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Sony (SONY): Raksasa Teknologi Perangkat Keras & IP Jepang

Sony adalah perusahaan teknologi dan properti intelektual yang terdiversifikasi, di mana pendapatannya dipengaruhi lebih sedikit oleh elektronik konsumen tradisional dan lebih banyak oleh platform game, sensor gambar, serta hak musik dan konten dengan margin tinggi. Sementara PlayStation menjadi jangkar pendapatan, layanan digital berulang dan monetisasi IP semakin membentuk profitabilitas. Dipadukan dengan kepemimpinan dalam sensor gambar CMOS dan valuasi di bawah banyak rekan teknologi AS, Sony menawarkan eksposur hibrida ke perangkat keras, platform, dan IP hiburan global.
Raksasa Teknologi Jepang vs Big Tech AS
In the past two decades, the tech industry and the stock market at large have been increasingly dominated by US tech companies, especially by the so-called magnificent seven: Tesla (TSLA ), Meta (META ), Nvidia (NVDA ), Amazon (AMZN ), Alphabet (GOOGL ), and Microsoft (MSFT ).
Namun pemimpin teknologi lain dapat ditemukan, sering kali dengan valuasi jauh lebih rendah dalam hal kelipatan laba atau pendapatan.
Salah satu contoh adalah perusahaan dengan pengenalan merek yang masif, serta keunggulan teknologi yang kurang dikenal dalam manufaktur sensor dan harta karun IP hiburan: Sony.
(SONY )
Model Bisnis Sony & Sejarah Korporasi
Dari Pelopor Perangkat Keras ke Raksasa IP
Founded in 1946, the Japanese Sony has been an electronics company since its inception, producing tape recorders, transistor radios, and more complex electronics later on. Its name was chosen to appeal to Western consumers, who were finding the initial name Tokyo Tsushin Kogyo (or Totsuko) difficult to pronounce.
Sony adalah perusahaan yang telah merevolusi hiburan, game, dan perangkat keras beberapa kali dengan produk seperti Walkman atau PlayStation.

Sumber: Sony
It was instrumental in moving the image of “Made in Japan” from a stigma of low-cost, low-quality product to advanced technology at a very attractive price, especially in consumer electronics. Already by 1968, Sony had sold in the USA 5 million units of its portable transistor radio.
Later on, the company contributed to the development of the compact disc (CD) in the 1970s and 1980s (developed jointly with Philips (PHG )), before entering the console videogame market with the PlayStation in 1994.
Today, Sony’s PlayStation is still one of the largest gaming consoles, having sold over 84.2 million units of PlayStation 5 by the end of 2025, and the PlayStation 6 is expected to start production before 2027.
Along the way, the company expanded beyond consumer electronics. It is today a leader in sensors, was active in the PC market until 2014, in lithium batteries until 2017, and went into movie making and music (Sony Pictures and Sony Music), including with hits like Spider-Man, a segment where it is still active (see below).
Campuran Pendapatan & Rincian Pendapatan Operasional
By far, gaming and associated services are the largest revenue driver at Sony, making up more than 1/3rd of total revenues. It is followed by entertainment, technology & services (mostly consumer electronics), sensors, and the movies + music segments.

Sumber: Sony
However, despite its small revenue percentage, music is a major driver of the company’s operating income, due to this segment being mostly an IP-driven activity. In comparison, the rest of the company’s businesses are a lot more capital-intensive and have lower margins.
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| Segmen Sony | Apa yang Termasuk | Bobot Pendapatan | Kontribusi Laba | Profil Margin | Penggerak Kunci / Moat |
|---|---|---|---|---|---|
| Game & Layanan Jaringan | Perangkat keras PlayStation, perangkat lunak pihak pertama/ketiga, langganan PSN, add-on, layanan live | Sangat Tinggi | Tinggi | Sedang | Basis terpasang + pengeluaran digital berulang; portofolio pihak pertama + ekonomi platform |
| Music | Musik rekaman, penerbitan, lisensi, Sony Music Japan, monetisasi katalog terkait anime | Rendah–Sedang | Sangat Tinggi | Tinggi | Ekonomi berbasis hak; katalog tahan lama + kekuatan harga; leverage operasional kuat |
| Film | Produksi & distribusi film/TV, IP waralaba, lisensi, katalog televisi | Sedang | Sedang | Campuran | Monetisasi waralaba lintas jendela; potensi lisensi, namun volatilitas rilis yang dipengaruhi hit |
| Solusi Imaging & Sensing | Sensor gambar CMOS untuk smartphone, kamera, otomotif/ADAS, visi industri, drone | Sedang | Tinggi | Sedang–Tinggi | Kepemimpinan teknologi (stacking, HDR, motion, low-power) + pergeseran mix ke sensor yang lebih besar/maju |
| Hiburan, Teknologi & Layanan | TV/audio, kamera & lensa, imaging/audio pro, alat kreator, inisiatif konten/olahraga terpilih | Sedang | Sedang–Rendah | Sedang | Merek premium + ekosistem prosumer/kreator; fokus pada profitabilitas daripada volume |
| Layanan Keuangan (SFGI) | Asuransi dan pembiayaan (sekarang diperdagangkan terpisah; sebagian dipisahkan dari Sony Group) | Rendah–Sedang | Sedang | Sedang | Diversifikasi aliran pendapatan; keahlian produk keuangan + dukungan pembiayaan strategis |
How to read this: “Revenue Weight” and “Profit Contribution” are directional to highlight why Sony can look like a hardware company on revenue mix, while its earnings are increasingly influenced by platform services and IP-heavy segments.
The company is planning to grow its operating income by 10% CAGR until the end of 2026, while keeping its operating income margin > 10% as well.
In many ways, Sony is a company still emblematic of the 1980s boom era of Japan. For example, it still has more than half of its employees in Japan, but by far its largest market is in the USA.

Sumber: Sony
It is also a very international company compared to other Japanese corporations, with 59.1% of its shareholders from outside Japan (both retail and institutional investors).

Sumber: Sony
Menyelam Lebih Dalam: Divisi Pertumbuhan Utama
Because the company is a large, complex conglomerate, it is best to understand the individual parts separately. However, there is plenty of synergy between the segments of the company.
For example, the IPs from the movie department (including anime) make for perfect material to adapt into exclusive gaming content for the PlayStation catalog. Or the expertise in producing consumer electronics and sensors is equally useful for reducing the production cost of consoles while maintaining a high-quality standard.
Game & Layanan Jaringan (Ekosistem PlayStation)
While relatively recent in the history of the Group, PlayStation and the gaming studios owned by the company are the crown jewels of the conglomerate.
PlayStation is widely regarded as, depending on who you ask, the #1 or #2 of the console market, sharing the spot in a tight competition with Microsoft’s Xbox. A third important player in Nintendo (NTDOY), but the company is focused on a different niche of family-friendly gaming and a cheaper price tag per console.
Today’s importance of this department is due to the steady growth of the PlayStation sales, as gaming became “mainstream” and a major entertainment industry, as large as the music and cinema industries combined.

Sumber: Sony
The PlayStation network sees 124 million monthly active users (MAU), up 14% between 2022-2024, with 12,000+ games in its catalog. On average, a PlayStation user will spend $846 over the life of a given console generation (current generation is the 5th).
In addition to console sales, Sony also produces gaming accessories, provides online content (download of games, online multiplayer live service, etc.), and produces a portion of its own video games, while also bringing these games to other platforms, notably the PC gaming market.

Sumber: Sony
The studios segment includes major players in the video game industry, notably Naughty Dog (Uncharted, The Last of Us) and Bungie (the original creator of Xbox’s best sellers Halo games).
In the past few years, Sony studios have created and/or distributed a lot of new blockbuster IPs, including Horizon, God of War, Ghost of Yotei, Helldiver II, etc.
Each of these products became a best-selling IP with a long duration from new iterations of the series, while also maintaining older licenses like the Gran Turismo racing games, for example.

Sumber: Sony
Elektronik Konsumen (Hiburan, Teknologi & Layanan)
Previously dominated by consumer electronics, this segment is evolving as today Sony is mostly providing parts and components to other brands for their consumer electronics, TVs, smartphones, etc. This activity is kept, but mostly rationalized (reduced staff size, sales regions & sites, and some outsourcing of manufacturing), with limited growth expectations and a focus on maintaining good profitability.
A stronger focus is given to the imaging and sound segment (see the “Sensors” chapter below), with camera, lenses, sound recording, and recording support system (light, etc.) expected to grow 3-4%.
Meanwhile, new content, notably in sport, but also in support of movie-making, could become a larger activity, thanks to strong growth trends.

Sumber: Sony
Solusi Imaging & Sensing (ISS) Pangsa Pasar
Also called “Imaging & Sensing Solutions”, this business segment is driven by Sony’s very strong presence in the image sensor market. In particular, Sony controls 42% of the CIS market (CMOS Image Sensor -Complementary Metal-Oxide Semiconductor).
These sensors are everywhere in cameras, phones, computers, and other commercial or military applications (including drones and space systems).

Sumber: Edge Vision
The company’s position is not only dominant, but it expects its position to keep strengthening in the sensor market.
While costs and size can be a factor, today the focus is on developing sensors that are less energy intensive (increasing autonomy), better at reading moving objects (for example, for self-driving cars or drones), better at handling specific luminosity conditions, etc.

Sumber: Sony
In response, the industry is increasing sensor density both horizontally (process node adaptation) and vertically (multi-layered stacking), with integration of multiple sensors into a single chip.
A positive force for the segment is the growing size of sensors for high-end models, as well as new emerging markets like drones, the automotive market, 360-degree cameras, etc.

Sumber: Sony
Kerajaan IP Sony: Film, Anime, dan Musik
Film & Anime: Roda Gila IP
Sony Pictures is not necessarily the most prominent movie studio in the age of the “Streaming Wars”, but it still counts a few hits in the past few years, notably in the Spiderman franchise (as well as Jumanji, Resident Evil, Men in Black, etc.), and TV series like Outlander, The Last of Us, or The Boys.
It also controls TV shows like The Wheel of Fortune and Jeopardy!

Sumber: Sony
Another visual IP sector, potentially much more important for the future of the company, as the public tastes and the movie industry evolve, is anime (Japanese animation). It notably owns Crunchyroll, which can be described as Netflix for anime and was acquired by Sony for $1.175B in 2020.
The company also owns anime studios, of which the largest is Aniplex, beyond massive anime franchises like Demon Slayer, Fate/Grand Order, and Solo Leveling.

Sumber: Sony
Hak Musik & Penerbitan
Sony Music has, over time, developed or acquired a powerful catalog of music rights cover all musical genres.
This rich IP catalog has paid off massively in 2024, with a steady +14.7% CAGR in revenues and even higher operating income, boosting the whole conglomerate’s earnings.

Sumber: Sony
Another important music-related activity is Sony Music Japan, with IP from anime and Asian bands. In Japan, Sony has a very firm grip over the musical industry, with half of the top 10 of the Japanese billboard signed with Sony.
Spin-off Grup Keuangan Sony
This branch of the company, providing financing to the group’s customers, but also insurance services, was turned into a fully owned subsidiary in 2020.
In 2025, it was partially spun off, with slightly more than 80% of Sony Financial Group Inc. (“SFGI”) shares were distributed to shareholders of Sony Group Corporation (“Sony”) through dividends in kind.

Sumber: Sony
Sony Financials is now traded separately on the Tokyo Stock Exchange and through ADRs, under the tickers 8729.T / SFGYY.
The idea behind the spin-off is to give more freedom of expansion to this branch of the group, while still providing the financing that the other departments need.
Prospek Saham Sony: Penggerak Pertumbuhan Jangka Panjang
Some of the most profitable companies in the world are either an IP-driven company, or a tech company, and ideally both, like for example NVidia, a “fabless” chip maker.
To some extent, Sony’s profile is similar, although it operates in a sector less popular with investors than AI.
The company has a very solid grip over the gaming industry with the PlayStation, as well as the B2B sensor & imaging market.
It also owns a remarkable amount of valuable music and movie IP, which can in turn feed the video game development side of the conglomerate, or be supplied with new popular IPs by video games, like for example with The Last of Us TV series or the upcoming God of War TV series.
With a valuation at a much lower multiple than US tech companies, Sony can also be viewed as a value play, with the company undervalued compared to its long-term potential. It can also be expected to benefit from the declining Yen value, linked to Japan’s high debt levels, as most of its employees are in Japan, but much of its income is from outside Japan.

Sumber: Yahoo Finance
In the short term, manufacturing sensors, exploiting existing IPs, and continuing to sell PlayStation games will be the main activities impacting the business, ensuring a steady and rather predictable growth.
In the medium and long-term, the arrival of the PlayStation 6 in 2027, new IPs, including in the ever more popular anime genre, and massive use of CMOS sensors by drones and AI systems (including self-driving cars) will be the largest growth driver for Sony Group.
- Console-cycle resilience: Sony’s earnings profile is supported by a recurring PSN + software mix, not just hardware unit sales.
- Sensor optionality: CIS demand growth can come from smartphones and newer verticals (auto ADAS, drones, industrial vision, robotics).
- Margin flywheel from IP: Music/anime/film libraries can add operating leverage and provide cross-media monetization into games and series.
- FX sensitivity: A weaker yen can be supportive given global revenue exposure, but currency moves can also add volatility to reported results.
- Watch items: PS engagement metrics (MAU/ARPU), first-party pipeline execution, sensor ASP/mix shift to larger formats, and capital discipline.











