
When we talk about "IP," or intellectual property, we mean the rights to brands, worlds, characters, or stories. This is the foundation of today's entertainment industry – if a brand is successful, it can be developed over the years in various forms: from video games to movies and series, to books and anime.
From Consoles to the "Entertainment Trading House"
According to the latest report from Nikkei Asia, Sony no longer wants to be associated solely with PlayStation or consumer electronics. The Japanese giant plans something much bigger – to become a sort of "entertainment trading house," a center for gathering and developing intellectual properties from multiple sectors.
The company has long followed a consistent strategy: instead of creating entirely new brands, it invests in already existing IP. This is evident not only in the gaming industry but also in films, anime, and literature. A good example is the investment in Kadokawa – a publishing house that has a huge catalog of young adult novels ready for adaptation into films or games.
Money that shows the scale
Over the last seven years, Sony has allocated 1.9 trillion yen to IP. This is not only an impressive amount – it is also a clear signal that the company is betting on broad diversification and brand development across various entertainment sectors.
According to former managers, the entire process of acquisitions and investments is aimed at increasing Sony's position modeled after the largest Japanese conglomerates – such as Mitsubishi or Itochu – which have been building their foundation through diversification of activities for decades.
Voice of Criticism and New Tools
Some analysts point out that Sony could operate more transparently. As Ayaka Inomata from Daiwa Securities notes, the company's reports do not always clearly explain how specific investments translate into its value.
However, the company is trying to respond to these comments. In September, it launched Pollinator Network – an internal talent system supported by generative AI that connects different industries and allows utilizing technologies known from gaming, for example, in film production.
Entertainment on Many Fronts
PlayStation still remains a pillar of Sony's business, but it's clear that this is just the beginning. If the strategy succeeds, the Japanese giant could transform into a multimedia empire that equally influences the gaming, film, anime, and literature industries.