Interpreted] As for our overseas resource availability, well, we have been, in the past, working with Aniplex in Shanghai or Los Angeles and also with Germany, France and Australia. So there have been some locations where we've positioned our resources. And what we did was to -- or what we would like to do is to try to strengthen those resources on the solutions side. And Nagata, who is in charge of the overseas business, I'll let him answer your question.
Hidehiko Nagata
executive[Interpreted] As for overseas business up to now, we have been focusing mostly on the Japanese market up to now. As Muramatsu said, we have worked with Aniplex where we were working on the overseas business. And due to the COVID epidemic, we had not been able to speed up our efforts in the overseas areas or regions. But what we want to do is to speed up the process, and we will try to invest in more people in the overseas locations. And we will also see how we can work better with the other group companies in the various international locations because we believe that there's still a lot of opportunities and chance where we will be able to succeed overseas. So we will be spending money, both money and people for that purpose, and that will be the conclusion of my question -- answer.
Unknown Attendee
attendee[Interpreted] Well, thank you very much. Well, I think it is time now so that we will now conclude this session for Sony Music Entertainment. Thank you very much for joining us for this session. And we will now go on to the Home Pictures segment, which will start from 10:40. [Break]
Unknown Attendee
attendee[Interpreted] Quite shortly, we are going to begin the session of Pictures segment, so please wait just for a while. Thank you for your waiting. And we are going to begin the session for Pictures segment. First, we are going to have the presentation, Chairman and CEO, Sony Pictures Entertainment, Tony Vinciquerra.
Anthony Vinciquerra
executiveHello. I'm pleased to discuss Sony Pictures Entertainment's business during what continues to be an incredibly transformative time for our industry. Today, I'm going to spend a few minutes discussing our prior fiscal year results and some of the key drivers that got us there, a review of current market conditions in the media and entertainment space and a look at Sony Pictures' current market position, our competitive advantages and growth strategies for the future. So let's get to it. Here's a brief recap of the recently concluded fiscal year. Despite ongoing fundamental shifts in the media and entertainment space, geopolitical challenges and the lingering aftereffects and impacts of the COVID pandemic, Sony Pictures once again had another terrific year. As you saw in April in Sony Group's fiscal year-end earnings announcement, Sony Pictures posted very strong results with revenues for the year coming in at $10.1 billion and operating income at $894 million. This exceeded our expectations and reflects a strengthening of Sony Pictures' market position overall. You may remember that last year's fiscal year's extraordinary results included onetime gains from some major transactions and deals such as the sale of GSN Games and our massive Seinfeld licensing agreement with Netflix. Those deals, combined with the record-breaking Spider-Man: No Way Home added over $1 billion to last year's operating income. So the drop from last year came as no surprise. And when you look at the last 6 years, our results overall clearly illustrated a continuation of the steady upward profit trend we've worked hard to achieve. Now the drivers of our fiscal '23 successes can be seen across the entire breadth of Sony Pictures. Our Motion Picture Group held firm in its commitment to original IP into theatrical distribution and drove strong box office results with new and original films like Bullet Train, Where the Crawdads Sing, The Woman King and A Man Called Otto, among others. These titles are great examples of how the studio's distinct faith in films for all audiences paid off. The strong box office performance of these titles also greatly enhanced our home entertainment sales as well as TV sales and license fees. Now on the TV side, Sony Pictures Television maintained its position as the leading independent studio with incredibly strong IP and as a market leader in several distinct businesses, including game shows, anime and our India media networks businesses. Our TV production business performed extremely well with best-in-class execution and production discipline that has made us the go-to provider for all streamers and networks seeking premium content. We have platform-defining television such as The Crown, The Boys, Outlander, Cobra Kai and For All Mankind and many others. In fact, SPT has #1 shows on nearly every major streaming platform and broadcast and cable network with 17 series ranking in the top spot on their respective platforms and networks in the last year. Pretty amazing. Our U.S. game shows posted very strong results with Wheel of Fortune and Jeopardy! remaining the most watched shows on television after the NFL. And both shows recently signed a 5-year renewal contract with the ABC stations for both programs. Our games division has also placed emphasis on the strategic expansion of these titles, debuting several successful spin-off series this year beyond syndication. And we continue to enjoy success with our PlayStation Productions partnership. HBO's The Last of Us launching to phenomenal viewership numbers fast on the heels of last year's successful feature film, Uncharted. The season finale of The Last of Us premiered with an audience of 8.2 million viewers, breaking its own same-day viewership record. That show also became one of the most watched shows ever on HBO Max in both Europe and Latin America. And lastly, we are now starting to see the positive impacts of our aggressive M&A strategy to invest in areas of growth over the last few years. I'll discuss that in more detail later. Now let's take a broader look at the current media and entertainment space. Thankfully, following 3 years of COVID-related challenges impacting virtually every aspect of film and television production and theatrical distribution, there are now signs of industry stabilization. Audiences have shown a willingness to return to theaters with the top 10 films of 2022 generating $3.7 billion in domestic box office. Now that's closer to pre-pandemic figures than the year before, which is good news. However, overall performance in 2022 was still down 39% versus pre-pandemic levels. Some of that is attributable to film production being slowed by COVID restrictions over the last 3 years, so we anticipate improvement there as we look ahead. Indeed, the release calendar this summer looks very crowded with big-budget films again. The streaming space continues to evolve. Following a clear shift in focus of operating metrics by Wall Street from subscriber growth to profitability, the major streamers have course corrected and taken significant measures to cut costs and realign their strategies. This has had profound impacts on the industry overall from sizable layoffs and many streaming businesses to changes in their content spending, higher show cancellations and shorter series orders and the creation of ad-supported tiers. Obviously, as the industry's leading independent content supplier, these changes at the streamers are quite relevant to Sony Pictures as well. In the global television space, volume remains high, which is great. It's now a volume business. But overall conditions remain challenging with production volumes and budgets remaining largely flat. At the same time, TV buyers are increasingly interested in nonfiction and game show programming as well as high-profile known IP and franchises. These are all areas where SPE is very well positioned. Geopolitical challenges remain a significant concern for our industry, especially in markets like China and Russia, where theatrical releasing for U.S. studios has become increasingly difficult. Though we're now seeing some encouraging signs that things are loosening up a bit in China. And finally, WGA, DGA and SAG-AFTRA contract negotiations are all on the table this year, each of which may have industry-wide impacts. As you all heard, WGA went on strike earlier this month, and we are working to resolve those issues. I'd like to switch gears now and talk a little bit about where Sony Pictures currently stands in the media and entertainment space, our competitive advantages and what we feel will drive future growth for the company. As I said earlier, Sony Pictures just concluded another very strong year, building on our successful turnaround efforts of the past several years. We've achieved this by staying true to a 4-pillar strategy that we've talked about before. It focuses squarely on Sony Pictures' incredibly strong IP, our independence and ability to partner with and distribute content to all partners across all platforms, our vast library of high-value content and most importantly, our place within the broader Sony Group ecosystem, which is something that is now in full force. Each of these sets us apart from our competition. Mining and leveraging Sony's rich IP has been a critical part of our turnaround success and will be a key part of our current content strategies moving forward. Whether it's expanding our enormously successful franchises like Ghostbusters, The Equalizer or Bad Boys with upcoming new sequels or adopting beloved Sony IP across both film and television as we are doing with the enormously popular Cobra Kai television series and our planned Karate Kid feature film or realizing the enormous potential of expanding Sony's universe of over 900 Marvel characters across multiple platforms and genres as we are doing with our upcoming live action films such as Kraven the Hunter, Madame Web and Venom 3; the upcoming Spider-Man: Across the Spider-Verse and Beyond the Spider-Verse, the sequels to our enormously successful animated Spider-Man: Into the Spider-Verse. And our newest adaptation for television, Silk: Spider Society, it's the first television series in our multi-series deal with Amazon based on our Marvel characters. That series will air first on linear MGM+ and then stream on Amazon. Our decision years ago to stay out of the crowded general streaming space and instead become the industry's leading independent content supplier was clearly the right choice and is now widely recognized as a competitive advantage in today's market. Indeed, some of the major studios with streamers are now repositioning themselves as content suppliers as well. But as the only major Hollywood studio without a general network streaming platform to feed, Sony Pictures remains in the strongest possible position as evidenced by our ability to provide content to any and all partners and platforms and negotiate the best deals. During the pandemic, as many major studios shifted their film distribution strategies away from theaters and more toward feeding their own streaming platforms, SPE maintained our commitment to theatrical distribution. That commitment to the theatrical window remains a major competitive advantage for us in several respects. Through our best-in-class theatrical marketing and distribution teams, we continue to enjoy box office success and a profitable film slate. Our devotion to theatrical has kept us as a preferred studio for major talent and filmmakers who want the kind of cultural impact that only a theatrical release can provide, and they benefit greatly from our strength in downstream windows as well. And the major streamers are now recognizing that releasing films theatrically is enormously beneficial to streaming success as well. As an example, almost all Sony's theatrical releases over the last year landed on Netflix' top 10 and averaged 4x more views than many releases that went straight to streaming. Streamers have clearly taken notice. Amazon released air in over 3,000 screens in advance of its streaming debut. And Apple recently announced they are partnering with us at Sony Pictures to release Napoleon, a major feature film directed by Ridley Scott in theaters, before it goes to streaming. That's recognition of Sony's theatrical marketing and distribution expertise. So as we look ahead, we will continue to lean heavily into these core areas of strength in our film and television businesses. Our film slate for the upcoming years will continue to balance the right mix of major big-budget event films with moderately budgeted original productions. And in addition to a full theatrical slate, we will continue to produce some original films for streaming through our deal with Netflix announced a couple of years ago. We've already had great success with that partnership with Lady Chatterley's Lover and look forward to the next feature. We also see real potential in our robust international productions operation. Even with the loss of the Russian and Ukraine markets business, Sony Pictures International Productions outperformed last year with strong titles in Spain, Italy and Germany. And in television, we'll continue to adapt to the rapidly evolving TV landscape, focusing on our ability to scale to higher volume, speed of delivery, fast and flexible dealmaking and strength in the non-scripted and game show space. The diversity of SPT's content portfolio uniquely positions us to meet every buyer's needs from building and expanding on our long-running franchises such as Outlander, The Boys, Justified, Cobra Kai, and The Good Doctor; creating new premium franchises such as The Night Agent, which beat Bridgerton and Stranger Things this season to be in the top 5 of Netflix' most popular shows of all time. After one of the strongest debuts in Netflix history, it was almost immediately renewed, marking one of the fastest renewal decisions by that streaming service ever. And we're currently in production on Vince Gilligan's new venture, [ Pluribus ], which has already been picked up for 2 seasons. Now expanding our premium game show IP and library titles and targeting new platforms and audiences as we are doing with prime time Jeopardy! and Wheel of Fortune spin-offs and reboots of past favorites such as The Newlywed Game, Dating Game and Joker's Wild, among many others. And we're growing our already strong portfolios in nonfiction and kids television groups. And beyond that, we see strong additional growth potential in the following areas. We'll make further investment in collaboration efforts with our sister Sony Group companies, especially Sony Interactive Entertainment through our PlayStation Productions partnership and with Sony Music Group. We're fully integrating our recently acquired businesses and maximizing their full potential now that they're part of SPE. We'll make further investment in location-based entertainment and experiences and an unwavering commitment to strengthening Sony Pictures through our extensive ESG initiatives. After years of wrestling with how to realize the full potential of cross-company collaborations throughout Sony Group, we are now truly firing on all cylinders. The best example of this is our partnership with Sony Interactive Entertainment's PlayStation Productions. Last year's enormously successful Uncharted starring Tom Holland really paved the way for future collaborations with PlayStation based on game IP. And the phenomenal success of HBO's Last of Us has reinforced beyond a doubt the true potential of game adaptations for film and television. Later this summer, we're going to release Gran Turismo, a feature film based on the wildly popular PlayStation game and inspired by the true story of a Gran Turismo player who became an actual professional racecar driver. We have more than 10 more projects in development and production between film and television, including Twisted Metal, God of War and Horizon Zero Dawn, among others. Other collaborations across the Sony Group companies include several film and television projects with Sony Music Group and their artists. Last year, we released the feature film Whitney Houston: I Wanna Dance with Somebody, and there are several other collaborations in the works with our television group featuring Sony Music talent. We also recently launched This is Jeopardy! podcast in partnership with Sony Music. Switching gears to our M&A activities. As I said earlier, after years of aggressively investing in areas of growth, we are now realizing the benefits of those efforts as those newly acquired businesses integrate into SPE's overall business. Crunchyroll is the best example. Two years after acquisition and merging with Funimation, Crunchyroll has now reached over 11 million subscribers and is exceeding all of our expectations, overperforming against budget on both revenue and operating income. Now integrated into SPE, our Crunchyroll teams have pushed hard to maximize the full potential of anime's massive appeal across the world and our businesses, from collaborating with PlayStation to give the Crunchyroll space on its console home page to reach its growing audience to working with our Motion Picture Group on theatrical distributions for some of its major releases such as Dragon Ball and Demon Slayer films and most recently Suzume to mining through Sony's vast library to find IP that would be ideal for potential anime adaptations. Stay tuned from news on that front. And Crunchyroll also recently acquired Anime superstore Right Stuf, greatly enhancing its e-commerce offerings to fans and collectors. Crunchyroll is, without a doubt, the ultimate destination for great animated content. Anime remains one of the fastest growing segments in entertainment, and we look forward to continuing to be a leader in this space. Our new SPT nonfiction division borne out of last year's Industrial Media acquisition is now the independent leader in the highly profitable nonfiction entertainment space with acclaimed series such as the 90 Day Fiance franchise, American Idol and many others. Our Bad Wolf acquisition last year has reinforced our position as a leader in U.K. television drama, and our decision to acquire ATT's minority interest in GSN in 2019, making SPE the sole owner, has positioned us as the independent leader in game shows. And over the last year, our SPNI-Zee Entertainment merger received critical regulatory approvals, and we believe it is on track to close in the upcoming quarter. That merger will help us build on our great successes in India to date and create a powerful global media and entertainment business comprising rich content libraries, broad reach and outstanding talent. And one last transaction to mention is Pixomondo, the Oscar- and Emmy Award-winning virtual production visualization and VFX company we acquired last year. Adding Pixomondo to our already strong portfolio of virtual production and VFX businesses, which include Sony Innovation Studios and Imageworks, greatly enhances our capabilities and reinforces us as a leader in the space, enabling us to serve the growing visual effects and premium television and film production industries. We continue to seek out opportunities for ancillary revenue from our existing IP through our location-based entertainment group. They've licensed several new attractions in fiscal year '23, including an unchartered experience opening in PortAventura in Spain later this month; and most recently, World of Jumanji, the world's first Jumanji-themed land just opened at Chessington World of Adventures Resort outside of London. And we have 10 more attractions projected over the next 3 fiscal years. Finally, we're not slowing down on our ESG and diversity efforts across the globe and across the company, and they remain crucial as we think about our future growth plans. We've already seen great progress with many of the activities that are part of our broader D&I programs and Sony Pictures Action initiative. We will continue to actively search for ways to expand the pipeline for diverse stories and talent of all backgrounds with innovative and impactful programs such as the Diverse Directors and Diverse Writers Programs, SPT's Time for Change Committee and the Creative Diversity Fund. And we are continuing to make progress on our 2025 goal to reduce carbon emissions globally by 25% and aim to eventually achieve net zero targets through innovative carbon reduction solutions and elimination of single-use plastic. So with that, I'd be glad to answer any questions you might have.
Unknown Attendee
attendee[Interpreted] I would like to move on to the questions from analysts and the investors. And we are going to have Tony Vinciquerra, Chairman and CEO, Sony Pictures Entertainment, Inc., to answer the questions. So let's go to the Q&A. [Operator Instructions] And the first question in English, BofA Securities, Hirakawa.
Mikio Hirakawa
analystThis is Mikio Hirakawa from BofA Securities. I learned that you're making great progress as an independent studio. My first question is which company do you benchmark in the motion pictures and TV production business? And the second question is what would be the gap between SPE and the benchmark company and how you're trying to fill the gap to beat the benchmark company in conjunction with the 4-pillar strategy you discussed today? Those are my questions.
Anthony Vinciquerra
executiveWell, thank you for your questions. I don't really think we have a benchmark company because we're very unique and very different than most of the companies we compete against. We are really the only major studio -- we are the only major studio that does not have a general entertainment subscription video service, which is where most of the -- all of our competitors are really focused at the moment. We have chosen a different path. We are the strategic supplier to all of our customers. And we think that that's the way to go. We do have subscription video services as I discussed. We have Crunchyroll, and we also have Pure Flix, and they are both doing pretty well. As I mentioned in the presentation, we have over 11.5 million subscribers now with Crunchyroll, and we're about 1 million subscribers at Pure Flix, and they're on very, very good path. So I don't really see a benchmark company that we look at to try to compete with. We are not the biggest film and television producer in the business obviously. We don't have as much IP as many of our competitors, but I think that if you look at our results, we are on a much, much better path than any of them. Thank you for your question.
Unknown Attendee
attendee[Interpreted] Next question that is going to be in English, and TD Cowen, Creutz. Mr. Creutz, please.
Douglas Creutz
analystYou mentioned some of the labor issues that you're having with both the writers and potentially with some of the other guilds. I'm just curious in your take. It seems to me that part of the issue is the aggressive move to streaming has really damaged the economic proposition for all the major studios that own streaming platforms but also for the writers as well, and therefore, there might not be as much room for negotiation between 2 parties as there normally is. Just curious on your take on that. And then secondly, what are you planning in the event that this strike does go on for an extended period of time?
Anthony Vinciquerra
executiveWell, the strike is mostly about television. The television business has changed radically over the past 5, 6 years. It used to be -- when I was running Fox, at March, April, May, you planned the fall schedule, you went up to the advertisers, you secured your backing for the -- for the programs that you chose to put on your schedule for the fall, and you did 22 or 24 episodes. And then you'd hopefully have a second season or a third season. Today, the business is a volume business, and there is no more deficit financing. There is no more opportunity to hit a grand slam home run with the production. You're basically work for hire. So it's become a volume business. And we've, I think, transitioned very, very quickly to that business structure as Sony Pictures Television. The writers and SAG are still wrestling with trying to figure out how to change their business models to reflect what's happened in the television industry. Film industry is affected not quite so much but certainly still affected to some degree by the streaming business because the demand for residuals. That's going to be -- that and a few other issues will be the primary points of negotiation with the WGA. We are not currently negotiating with the WGA because we're negotiating with the DGA. When the writers walked out -- and by the way, let me make it very clear. The writers did walk out of the negotiation because they gave us an ultimatum and said, if you don't agree to these 3 things, we're not going to continue to negotiate. And we said, well, we can't just agree with them, let's continue to negotiate, and then they decided that they would walk. So the DGA contract is up in a few weeks and we -- in a couple of weeks, and we wanted to make sure that we got to that. So that is the focus right now on getting the DGA deal done. Thank you for your question.
Unknown Attendee
attendee[Interpreted] We'd now like to go on to the next question. The question comes from Goldman Sachs, Munakata-san, please.
Minami Munakata
analystThis is Minami Munakata from Goldman Sachs. I have 2 questions. My first question is about Crunchyroll long-term growth strategy. As you mentioned, currently, Crunchyroll has 11 million subscribers and has become a large platform. And I'd like to ask how to accelerate monetization going forward. My view, the idea will be more collaboration within Sony Group or increasing subscription rate or expanding absolute user base or acceleration of related business such as live events, but I appreciate your view on this angle. And my second question is long-term target of OP margin of SPE. Thanks to portfolio transformation and contribution from streaming, Pictures segment OP margin becomes stable compared to before. But is it still single digit? Do you have any longer-term target of OP margin and how to improve profitability of SPE to achieve that level of profitability going forward?
Anthony Vinciquerra
executiveThank you. On Crunchyroll, our strategy is to continue to roll out the service around the world. It's not -- we haven't established the business in many countries as of today. Those countries that we have established are not high-level ARPU markets and will not contribute as much as the current markets we're in, but they will contribute and they will be very profitable for us. Our collaboration is obviously very significant within Sony with Aniplex and with Sony Music Japan, who are our partners in this business. And we have great relationships with many other creators in Japan, and we continue to develop those and nurture those. And we will make sure that we have the best possible relationships with all those creators. That is going to be the core of the business. If you don't have great product, you're not going to have great audience and great subscription levels. So that really is our strategy, rolling out into more countries, territories and also creating and continuing to create terrific relationships with our creators. Also, our theatrical business at Crunchyroll is one area that we're going to develop even more. We found that these theatrical exhibitions of anime films are terrific and very profitable for us. So that will be another area of great interest and the merchandise area. People who are big fans of anime are still buying merchandise, and they're going to continue to buy merchandise. So that's going to be a significant area of development for us as well. On the future of SPE, how we're going to continue to develop, so you mentioned the word stable, and that's how I'd describe our business. It's very stable. In comparison to all of our -- someone asked earlier about benchmarking to our competitors. The benchmark is that we're stable and everybody else is kind of in chaos right now. So we're feeling pretty good about where we are. We think that our business will continue to grow. I know that and we all know that the television and film business are not going to be tremendous growth businesses in the future. They'll be very solid, very stable. And that's why we've been working on developing various additions to our revenue base like Crunchyroll, like our kids animation business that we purchased, like our unscripted business that we purchased. And we will continue to look for opportunistic ways to do that through M&A. Thanks for your question.
Unknown Attendee
attendee[Interpreted] And we'd like to move on to the next question. The question in English, Macquarie Securities, Thong-san.
Damian Thong
analystThis is Damian Thong, Macquarie. I just have one question on location-based entertainment. Clearly, you've -- Sony has made a [ portion ] to this space with the number of partnerships globally and growing a big presence in Thailand. Would Sony consider taking direct stakes or larger stakes in this -- such projects or even like a lead in development of such projects in the future? And also, do you see -- given as you develop this capability, do you -- does Sony see them -- is that possibility of buying IP to basically roll into your pipeline?
Anthony Vinciquerra
executiveWell, there -- that's a -- there's a lot of different ways to answer that question. A lot of things that are happening in the LBE world right now with our -- the way we're structuring and the way we're strategizing. We are, right now, licensing our IP to many parks and other kind of -- other places where we -- developing rides and experiences throughout the world. That is our main focus right now. We also are building a pilot project in Chicago called Wonderverse, which is a restaurant and IP-based entertainment center. And we're going to test that in Chicago to see if it has legs and that we can roll it out around the U.S. and the world. We have very high hopes for it. We're hoping to get that open in September, October this year in that neighborhood. Obviously, supply stream -- supply chain constraints are impacting our ability to build that, but we will have it open fairly soon. We've also wrestled a little bit with talking about being more directly involved in theme parks and things like that. But we're not quite ready to pull the trigger in that area yet, but it is something we're absolutely thinking about. Thanks for your question.
Unknown Attendee
attendee[Interpreted] Next question and in English, [ Nishida-san ] from Okasan Securities.
Unknown Analyst
analystSo I have 2 questions. So first one is about the Page 10. So what do you think about the outlook for future next 3 years about the content spending in the streamers and also what you think about...
Anthony Vinciquerra
executiveI didn't get that question. I'm sorry.
Unknown Analyst
analystOkay. So my question is about Page 10. So what do you think...
Anthony Vinciquerra
executivePage 10?
Unknown Analyst
analystYes, Page 10, about the content spending in streamers? So what do you think about the future outlook on this content spending next 3 or 4 years and also the...
Anthony Vinciquerra
executiveLet me take a look at Page 10. Okay? All right? Look, we think that the box office is coming back very aggressively. This -- starting in late March, early April this year, the box office has been very strong. We think by -- if you take from March until the end of the year, we think we'll get to about 90-plus percent of where it was in 2019. So it's reacted very strongly. We have not had a major film come out in March or April. Our next one is June 2, Spider-Man: Into the Spider-Verse, and then we have a couple of others coming pretty quickly, Insidious: The Red Door. We have Gran Turismo. We have Equalizer 3. We have Kraven. So we think we're going to have a pretty strong second half of the year starting in June. And we think that the box office is there to happen. And you had a second question, I think.
Unknown Analyst
analystSecond question about India. So could you tell us about the -- Sony's competitive advantage in terms of the IP content and direct consumer service in India? So do you think -- is it possible to outperform the market growth rate in the future? It's about India.
Anthony Vinciquerra
executiveWell, as you know, we have a merger pending in India that will be a joint venture -- will end up being a joint venture, which will be the controlling party and be a public company. We're very, very anxious to get this closed. We think it'll be great for the business. We think it'll enhance our business in India greatly, and we're still waiting for the last 2 kind of small pieces to be gotten through in the regulatory side. We've gotten all the major regulatory approvals. Now we need to get through the last 2, which are delayed for a lot of different reasons, one of which is that the NCLT court is backed up and has a lot of things to look at happening in India, and they're the small court with not a lot of resources, so they take a lot of time to get through the process. And we're hoping that, that gets done relatively quickly. And then there's a couple of other smaller pieces that have to happen. But once it does happen, we're going to be right at the top of the food chain in the entertainment world in India. And we're looking forward to having a terrific growth pattern over the next few years. India is now the largest population -- the most populous country in the world and the fastest-growing economy in the world. And if you're going to be in the entertainment business, we think you have to be there. Thanks for your question.
Unknown Attendee
attendee[Interpreted] [Operator Instructions] We have Ezawa-san from Citigroup Securities.
Kota Ezawa
analystIt's Kota Ezawa from Citigroup. Tony, you say independent content supplier model is successful, and it seems to be absolutely, yes when we look at the past risk control and cost or investment management for profit. If you look at the Slide 10, the Paramount, the Warner and the Disney, they have greater revenue, but they are platforms. Do you think Sony has the future opportunity to make a more sort of exclusive partnership with those and the distributors or potentially utilizing PlayStation platform that you own and using their subscribers in PlayStation to deliver more content to certain Sony fans? This is my first question. But the second one...
Anthony Vinciquerra
executiveExcuse me, I didn't quite understand that question. Could you just speak a little slower? I'm not hearing it well.
Kota Ezawa
analystSorry. So the first question is that do you have an idea to partnership with those distributors? Or...
Anthony Vinciquerra
executiveWhat kind of distributors are you talking about?
Kota Ezawa
analystIs it Disney or Paramount or those other content -- your competitors or potentially PlayStation platform, you can utilize?
Anthony Vinciquerra
executiveWell, we are -- we do -- with our competitors that are not part of our company, we probably won't be partnering for distribution except potentially on physical distribution, DVD distribution in territories around the world. I think you will see some partnership there because that business is on a glide path -- on a negative glide path, and we're looking for ways to save money in the distribution of the DVD business but physical distribution business. I don't think you will see much in the way of cooperation to distributors, though, in the future, at least for the immediate future. With PlayStation, we have lots of opportunities to do cooperative ventures, and you'll see lots of that happening over the next couple of years, I think.
Kota Ezawa
analystGreat. The second question, if I may, about earnings and profit. You have profit flattish or more or less in the new fiscal year in Japanese yen. In Slide 2, you showed a long-time growth with the profit. However, you might be slowing down now. But can you share your view on how you keep up the growth rate and the profitability after the successful risk management and committed to the independent company supplier?
Anthony Vinciquerra
executiveWell, we're getting into the law of large numbers now, and it's harder to -- it's hard to keep the same level of increase. We've had over a 20% CAGR over the past 6 or 7 years. And I don't know that we'll keep that level of growth going, but you will hopefully see positive growth. It's getting -- our business will be at the whim of the economic world and what happens macroeconomically and also what happens in the world geopolitically. If things go the right way, we'll continue to grow. If they don't, we'll struggle a little bit, but we'll -- we have a terrific management team here who are absolutely flexible and vibrant and ready to move at a moment's notice to change direction to find ways to keep our business growing. And I have every confidence that we'll continue through the efforts of our team to do that. Thanks for your question.
Unknown Attendee
attendee[Interpreted] And the time is up, and we are going to adjourn the session of Sony Pictures Entertainment.
Anthony Vinciquerra
executiveThank you.
Unknown Attendee
attendee[Interpreted] And this is the end of the day 1 programs of our Business Segment Meeting 2023. And we are going to restart the day 2 session at 9:00 tomorrow. Thank you very much for your attendance. [Portions of this transcript that are marked [Interpreted] were spoken by an interpreter present on the live call.]
Read the full transcript via the API
You're viewing the first half of this call. Get the complete Sony Group Corporation transcript — plus 251,000+ transcripts from 12,000+ companies, speaker segments, AI summaries and full-text search — through the EarningsCalls.dev API.
Get the API View API docs →This call discussed
For developers and AI pipelines
Programmatic access to Sony Group Corporation earnings transcripts and 251,000+ others is available through the
EarningsCalls.dev REST API. Plans from $24.99/month — full transcripts, speaker segments,
full-text search, and the recently-added /api/v1/transcripts/recent polling endpoint for ETL pipelines.