FY2018 Corporate Strategy Meeting
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Creativity Or Imitation:Japanese Success in VCR Technology Jeanine M
Lehigh University Lehigh Preserve Perspectives on business and economics Perspectives on Business and Economics 1-1-1989 Creativity or Imitation:Japanese Success in VCR Technology Jeanine M. Kasulis Lehigh University Follow this and additional works at: http://preserve.lehigh.edu/perspectives-v07 Recommended Citation Kasulis, Jeanine M., "Creativity or Imitation:Japanese Success in VCR Technology" (1989). Perspectives on business and economics. Paper 1. http://preserve.lehigh.edu/perspectives-v07/1 This Article is brought to you for free and open access by the Perspectives on Business and Economics at Lehigh Preserve. It has been accepted for inclusion in Perspectives on business and economics by an authorized administrator of Lehigh Preserve. For more information, please contact [email protected]. CREATIVITY OR IMITATION: JAPANESE SUCCESS IN VCR TECHNOLOGY Jeanine M. Kasulis Introduction corder (VCR), a popular electronics device found Until the late 1960s, U.S. industry enjoyed in two out of five American homes, was origin a preeminent position in technology and com ally invented as a broadcasting tool by a Cali manded a significant market share in the field fornia-based American firm named Ampex in for industrial and commercial products. Dur 1956 (Television and Video Almanac, 1988, p. ing the decades that have followed, however, 433). The invention evolved over the next two competitive strides by the Japanese have made decades into a product that could be used in stunning impacts on world and domestic mar the home; but Ampex in particular, and the kets alike. Superior Japanese performance has American electronics industry in general, fell been a growing concern in a wide array of out of competition. -
1. Introduction
Latest Gaming Console 1 1. INTRODUCTION Gaming consoles are one of the best digital entertainment media now available. Gaming consoles were designed for the sole purpose of playing electronic games. A gaming console is a highly specialised piece of hardware that has rapidly evolved since its inception incorporating all the latest advancements in processor technology, memory, graphics, and sound among others to give the gamer the ultimate gaming experience. A console is a command line interface where the personal computer game's settings and variables can be edited while the game is running. But a Gaming Console is an interactive entertainment computer or electronic device that produces a video display signal which can be used with a display device to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions, or arcade machines, which are designed for businesses that buy and then charge others to play. 1.1. Why are games so popular? The answer to this question is to be found in real life. Essentially, most people spend much of their time playing games of some kind or another like making it through traffic lights before they turn red, attempting to catch the train or bus before it leaves, completing the crossword, or answering the questions correctly on Who Wants To Be A Millionaire before the contestants. Office politics forms a continuous, real-life strategy game which many people play, whether they want to or not, with player- definable goals such as ³increase salary to next level´, ³become the boss´, ³score points off a rival colleague and beat them to that promotion´ or ³get a better job elsewhere´. -
Sony Kabushiki Kaisha
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 20-F n REGISTRATION STATEMENT PURSUANT TO SECTION 12(b) OR 12(g) OF THE SECURITIES EXCHANGE ACT OF 1934 or ¥ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2010 or n TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from/to or n SHELL COMPANY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Date of event requiring this shell company report: Commission file number 1-6439 Sony Kabushiki Kaisha (Exact Name of Registrant as specified in its charter) SONY CORPORATION (Translation of Registrant’s name into English) Japan (Jurisdiction of incorporation or organization) 7-1, KONAN 1-CHOME, MINATO-KU, TOKYO 108-0075 JAPAN (Address of principal executive offices) Samuel Levenson, Senior Vice President, Investor Relations Sony Corporation of America 550 Madison Avenue New York, NY 10022 Telephone: 212-833-6722, Facsimile: 212-833-6938 (Name, Telephone, E-mail and/or Facsimile Number and Address of Company Contact Person) Securities registered or to be registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered American Depositary Shares* New York Stock Exchange Common Stock** New York Stock Exchange * American Depositary Shares evidenced by American Depositary Receipts. Each American Depositary Share represents one share of Common Stock. ** No par value per share. Not for trading, but only in connection with the listing of American Depositary Shares pursuant to the requirements of the New York Stock Exchange. -
Exective Appointments
Sony Corporation News & Information 1-7-1 Konan, Minato-ku, Tokyo No. 20 -040E May 19, 2020 Sony Corporation Executive Appointments Tokyo, Japan – As announced in the press release "Announcement of New Sony Group Organizational Structure" issued today, in conjunction with the launch of “Sony Group Corporation” on April 1, 2021, Sony will establish a new executive structure optimized for Group-wide management. In view of this transition, Sony Corporation’s executive structure will be partially reformed as of 1st June 2020. The positions of executives with responsibility for business management and those with responsibility for headquarters functions will be separated, and chief executives in charge of core Sony Group companies will be appointed "Senior Executive Vice President." In addition, the positions of Corporate Executive Officers will be reviewed in order to clarify their responsibility to stakeholders. <Executive Appointments> (as of June 1, 2020) [ Executives of equal rank are listed in order of appointment / changes to titles or areas of responsibility are underlined ] Kenichiro Yoshida Chairman, President and Chief Executive Officer Representative Corporate Executive Officer Hiroki Totoki Executive Deputy President and Chief Financial Officer Representative Corporate Executive Officer Shigeki Ishizuka Vice Chairman*1 Representative Corporate Executive Officer Officer in charge of Electronics Products & Solutions Business Officer in charge of Storage Media Business Representative Director, President and CEO, Sony Electronics Corporation Representative Director and President, Sony Imaging Products & Solutions Inc. Toru Katsumoto Executive Deputy President Corporate Executive Officer Officer in charge of R&D Officer in charge of Medical Business President, R&D Center Representative Director and Deputy President, Sony Imaging Products & Solutions Inc. -
Quietrock Case Study | Sony Computer Entertainment America
Studios & Entertainment Quiet® Success Story Project: ® Sony Computer Entertainment ‘Sh-h-h-h!’ PlayStation 4 game- America, LLC making in progress! Location: San Mateo, California New sound studios spearhead renovations for Sony Computer General Contractor: Entertainment America, with an acoustical assist from Magnum Drywall Magnum Drywall and PABCO® Gypsum’s QuietRock® Products: QuietRock® FLAME CURB® San Mateo, California The Sound of Silence means a lot to engineers producing video games for Sony PlayStation®4 (PS4™) enthusiasts. At Sony Computer Entertainment America LLC headquarters in San Mateo, California, producers’ tolerance for intrusive noise from beyond studio walls is zero. Only the intense action on-screen matters while creating audio effects that dramatize, punctuate and heighten the deeply immersive experience for video gamers. In these studios Sony Entertainment sound engineers make the most of that capability while keeping the PlayStation® pipeline full for weekly launches of new games. The gaming experience draws players to PS4™ and its predecessor PlayStation® consoles, and PS4™ elevates 3D excitement ever higher. It’s the world’s most powerful games console, with a Graphics Processing Unit (GPU) able to perform 1,843 teraflops*. “When sound is important, we prefer to submit QuietRock as a good solution for the architect and the owner. There’s nothing else on the market that’s comparable. I even used it in my own home movie theatre.”” – Gary Robinson, Owner Magnum Drywall what the job demands Visit www.QuietRock.com or call Call 1.800.797.8159 for more information On top of its introductory lineup in November 2013, over 180 PS4™ games are in development, including “Be the Batman”, the epic conclusion of the “Batman: Arkham Knight” trilogy, that is due out in June 2015. -
Released in December 1957, the TR-63 Was Sony's First Pocket-Size Transistor Radio
Released in December 1957, the TR-63 was Sony's first pocket-size transistor radio. It's a 6-transistor superhet design with some interesting design features, including the use of Sony-manufactured NPN transistors in the circuit. Masaru Ibuka served with the Impe- used in schools and courts. much discussion, Sony's research labo- rial Navy Wartime Research Committee Following Ibuka's visionary 1952 ratory head, Mikato Kikuchi, suggested during World War 2, leaving in 1946 to trip to the USA to sign a licence with dropping Bells' preferred doping agent, join Akio Morita to form Tokyo Tsushin Western Electric, Sony acquired pat- indium, and substituting phosphorus Kogyo Kabushiki Kaisha, "Totsuko". ent rights for the transistor and subse- instead. When that didn't work, Morita Morita, a physics graduate, had served quently began manufacturing portable called for "more doping"! alongside Ibuka in the Research Com- radios in 1955. It soon paid off and Sony were able mittee, and their friendship laid the to produce the transistors used in their foundations for the international pow- Early difficulties first solid-state radios. Their TR-55 erhouse we now know simply as Sony. Sony preferred NPN transistors be- model, released in 1955, is now a rarity Tokyo Tsushin Kogyo's first prod- cause of their better high-frequency and the last one to be listed online some uct, a rice cooker, says a lot about the response but were initially unable to years ago had a price tag of $US1500. company. Japan had suffered massive produce working examples. One can only imagine the energy destruction during World War 2 due to NPN devices exploit the fact that invested by Sony to leap from Ibuka's bombing and people needed utensils to electrons move more quickly than licensing agreement to a marketable cook their staple food, which was rice. -
Sony Corporation Names Anthony Vinciquerra Chairman and Chief Executive Officer, Sony Pictures Entertainment
SONY CORPORATION NAMES ANTHONY VINCIQUERRA CHAIRMAN AND CHIEF EXECUTIVE OFFICER, SONY PICTURES ENTERTAINMENT [Culver City, CA – May 11, 2017] Sony Corporation today announced that Anthony Vinciquerra will become Chairman and Chief Executive Officer of Sony Pictures Entertainment (SPE), starting on June 1 and reporting to Sony Corporation President and CEO Kazuo Hirai. Vinciquerra will replace SPE Chairman and CEO Michael Lynton, who announced in January that he would step down this spring. Vinciquerra will oversee the studio’s corporate groups and its lines of business: SPE’s Motion Picture Group, Sony Pictures Television and SPE’s Worldwide Media Networks division. Vinciquerra comes to Sony Pictures with deep experience in the media, entertainment and tech spaces. He is currently Senior Advisor to Texas Pacific Group in the Technology, Media and Telecom sectors, where he has focused on TPG’s Capital, Growth and Opportunity investing arenas, as well as digital and emerging technologies and their impact on the distribution and consumption of film and TV content. Prior to TPG, Vinciquerra spent almost 10 years at Fox where he served as Chairman and CEO of Fox Networks Group, the largest operating unit of News Corporation. Before Fox, Vinciquerra was with Hearst Corporations broadcasting group and CBS’s television group. “Tony is a proven, results‐oriented leader with extensive experience running and driving growth in large, complex media and entertainment businesses,” said Hirai. “His operating skills, effectiveness working with creative teams and expertise in managing digital disruption and new technologies make him the perfect choice to lead SPE, and build on the studio’s turnaround efforts to date. -
Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States
Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Buonocore, Cathryn E. 2016. Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States. Master's thesis, Harvard Extension School. Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:33797406 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States Cathryn E. Buonocore A Thesis in the field of Sustainability for the Degree of Master of Liberal Arts in Extension Studies Harvard University November 2016 Copyright 2016 Cathryn E. Buonocor Abstract This study examines and compares the environmental footprint of video game distribution on last generation consoles, current generation consoles and personal computers (PC). Two different methods of delivery are compared on each platform: traditional retail on optical discs and digital downloads in the U.S. Downloading content has been growing and is used to distribute movies, music, books and video games. This technology may change the environmental footprint of entertainment media. Previous studies on books, music, movies and television shows found that digital methods of distribution reduced emissions. However, prior research on video games, looking only at previous generation consoles, found the opposite conclusion. -
Illegal File Sharing
ILLEGAL FILE SHARING The sharing of copyright materials such as MUSIC or MOVIES either through P2P (peer-to-peer) file sharing or other means WITHOUT the permission of the copyright owner is ILLEGAL and can have very serious legal repercussions. Those found GUILTY of violating copyrights in this way have been fined ENORMOUS sums of money. Accordingly, the unauthorized distribution of copyrighted materials is PROHIBITED at Bellarmine University. The list of sites below is provided by Educause and some of the sites listed provide some or all content at no charge; they are funded by advertising or represent artists who want their material distributed for free, or for other reasons. Remember that just because content is free doesn't mean it's illegal. On the other hand, you may find websites offering to sell content which are not on the list below. Just because content is not free doesn't mean it's legal. Legal Alternatives for Downloading • ABC.com TV Shows • [adult swim] Video • Amazon MP3 Downloads • Amazon Instant Video • AOL Music • ARTISTdirect Network • AudioCandy • Audio Lunchbox • BearShare • Best Buy • BET Music • BET Shows • Blackberry World • Blip.fm • Blockbuster on Demand • Bravo TV • Buy.com • Cartoon Network Video • Zap2it • Catsmusic • CBS Video • CD Baby • Christian MP Free • CinemaNow • Clicker (formerly Modern Feed) • Comedy Central Video • Crackle • Criterion Online • The CW Video • Dimple Records • DirecTV Watch Online • Disney Videos • Dish Online • Download Fundraiser • DramaFever • The Electric Fetus • eMusic.com -
Annual Report 2013 201 3 年
Annual Report 2013 201 3 年 3 月期 アニュアルレポート 2013年 3月期 ソニー株式会社 Annual Report 2013 Business and CSR Review Contents For further information, including video content, please visit Sony’s IR and CSR websites. Letter to Stakeholders: 2 A Message from Kazuo Hirai, President and CEO 16 Special Feature: Sony Mobile 22 Special Feature: CSR at Sony Business Highlights Annual Report 26 http://www.sony.net/SonyInfo/IR/financial/ar/2013/ 28 Sony Products, Services and Content 37 CSR Highlights 55 Financial Section 62 Stock Information CSR/Environment http://www.sony.net/csr/ 63 Investor Information Investor Relations http://www.sony.net/SonyInfo/IR/ Annual Report 2013 on Form 20-F Effective from 2012, Sony has integrated its printed annual http://www.sony.net/SonyInfo/IR/library/sec.html and corporate social responsibility (CSR) reports into Financial Services Business one report that provides essential information on related (Sony Financial Holdings Inc.) developments and initiatives. http://www.sonyfh.co.jp/index_en.html 1 Letter to Stakeholders: A Message from Kazuo Hirai, President and CEO 2 BE MOVED Sony is a company that inspires and fulfills the curiosity of people from around the world, using our unlimited passion for technology, services and content to deliver groundbreaking new excitement and entertainment to move people emotionally, as only Sony can. 3 Fiscal year 2012, ended March 31, 2013, was my first year as President and CEO of Sony. It was a year full of change that enabled us to build positive momentum across the Sony Group. Since becoming President, I visited 45 different Sony Group sites in 16 countries, ranging from electronics sales offices to manufacturing facilities, R&D labs, and entertainment and financial services locations. -
80 the MARKET Sony Corporation Is a Leading
THE MARKET a very small group of young peo- Sony Corporation is a leading man- ple with the energy and passion for ufacturer of audio, video, communi- unlimited creation. cations, and information technology This passion and creativity products for the consumer and pro- eventually led to the development of fessional markets. Additionally, the Sony’s Trinitron TV in 1968, which company’s music, motion picture, set the world standard for high television-production, game, and quality in home theater products. online businesses make Sony one of As a proponent of global oper- the most comprehensive entertain- ations based on a local presence, ment companies in the world. Morita set up manufacturing plants all over the world. Its Trinitron® ACHIEVEMENTS color television assembly plant Today, Sony employs almost 170,000 in San Diego, California, built in people worldwide, with almost 1972, was the first consumer elec- 22,000 working in the United States. tronics manufacturing facility built For fiscal year 2001, Sony Corpor- in the United States by a Japanese- ation had total sales of more than based company. $56.9 billion, with the electronics Morita’s deep confidence in segment making up more than two- another legendary Sony product, thirds of the revenues. the Walkman personal stereo, was Sony Electronics Inc. (SEL), the key factor in its ultimate formerly known as Sony Corpor- success. While retailers were ation of America, was established in initially resistant, the Walkman 1960 to oversee Sony’s sales and stereo’s compact size and excel- marketing activities in the United lent sound quality attracted con- States. -
Annual Report 1990
' ~ • ::·~ ii ~:· J" ~ ~~~-:.,.. • •• • -;) ..... ~· 7 (3,,. '~.:.(_.,~:_-.:~·.::g. :... · ony Cor.~oratio. ri is on~ Of .· the world's le~ing ..~ .: .. ~.. .. manufacturers -of aud1o and v1deo .eqUlp- ,"':_. !<' • •· • .meat, televisions, displays, -semiconduct?rs, _com·puter.s,:'·and such informatipn.. related pr.pdt,:Jcts "' . .as micro flo:ppyaisk systems. Ke--en-1¥: aware 0f the interrelated Aature of ~software and hardware, Sony is also bolstering ,its p.resence in the audio and image-bas.ed software mar~~_ts through the ~BS Records group and the n~wly acquired ·~ Columbia Pktur~s Entertqinment, ·lnc. A strong co.mmltment te research Cilnd d€velopment has helped the {om.pany build a war.ldwide reputati<m as a pacesetter in the efectronic equipment industty. Havlng also garnered recognition as one . ' .~ . ; of Japan's rno~t intetnatjonal corpor:aUons by manufaetutfng fn the market~ - where its products. are sold! Son¥ is ~wrrently strengt!olening globaf systems fQt;, ·corp0rate fwncbie>rrs, fr:'otn 'ot~er- . management to R&D. ~ (:· r;., ~· ~· ... -; ~ ~. ': ,~~:!:~·~:. :r-r:i ··i ' ~. ~ Consolidated .Statements of Cash Flows Notes to Consolidated financial Statements Report of Jndepen:de.nt Accountants SONY CORPORI\TION 1\ND CONSOLIDATED SUBSIDII\RIES FINANCIAL HIGHLIGHTS Year ended March 31 OP~RATING R~SULTS Thousands of Millions of yen U.S. dollars except except per share amounts per share amounts Percent change 1989 1990 1990/1989 1990 FOR THE YEAR Net sales ¥2,145,329 ¥2,879,856 +34.2% $18,343,032 Operating income 160,499 295,191 +83.9 1,880,197 Net income 72,469 102,808 +41.9 654,828 Per Depositary Share: Net income ¥ 241.7 ¥ 306.9 +27.0 $ 1.95 Cash dividends 44.6 50.0 0.32 AT YEAR-END Stockholders' equity ¥ 911,816 ¥1,430,058 +56.8 $ 9,108,650 Total assets 2,364,775 4,370,085 +84.8 27,834,936 Number of employees 78,900 95,600 Note: U.S.