Tag: PlayStation VR

  • Sony to expand TV business in India; forex and mobile segment dull Q3-17 numbers

    Sony to expand TV business in India; forex and mobile segment dull Q3-17 numbers

    BENGALURU: Sony Corporation’s (Sony) CFO Kenichiro Yoshida said at the investors meet, “In order to expand our businesses outside the US, primarily in India, we are taking various measures to grow including M&A.”

    Sony plans to turnaround the Pictures (Film and Television business) Division that incurred a loss of ¥106.8 billion) for the quarter ended 31 December 2016 (Q3-17, current quarter). The loss was because by an impairment loss of goodwill to the extent of ¥112.1 billion (about $962 million at the applicable exchange rates at the time. For Q3-16, the division had reported an operating profit of ¥20.4 billion.

    Sony’s Pictures segment reported a 14.1 percent decline in sales and operating revenue from ¥225.2 billion from 262.1 billion due to lower sales of Motion Pictures offset by the higher sales of Television Production business.

    As a part of the turnaround, Sony says it will pursue new sales channels and movie merchandising opportunities. The impairment charge resulted from a downward revision in the future profitability projection for the Motion Pictures business within the Pictures segment.

    The downward revision of goodwill was primarily due to a lowering of previous expectations regarding the home entertainment business, mainly driven by an acceleration of market decline. Underlying profitability projections of film performance were also reduced, but the adverse impact of that reduction is expected to be largely mitigated by measures that have been identified to improve the profitability of the Motion Pictures business says the company.

    Overall, Sony reported a 7.1 percent year-on-year (y-o-y) decline in sales and operating revenue for Q3-17 at ¥2,397.5 billion as compared to ¥2,580.8 billion. The company says that the decline was primarily due to the impact of foreign exchange rates. On a constant currency basis, sales were flat y-o-y due to improved performance by its Games and Network Services (G & NS) division which was partly offset by the poor performance of its Mobile Communications segment.

    Net income attributable to Sony’s shareholders’ declined to less than a sixth (declined by 83.7 percent) in the current quarter to ¥19.6 billion from ¥120.1 in the corresponding year ago quarter. The decline was primarily attributable to the impairment loss incurred by its Pictures division.

    Sony’s Mobile Communication division reported a massive 35.3 percent y-o-y decline in operating and sales revenue in Q3-17 to ¥248.6 billion from ¥384.5 billion. Operating income declined 12.1 percent y-o-y in the current quarter to ¥21.2 billion from ¥24.1 billion.

    The G & NS division reported a 5.2 percent (15 percent on a constant currency basis) y-o-y increase in Q3-17 in sales and operating revenue to ¥617.7 billion from 587.1 billion. Higher sales of PlayStation4 software and PlayStation VR which was launched in October 2016 contributed to the growth. The G & NS division reported 24.5 percent increase in operating income in the current quarter to ¥50 billion from ¥40.2 billion.

    Sony’s Imaging Products and Solutions (IP & S) division reported a 9.6 percent y-o-y decline in sales and operating revenue in Q3-17 revenue to ¥167.1 billion from ¥184.8 billion. Operating income of the segment declined 7.5 percent y-o-y in the current quarter to ¥22.1 billon from ¥22.8 billion. The company attributes the declines to forex fluctuations and a change in its product mix for the division.

    Home Entertainment and Sound (HE & S) division reported a 12.1 percent y-o-y decline in Q3-17 to ¥353.3 billion from ¥402 billion in sales and operating revenue. The company attributes the declines to forex fluctuations and a decline in home audio and video unit sales due to a contraction of the market.

    Operating income of the HE & S division declined 16.7 percent y-o-y in Q3-17 to ¥25.9 billion from ¥31.2 billion.

    Sony’s Semiconductors division reported a 16.9 percent y-o-y increase in sales and operating revenues in Q3-17 to ¥233.9 billion from ¥200 billion. The division’s operating income increased 27.6 percent y-o-y in the current quarter to ¥27.2 billion from ¥21.3 billion.

    Components division reported 10.3 percent y-o-y decline in Q3-17 in sales and operating revenue at ¥51.4 billion from ¥57.3 billion. Operating loss of the segment in the current quarter reduced to ¥3.7 billion from ¥32.7 billion.

    Sony’s Music division reported a 1.8 percent decline in sales and operating revenue in the current quarter to ¥178.5 billion from ¥181.8 billion. The decline was due to the appreciation of the yen against the US dollar and lower Recorded Music sales. Operating income of the segment increased 2.4 percent to ¥28 billion from ¥27.3 billion.

    Sony’s Financial Services division reported 0.9 percent y-o-y decline in revenue in Q3-17 to ¥319.1 billon from ¥322 billion. Operating income of the division declined 44.5 percent y-o-y in the current quarter to ¥29 billion from ¥52.2 billion.

  • Sony to expand TV business in India; forex and mobile segment dull Q3-17 numbers

    Sony to expand TV business in India; forex and mobile segment dull Q3-17 numbers

    BENGALURU: Sony Corporation’s (Sony) CFO Kenichiro Yoshida said at the investors meet, “In order to expand our businesses outside the US, primarily in India, we are taking various measures to grow including M&A.”

    Sony plans to turnaround the Pictures (Film and Television business) Division that incurred a loss of ¥106.8 billion) for the quarter ended 31 December 2016 (Q3-17, current quarter). The loss was because by an impairment loss of goodwill to the extent of ¥112.1 billion (about $962 million at the applicable exchange rates at the time. For Q3-16, the division had reported an operating profit of ¥20.4 billion.

    Sony’s Pictures segment reported a 14.1 percent decline in sales and operating revenue from ¥225.2 billion from 262.1 billion due to lower sales of Motion Pictures offset by the higher sales of Television Production business.

    As a part of the turnaround, Sony says it will pursue new sales channels and movie merchandising opportunities. The impairment charge resulted from a downward revision in the future profitability projection for the Motion Pictures business within the Pictures segment.

    The downward revision of goodwill was primarily due to a lowering of previous expectations regarding the home entertainment business, mainly driven by an acceleration of market decline. Underlying profitability projections of film performance were also reduced, but the adverse impact of that reduction is expected to be largely mitigated by measures that have been identified to improve the profitability of the Motion Pictures business says the company.

    Overall, Sony reported a 7.1 percent year-on-year (y-o-y) decline in sales and operating revenue for Q3-17 at ¥2,397.5 billion as compared to ¥2,580.8 billion. The company says that the decline was primarily due to the impact of foreign exchange rates. On a constant currency basis, sales were flat y-o-y due to improved performance by its Games and Network Services (G & NS) division which was partly offset by the poor performance of its Mobile Communications segment.

    Net income attributable to Sony’s shareholders’ declined to less than a sixth (declined by 83.7 percent) in the current quarter to ¥19.6 billion from ¥120.1 in the corresponding year ago quarter. The decline was primarily attributable to the impairment loss incurred by its Pictures division.

    Sony’s Mobile Communication division reported a massive 35.3 percent y-o-y decline in operating and sales revenue in Q3-17 to ¥248.6 billion from ¥384.5 billion. Operating income declined 12.1 percent y-o-y in the current quarter to ¥21.2 billion from ¥24.1 billion.

    The G & NS division reported a 5.2 percent (15 percent on a constant currency basis) y-o-y increase in Q3-17 in sales and operating revenue to ¥617.7 billion from 587.1 billion. Higher sales of PlayStation4 software and PlayStation VR which was launched in October 2016 contributed to the growth. The G & NS division reported 24.5 percent increase in operating income in the current quarter to ¥50 billion from ¥40.2 billion.

    Sony’s Imaging Products and Solutions (IP & S) division reported a 9.6 percent y-o-y decline in sales and operating revenue in Q3-17 revenue to ¥167.1 billion from ¥184.8 billion. Operating income of the segment declined 7.5 percent y-o-y in the current quarter to ¥22.1 billon from ¥22.8 billion. The company attributes the declines to forex fluctuations and a change in its product mix for the division.

    Home Entertainment and Sound (HE & S) division reported a 12.1 percent y-o-y decline in Q3-17 to ¥353.3 billion from ¥402 billion in sales and operating revenue. The company attributes the declines to forex fluctuations and a decline in home audio and video unit sales due to a contraction of the market.

    Operating income of the HE & S division declined 16.7 percent y-o-y in Q3-17 to ¥25.9 billion from ¥31.2 billion.

    Sony’s Semiconductors division reported a 16.9 percent y-o-y increase in sales and operating revenues in Q3-17 to ¥233.9 billion from ¥200 billion. The division’s operating income increased 27.6 percent y-o-y in the current quarter to ¥27.2 billion from ¥21.3 billion.

    Components division reported 10.3 percent y-o-y decline in Q3-17 in sales and operating revenue at ¥51.4 billion from ¥57.3 billion. Operating loss of the segment in the current quarter reduced to ¥3.7 billion from ¥32.7 billion.

    Sony’s Music division reported a 1.8 percent decline in sales and operating revenue in the current quarter to ¥178.5 billion from ¥181.8 billion. The decline was due to the appreciation of the yen against the US dollar and lower Recorded Music sales. Operating income of the segment increased 2.4 percent to ¥28 billion from ¥27.3 billion.

    Sony’s Financial Services division reported 0.9 percent y-o-y decline in revenue in Q3-17 to ¥319.1 billon from ¥322 billion. Operating income of the division declined 44.5 percent y-o-y in the current quarter to ¥29 billion from ¥52.2 billion.

  • ’17 to be year of survival for VR market

    ’17 to be year of survival for VR market

    SINGAPORE: Though forecasts on Virtual Reality or VR are optimistic — a study said it would be a $30 billion market by end of this decade — these statistics do seem a bit unrealistic as many area of concerns are yet to be addressed.

    When will we get to see 10 million VR units? When will an inflection point be witnessed? When will VR or related technology start monetising data flowing from VR usage? These are some of the many questions that come to mind. With not many analyst teams focused on VR, Clifton Dawson decided to venture into this area two years ago with his company Greenlight VR.

    “Due to the fragmented nature of the industry, people are still trying to crack the market and are not yet aware of the various business models. Having said that, I believe that 2017 would be the year of survival for the industry because the time horizon for this robust industry to place its foot firmly is much longer due to the few missing pieces that will eventually unfold with time,” Greenlight VR founder and CEO Clifton Dawson says.

    With a comprehensive research on the virtual and augmented reality industry, Greenlight Insights provides market intelligence to innovative companies through syndicated research, services and events. Having headquarters in San Francisco and a small set-up in Beijing, Greenlight VR has an employee strength of 20.

    Will 2020 be the year of inflection? Dawson clearly rubbishes this thought as he mentions that the focus on 2020 is short-sighted. “2025 is strategically a better year,” he explains, adding that so far there have been launches or expected launches like Oculus Rift, HTC Vive, PlayStation VR and Samsung Gear VR.

    Dawson points out that presently the VR headsets are of first generation quality and it would improve when the fourth generations sets come in wherein issues relating to audio or (video) display would get resolved. “I truly believe that these headsets would look nothing like the current ones, he adds.”

    It is expected that as the industry and technology progress, VR would not just be restricted to the gaming world, but increasingly used by brands for promoting their products, medical college students being taught with the help of VR and property agents using it to sell properties. So, a question arises: which all markets this technology likely to flourish more?

    “It’s all about timing as it’s the only thing in question. For now, certain genres of gaming (not casual) would work. As for brand advertisement, it is not there yet. VR mechanism leads to behavioral changes and one needs to crack the code on how to monetise it,” Dawson says.

    Will the blend of augmented reality and virtual reality, that is mixed reality (MR), be future? Dismissing this idea outright, Dawson explains, “MR is totally a different ball game. It’s an entirely different technology and requires separate business model and ecosystem.”

    Dawson advises people that to succeed in the virtual reality field, one needs to have a 10-year view and not be short-sighted as the returns won’t come so easily. Be patient: is his final suggestion to players and the industry in general.

  • ’17 to be year of survival for VR market

    ’17 to be year of survival for VR market

    SINGAPORE: Though forecasts on Virtual Reality or VR are optimistic — a study said it would be a $30 billion market by end of this decade — these statistics do seem a bit unrealistic as many area of concerns are yet to be addressed.

    When will we get to see 10 million VR units? When will an inflection point be witnessed? When will VR or related technology start monetising data flowing from VR usage? These are some of the many questions that come to mind. With not many analyst teams focused on VR, Clifton Dawson decided to venture into this area two years ago with his company Greenlight VR.

    “Due to the fragmented nature of the industry, people are still trying to crack the market and are not yet aware of the various business models. Having said that, I believe that 2017 would be the year of survival for the industry because the time horizon for this robust industry to place its foot firmly is much longer due to the few missing pieces that will eventually unfold with time,” Greenlight VR founder and CEO Clifton Dawson says.

    With a comprehensive research on the virtual and augmented reality industry, Greenlight Insights provides market intelligence to innovative companies through syndicated research, services and events. Having headquarters in San Francisco and a small set-up in Beijing, Greenlight VR has an employee strength of 20.

    Will 2020 be the year of inflection? Dawson clearly rubbishes this thought as he mentions that the focus on 2020 is short-sighted. “2025 is strategically a better year,” he explains, adding that so far there have been launches or expected launches like Oculus Rift, HTC Vive, PlayStation VR and Samsung Gear VR.

    Dawson points out that presently the VR headsets are of first generation quality and it would improve when the fourth generations sets come in wherein issues relating to audio or (video) display would get resolved. “I truly believe that these headsets would look nothing like the current ones, he adds.”

    It is expected that as the industry and technology progress, VR would not just be restricted to the gaming world, but increasingly used by brands for promoting their products, medical college students being taught with the help of VR and property agents using it to sell properties. So, a question arises: which all markets this technology likely to flourish more?

    “It’s all about timing as it’s the only thing in question. For now, certain genres of gaming (not casual) would work. As for brand advertisement, it is not there yet. VR mechanism leads to behavioral changes and one needs to crack the code on how to monetise it,” Dawson says.

    Will the blend of augmented reality and virtual reality, that is mixed reality (MR), be future? Dismissing this idea outright, Dawson explains, “MR is totally a different ball game. It’s an entirely different technology and requires separate business model and ecosystem.”

    Dawson advises people that to succeed in the virtual reality field, one needs to have a 10-year view and not be short-sighted as the returns won’t come so easily. Be patient: is his final suggestion to players and the industry in general.