Sony has the content and the technology to create it.
Sony makes and delivers games, music and pictures, and sells televisions, cameras and image sensors. Its anime businesses offer one way into the different jobs behind the five main segments in the year ended March 2026.
Reaching anime viewers requires producing the work, introducing it to audiences and providing places to watch it. Sony’s 2026 strategy describes production by Aniplex and partners alongside Crunchyroll’s relationships with fans around the world.
ANIME: CONNECTED ROLES
Production, distribution and an audience
Create works
Aniplex and production partners
→
Reach viewers
Crunchyroll: global distribution and fan relationships
→
Watch and participate
Audiences and fans around the world
A simplified view of roles described in Sony’s anime strategy. Marketing and fan engagement connect companies and partners. The arrows do not describe every title’s rights, payment flows or a group-wide production chain.
Games, Music and Pictures earn revenue in different ways
Anime provides one concrete connection. The accounts group the work around content and services into broader segments.
Equipment for users, components for device makers
Alongside the businesses delivering works are businesses supplying equipment and the components inside it.
DATA VIEW
Five businesses on the same sales scale
FY2025 actuals, year ended March 2026. Displayed amounts are rounded to trillions of yen, before intersegment eliminations. Bars share a zero baseline; they are not shares of consolidated revenue.
The group total also reflects a change in Financial Services
THE VIEW AFTER THE NUMBERS
What the numbers suggest
Sony participates in making works, bringing them to audiences, and supplying equipment and imaging components.
Anime production and distribution show one connection. Consoles and network services, music publishing, television production, displays and mobile image sensors have different products, customers and revenue sources.
Connected roles coexist with distinct businesses. Reading the five segments through those jobs makes Sony’s combination of content and technology more concrete.
TOMY develops toys and creates opportunities for people to discover, try and compete with them. In the year ended March 2026, group advertising expenses were ¥19.133bn and R&D was ¥6.723bn. BEYBLADE provides a concrete example through interchangeable top parts, store events, tournaments and online play. Brand-level costs and returns for individual activities are not disclosed, so audience reach cannot be translated into a profit contribution.