Overview of Sony Corporation

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1 Overview of Sony Corporation All figures are FYE 2007 Revenues, except where noted Mkt. Cap Approx $44B (Feb 2008) Revenue $70,303M * 100% Various** 100% 50% 60% ELECTRONICS $51,275M $14,028M ** $8,617M $15,816M $5,502M Sony currently has over 160,000 employees worldwide * The sum of the revenues for the business groups is higher than the total for Sony as Sony owns less than 100% of some entities ** The revenue for Sony Entertainment includes 100% of SPE, Sony BMG, SMEJ, Sony/ATV and SCE Worldwide Studios 16x9 Format 1

2 Overview of Sony s Entertainment Assets Generating over $14B in Revenues 100% 50% 100% 50% 100% 20% Entertainment Japan (1) (2) Worldwide Studios FYE 2007 Revenues (1) SMEJ is part of Sony Corporation and is operated out of Japan. (2) SCE Worldwide Studios is part of Sony Computer Entertainment. Electronics Overview Global leader in developing innovative and technologically advanced electronic products and components Bravia VAIO Cybershot Blu-Ray HDV Handycam Revolutionizing the Handset industry with Sony Ericsson devices 16x9 Format 2

3 Games Overview 210M+ PlayStations and 37M PSP units sold through Dec 2007 Over 40 titles that have each sold over 1 Million units as well as industry leading multiplayer online games New, interactive services include the PlayStation Network and Home Pictures Overview Motion Pictures 2008 slate includes Quantum of Solace (new Bond film) Home Entertainment 3,500 films (over 2000 digitized) Television Leading independent TV producer and distributor Investments in 50+ international cable networks in 130 countries 16x9 Format 3

4 Music Overview Top two music company World Class Catalog Top-notch Artist Roster Significant Investment In New Artists Supported by Strong Label Portfolio Entertainment Japan Number one music company in Japan Music publishing business with over 600,000 copyrights Challenges Digitalization Rapid Commoditization New Competitive Threats China and Korea Piracy User-generated content; social networking sites Development of new profitable business models Wireless mode uncertainty Challenges or Opportunities? 16x9 Format 4

5 Developing champion products with innovative technologies to deliver a compelling entertainment experience Blu-ray Initiative Over 170 partner companies from consumer electronics, IT, gaming, movie and music industries participating: Adopted by Lions Gate, MGM, Sony Pictures, Twentieth Century Fox, Walt Disney and Warner Bros Players and Recorders from Panasonic, Philips, Samsung, Sony, and others 16x9 Format 5

6 Sony United Key Sony Group initiatives that bring together our content and products e.g.: Sony BMG artists songs embedded on Sony Ericsson Walkman handsets Sony Media Software enabling content on PSPs and Sony Ericsson phones Sony Pictures 2,000+ Digital Film Library driving adoption of Blu-ray Bundling Talladega Nights and Casino Royale with PS3s driving Blu-ray adoption Sony Pictures and Sony BMG content in the PlayStation Network and Home Product placement of Sony Electronics and Sony Ericsson devices in Sony films OLED Next Generation TV On Oct Sony introduced the World s first OLED TV Approx. 3mm at its thinnest point Unparalleled image quality Low power consumption Going forward, Sony will position its OLED sets alongside "BRAVIA" with the aim of expanding its overall TV business 16x9 Format 6

7 Stanford University project studying protein folding and its link to diseases Since Aug 2006 PS3 gamers have contributed the processing power of their CELL chips 10x faster than a standard PC On Sep , Folding@Home became the most powerful distributed computing network ever surpassing one petaflop Guinness World Record Largely in part due to the computational power provided by over 670,000 PS3 consoles Thank you! 16x9 Format 7

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