Sony’s Six Business Segments through Dialogue and Exhibitions
■ Group Leaders Summit
For four days from June 29 to July 2, we held the Group Leaders Summit (GLS). The event was held online via Teams, and brought together the leaders of each of our businesses and the heads of key Sony Group headquarters functions, to engage in lively discussions looking to the future of the Sony Group.
The event opened with a smaller session attended by the heads of each business, Hiroki Totoki, and myself. I shared the message that by learning about each other's businesses and challenges, we can find new opportunities for value creation through group collaboration. I also emphasized that while group collaboration is important, it is only a means for value creation, and it must be something that results in customer and creator value. I believe that this approach to value creation will ultimately lead to corporate value for the Sony Group.
GLS opening session participants*Please note that this is an edited image
On a related note, I am very pleased that many people around the world have viewed the "Voices of Sony: Leadership" video that features the leaders of these businesses, and also "Voices of Sony: Employees," that introduces our diverse businesses from the perspectives of employees. I previously introduced them on my blog, so please take a look if you haven't done so already.
■ Ginza Sony Park
The week after the GLS, I visited Ginza Sony Park. From June 26 to September 30, the Sony Park Exhibition is being held as the final program of events before construction on the new Ginza Sony Park begins. With Sony's six business segments as the central theme, the venue is hosting a series of events in collaboration with Sony Music artists.
At the entrance of Sony Park
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| Sony Park Exhibition "GAME" with okazakitaiiku | |
Sony Park Virtual Tour (in Japanese)
As part of the exhibition, I visited the "AUDIO GAME CENTER +" on the third basement floor to experience games that can be enjoyed just through sound. There, I had the opportunity to try a horror game that uses Sony's 360 spatial sound technologies, and was created in collaboration with Audio Game Center, an organization that has been gaining attention by providing game experiences that do not rely on visual information. I also tried my hand at a game in which you drive a racing car relying on sound guidance alone.
Sony is a member of "The Valuable 500," an international initiative to promote the advancement of people with disabilities, and has been selected as one of its "Iconic Leaders" at the forefront of disability business inclusion. Being able to enjoy the same gaming experience alongside those with visual impairments also provided me with new discoveries and insight from an accessibility standpoint.
"Audio Racing" has you drive a racing car with the help of a "guide melody"that moves from side to side
As always, I look forward to receiving your feedback.

