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The transnational corporation is a na-
tionally based company with overseas
operations in two or more countries.
What distinguishes the transnational
media corporation (TNMC) from other
types of TNCs, is that the principle prod-
uct being sold is information and enter-
tainment. The following paper is a case
study analysis of the Sony Corporation;
a leading TNMC in the production and
sale of consumer electronics, music and
film entertainment and videogame
technology. There are two main parts to
this study. Part I. examines the history
and development of the Sony Corpora-
tion. It builds on the theoretical work
of Schein, (1984, 1983), Morley,
Shockley-Zalabak (1991) and Gershon
(2002, 1997) who argue that the busi-
ness strategies and corporate culture of
a company are often a direct reflection
of the person (or persons) who were re-
sponsible for developing the organiza-
tion and its business mission.
Second Part examines the Sony Corpo-
ration from the standpoint of business
strategy. Special attention is given to
the subject of organizational culture
and strategic decision-making. A second
argu- ment of this paper is that while
Sony is a TNMC, the organization is de-
cidedly Japanese in its business values.
This is beginning to change in the face
of global competition and the need to
improve business performance. This
study combines elements of historical
and economic research in approaching
the questions under investigation. Pri-
mary resource information includes
company reports and 10-K filings with
the US Securities Exchange Commis-
sion, internal memoranda and other
documents pertaining to the manage-
ment and function of the Sony Corpo-
ration. The most important aspect of
the data collection stage were the series
of 11 interviews conducted with senior
and middle level managers at Sony’s
Tokyo headquarters and New York op-
erations.1 This forms the basis for the
case study approach as well as supply-
ing subtlety and depth to those por-
tions of the study having to do with stra-
tegic planning and new product
development. The significance of this
research lies in its revelations concern-
ing the complex changes facing a com-
pany that was once historically Japa-
nese in its origins but is becoming
increasingly transnational in scope and
operations.
The Sony Corporation:
A Case Study inTransnational Media
Management
by Richard A. Gershon,Western Michigan University, U.S.A.
andTsutomu Kanayama, Sophia University, Japan
Abstract
The following paper is a case study analysis of the Sony Corporation; a leading
transnational media corporation in the production and sale of consumer electronics,
music and film entertainment and videogame technology. There are two main parts to
this study. Part I. examines the history and development of the Sony Corporation. This
paper argues that the business strategies and corporate culture of a company are often
a direct reflection of the person (or persons) who were responsible for developing the
organization and its business mission. Part II. examines the Sony Corporation from the
standpoint of business strategy. Special attention is given to the subject of organiza-
tional culture and strategic decision-making. A second argument of this paper is that
while Sony is a transnational media corporation, the organization is decidedly Japa-
nese in its business values. The significance of this research lies in its revelations con-
cerning the complex changes facing a company that was once historically Japanese in
its origins but is becoming increasingly transnational in scope and operations.
Richard A. Gershon
(richard.gershon@wmich.edu)
is Professor and co-founder of the Telecommunications Management program at West-
ern Michigan University where he teaches courses in Telecommunications Management,
Law and Policy and Communication Technology. Dr. Gershon is the author of Telecom-
munications Management: Industry Structures and Planning Strategies (2001) and
The Transnational Media Corporation: Global Messages and Free Market Competition,
winner of the 1998 book of the year by the U.S. National Cable Television Museum.
Tsutomu Kanayama
(kanaya-t@hoffman.cc.sophia.ac.jp)
is an Associate Professor in the Department of Journalism (Faculty of Humanities) at
Sophia University in Tokyo, Japan. Dr. Kanayama was the recipient of the Hoso Bunka
Foundation award in 2000 for his research in on-line sports media management
in the United States.
www.mediajournal.org
© 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 : (105 – 117) 105
106 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2
www.mediajournal.org
Historical Overview
The Sony Corporation was founded by
Masaru Ibuka in the aftermath of
Japan’s defeat during WWII. In Septem-
ber 1945, Ibuka left the countryside,
where he had sought refuge from the
bombings, and returned to the war-torn
capital of Tokyo to begin a new busi-
ness. Shortly thereafter, Ibuka estab-
lished the Tokyo Tsushin Kenkyujo (or
Tokyo Telecommunications Research
Institute). At the time, the fledgling
company was nothing more than a
... narrow switchboard area on the third
floor of Shirokiya Department Store (now
Tokyu Department Store) in Nihonbashi. It
became the workshop for Ibuka and his
newly founded group. Having barely sur-
vived the fires during the war, the building
had cracks all over its concrete exterior. With-
out windows, the new office was small and
bleak (Genryu 1988, p. 22).
In the days and months that followed
WWII, Japan’s citizens had an urgent
need for news information. During its
initial start-up, Ibuka’s shop was pri-
marily in the business of radio repair.
Ibuka and his small group of engineers
also made shortwave adapters that
could convert medium-wave radio re-
ceivers into superheterodyne (or all-
wave) receivers. The shortwave adapters
caught the attention of the public and
a feature article appeared in the Asahi
Shimbun newspaper.
We have welcome news that even the most
ordinary radio sets can be modified to re-
ceive shortwave broadcasts with a simple ad-
justment. Mr. Masaru Ibuka, formerly a lec-
turer in the Department of Science and
Engineering at Waseda and Minister of Edu-
cation Tamon Maeda’s son-in-law, has gone
into business under the name of the Tokyo
Telecommunications Research Laboratory
(Kaiji 1945, Editorial).
One of the articles’ readers was Akio
Morita who had returned home to
Kosugaya in Aichi Prefecture. Morita
knew Ibuka from their past association
inside Japan’s Wartime Research Com-
mittee. During the war, Ibuka worked
as a radio engineer for the Nissoku mu-
nitions factory specializing in subma-
rine detection systems. Morita served as
a navy technical lieutenant in thermo
optical weapons. The article prompted
Morita to write to Ibuka who replied at
once. Ibuka urged Morita to come to To-
kyo and join him in the start-up of his
new business venture (International Di-
rectory 1990).
On May 7, 1946, Ibuka and Morita offi-
cially incorporated the new company as
the Tokyo Tsushin Kokyo ( “Totsuken” )
or the Tokyo Telecommunications En-
gineering Corporation with a capital
investment of ¥190,000 (or $500). The
founding of Totsuken spoke directly to
the challenges of post war Japan and
the need to rebuild. At the time, Ibuka
was 38 and Morita was 25. Both were
knowledgeable and enthusiastic engi-
neers. And both recognized the impor-
tance of what high-technology meant to
the future of Japan. In his dedication
address, Ibuka noted:
We must avoid the problems which befall
large corporations, while we create and intro-
duce technologies which large corporations
cannot match. The reconstruction of Japan
depends on the development of dynamic tech-
nologies (Sony 1996, p. 24).
As a start-up company, Totsuken’s most
immediate problem was financing. The
company was able to secure loans but it
routinely suffered from rising costs and
inflationary spirals.
The problem of cash flow was com-
pounded by the government’s new
currency policy which placed restric-
tions on the withdrawal and use of old
currency. In order to meet payroll, Tot-
suken manufactured both communica-
tion and noncommunication devices,
including electric rice cookers and
heat cushions.
One of Totsuken’s first important com-
munication contracts was issued by
Japan’s NHK television service which
hadanurgentneedtorestoreitsnational
broadcasting network. This included the
repair of its many studios and transmit-
ters. It would mark the beginning of a
longstanding business relationship be-
tween the future Sony Corporation and
NHK. Throughout the late 1940’s, the
engineers at Totsuken concentrated on
the development of consumer elec-
tronic goods, including Japan’s first
ever tape recorder (Sony 1986, p.3).
The initial demand for the tape re-
corder remained quite low until Ibuka
accidentally came across a U.S. military
booklet entitled Nine Hundred and
Ninety-Nine Uses of the Tape Recorder.
The booklet was translated into Japa-
nese and became an effective marketing
tool for customers who did not under-
stand the tape recorder and its many
potential uses. The first significant or-
der for the G (government) type tape re-
corder came from Japan’s Supreme
court. Among Totsuken’s many other
customers was the Academy of Art in
Tokyo. The academy was responsible for
purchasing many of the new record-
ers.Norio Ohga, a music student at the
academy, wrote several letters to Morita
criticizing the sound quality of the re-
corders. Morita was impressed with the
detailed comments and suggestion and
invited Ohga to participate in the devel-
opment of a new recorder as a consult-
ant. Before long, Ohga became a famil-
iar figure at Totsuken. He was invited
to attend technical meetings, impress-
ing everyone with his technical grasp
of audio equipment and tape recorders
in particular. Years later, reflecting on
that time, the future Sony President
commented, ‘They actually treated me
as an equal and that was an attitude you
would never have found in any normal
Japanese business executive’ (Nathan
1999, p. 121).
Establishing the Sony Name
During the early 1950’s, Japanese prod-
ucts suffered from a public perception
of poor quality. The description “made
© 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 107
www.mediajournal.org
in Japan” evoked an impression of infe-
rior product quality in design and
manufacturing. American made prod-
ucts, on the other hand, had a reputa-
tion for high quality. US products were
available worldwide and sales by Ameri-
can companies skyrocketed as a result.
At the time, Morita reasoned that if
Sony was going to enter into the manu-
facturing and sales of electronic equip-
ment, it was necessary to establish a
market presence in the US (Morita,
Shimomura & Reingold 1986). In 1952,
Morita made the first of two trips to
America to examine how US companies
manufacture and market tape record-
ers. He also wanted to examine poten-
tial market opportunities for future
Totsuken exports. During Morita’s sec-
ond trip in 1953, he acquired the licens-
ing rights to the transistor patent
which was invented at AT&T’s Bell
Laboratories. Due to Morita’s effort,
Totsuken was the first company in the
far east to be licensed by AT&T to manu-
facture and use the transistor in new
product designs. In 1955, Totsuken de-
veloped the TR-55 transistor radio in Ja-
pan and introduced it to the US market
that same year (Sony 1988).
A year later, Totsuken was able to suc-
cessfully improve on the transistor ra-
dio and produced the TR-63; the world’s
smallest pocket radio. The newly de-
veloped radio had the name “Sony” (de-
rived from the Latin word ‘sonus’ for
sound) affixed to it. The name Sony
soon became more familiar in the
world of international electronics than
the parent company. At the time,
Morita believed that Totsuken was not
a name that would be easily understood
overseas. Thus, despite much internal
disagreement, the company’s name was
officially changed to Sony in January
1958.
Sony’s Entry into World Markets
Most companies do not set out with an
established plan for becoming a major
international company. Rather, as a
company’s exports steadily increase, it
establishes a foreign office to handle
the sales and services of its products. In
the beginning stages, the foreign office
tends to be flexible and highly indepen-
dent. As the firm gains experience, it
may get involved in other facets of in-
ternational business such as licensing
and manufacturing abroad. Later, as
pressures arise from various interna-
tional operations, the company begins
to recognize the need for a more com-
prehensive global strategy (Robock &
Simmonds 1989; Gershon 2000, 1997).
Early on in his tenure, Akio Morita de-
veloped the kind of business skills that
allowed him to successfully enter into
foreign markets. He did not initially
have a global strategy in mind. Morita
tended to operate in those markets that
he believed were important and where
Sony’s products would be most readily
accepted. The U.S. clearly fulfilled both
sets of objectives. The first phase of
Sony’s globalization plan was the for-
mation of Sony Corporation of America
in 1960. The company established its
first showroom in New York City. Dur-
ing the next few years, Sony established
Sony Switzerland, Sony U.K. Ltd., Sony
Deutchland and Sony France.
Broadcast Equipment
All during the 1960’s, the Sony Corpo-
ration achieved a number of firsts in
product design and innovation, includ-
ing: the portable videotape recorder,
the transistor condenser microphone
and the integrated radio circuit. One of
the more notable discoveries came in
1968 when Sony engineers unveiled a
new approach to color television tech-
nology. The Trinitron TV set was the cul-
mination of a ten year effort to find a
better way to produce a color television
set (Sony 1988). What is sometimes for-
gotten is the level of experimentation
and failure that began with an early
forerunner to the Trinitron set called
Chromatron. Nathan (1999) writes:
It was a dark time, the more unsettling to
everyone because tension between Ibuka and
Morita was manifestly in the air. No one ever
witnessed an argument, but people were
aware that Morita urgently wanted to cut
losses while Ibuka would not budge...The
physicist, Susumu Yoshida, remembers a
meeting when Morita angrily accused the
engineers of taking advantage of Ibuka’s
commitment to the technology to indulge
their curiosity in the problem solving process,
costing the company money it couldn’t
afford... In the autumn of 1966, Ibuka finally
announced that he personally would lead
a team to search for an alternative to
Chomatron (p. 45).
That alterative would be the Trini-
tron television set. The Sony Trinitron
required an altogetherdifferent ap-
proach to television design. The
Trinitron used one electric gun, for
more accurate beam alignment and
one lens for better focus. The result was
a clearer television image than had-
been produced to date using the con-
ventional three gun - three lens set ap-
proach. Today, the Sony Trinitron is the
most successful display monitor of its
kind worldwide, outperforming rivals
both in terms of sales and the versatil-
ity of applications. For Sony founder,
Masaru Ibuka, the Trinitron TV set
proved to be a real turning point in the
history of the company. Says Ibuka,‘We
bet the company on that basic technol-
ogy’ (Schlender 1992, p. 82).
Through the years, the Sony name had
become closely aligned with broadcast
studio equipment. During the 1970’s, a
large percentage of U.S. broadcasters
used videotape recorders as part of
their electronic newsgathering effort.
The CBS network, in particular, experi-
mented with Sony’s U-matic Video Tape
Recorder (VTR). They found the equip-
ment potentially useful, but it was
heavy and inconvenient to use. Sony
was approached with the idea of design-
ing similar equipment that could pro-
vide picture quality equal to film and
that was more portable to use. Thus be-
gan Sony’s serious entry into the field
of broadcast equipment.
108 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2
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In 1976, Sony introduced its U-matic BV
series of electronic newsgathering
equipment which became an immedi-
ate success. In 1981, Sony made another
important breakthrough by introduc-
ing its Betacam half-inch broadcast
camcorder which combines both the
camera and recorder into one unit. Rec-
ognition would one day come in the
form of an Emmy award that was pre-
sented to the Sony Corporation for
“Outstanding Technological Develop-
ment.” The real sign of acceptance,
however, was the industry’s wholesale
adoption of Sony’s term “ENG” to de-
scribe a new category of electronic news
gathering equipment.
Building the Sony Brand
A successful brand name creates a reso-
nance or connection in the consumer’s
mind toward a company’s product or
service. Through the years, Sony has in-
troduced a number of firsts in the de-
velopment of new communication
products. In some cases, the products
were truly revolutionary in terms of a
planning and design concept (Beamish
1999). Words like Trinitron, Walkman,
and Playstation have become part of the
public lexicon of terms to describe con-
sumer electronics. Yet several of these
products are more than just products.
They have contributed to a profound
change in consumer lifestyle. This,
more than anything else, has contrib-
uted to Sony’s brand identity. It is be-
yond the scope of this paper to consider
the many kinds of products that have
been introduced by Sony over the years.
Instead, let us consider three: The Sony
Walkman portable music player, the
Sony/Philips audio CD player, and the
Sony Playstation videogame.
The Sony Walkman
The creation of Sony’s highly popular
Walkman portable music player was
highly serendipitous in its origins.
From 1966 onward, Sony and other
Japanese manufacturers began the
mass production of cassette tapes and
recorders in response to a growing de-
mand. At first, cassette tape recorders
could not match the sound quality of
reel-to-reel recorders and were mainly
used as study aids and for general pur-
pose recording. By the late 1970s, audio
quality had steadily improved and the
stereo tape cassette machine had be-
come a standard fixture in many homes
and automobiles.
It so happened that Masaru Ibuka (who
was then honorary Chairman of Sony)
was planning a trip to the US. Despite
its heaviness as a machine, Ibuka would
often take a TC-D5 reel-to-reel tape ma-
chine when he traveled. This time, how-
ever, he asked Norio Ohga for a simple,
stereo playback version. Ohga contacted
Kozo Ohsone, general manager of the
tape recorder business division. Ohsone
had his staff alter a Pressman stereo cas-
sette by removing the recording func-
tion and had them convert it into a por-
table stereo playback device. The pro-
blem at that point was to find a set of
headphones to go with it. Most head-
phones at the time were quite large.
When Ibuka returned from his US trip
he was quite pleased with the unit, even
if it had large headphones and no re-
cording capability.
Ibuka soon went to Morita (then Chair-
man) and said, ‘Try this. Don’t you
think a stereo cassette player that you
can listen to while walking around is a
good idea?’ (Sony 1996, p. 207). Morita
took it home and tried it out over the
weekend. He immediately saw the pos-
sibilities. In February 1979, Morita
called a meeting together that included
a number of the company’s electrical
and mechanical design engineers. He
instructed the group that this product
would enable someone to listen to mu-
sic anytime, anywhere. It was under-
stood that the target market was to be
students and young people and that it
should be introduced just prior to sum-
mer vacation of that year.
Akio Morita was the quintessential mar-
keter. He understood how to translate
new and interesting technologies into
usable products. Pricing was an impor-
tant consideration since it had to be af-
fordable. They agreed on a sale price of
¥33,000. After rejecting several names,
the publicity department came up
with the name “Walkman.” The prod-
uct name was partially inspired by the
movie Superman and Sony’s existing
Pressman portable tape cassette ma-
chine (Sony, 1996). The Walkman cre-
ated a totally new market for portable
music systems. By combining the fea-
tures of mobility and privacy, the
Walkman has contributed to an impor-
tant change in consumer lifestyle. To-
day, portable music systems have be-
come commonplace ranging from
major urban subways to health and rec-
reation facilities worldwide.
The Sony/Philips Compact Disc
In the early 60’s, the general junction
laser was developed at MIT’s Lincoln
Labs and later improved at Bell Research
Labs. But it was Sony and the Philips
Corporation that would refine the idea
into the modern compact disc (CD). In
1975, the optical and audio teams at
both Sony and Philips began collaborat-
ing on the digital recording of informa-
tion on to a laser disc. Sony President
Norio Ohga, a former student of music,
was enamored with the possibilities of
digital recording. He designated a small
group of Sony engineers to give the la-
ser disc top priority. In the spring of
1976, the team of audio engineers
proudly presented Ohga with an audio
laser disc 30 centimeters wide (approxi-
mately the size of an LP record). It was
capable of providing the listener with
13 hours and 20 minutes of digital
sound. As Nathan (1999) writes:
For their pains, they received a withering lec-
ture on the folly of engineering for its own
sake and the importance of developing a busi-
ness sense (p.138).
In the meantime, Philips audio divi-
sion in Eindhoeven, Holland was busy
at work on their own version of the op-
© 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 109
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tical laser disc. From August 1979 to
June 1980, both teams of engineers
would alternate visits to both sets of
laboratories in Tokyo and Eindhoeven.
At a June meeting of the Digital Audio
Disc conference, both Sony and Philips
presented a set of recommended stan-
dards. In the weeks and months that
followed, both teams of engineers
worked together toward refining the
CD player.
Demonstrations of the CD were being
made worldwide in preparation for the
planned launch of the CD in October
1982. Norio Ohga, for his part, was con-
vinced that CDs would eventually re-
place records given the technology’s
superior sound quality. That said, how-
ever, Ohga recognized that the develop-
ment of the CD would meet with fierce
resistance from many in the recording
industry (including even some at CBS
Records) who felt threatened by CD
technology. It should be noted that in
1968, Sony had entered into a joint part-
nership with CBS records to form CBS/
Sony records. That partnership would
prove vital in promoting the cause of
CD technology.
In one such product demonstration,
executives stood up in an auditorium
in Athens, Greece and began chanting
“The truth is in the groove. The truth
is in the groove.” (Nathan 1999, p. 143).
To them, the CD format was an un-
proven technology made by hardware
people who knew nothing about the
software side of the business. Worse
still, the conversion to a CD format
would require enormous sums of
money while possibly destabilizing the
entire music industry.
On August 31, 1982, an announcement
was made in Tokyo that four compa-
nies, including Sony, CBS, Philips and
Polygram had jointly developed the
world’s first CD system. In time, the
Sony/Philips CD became the defacto
standard throughout the industry. By
1986, CDs had topped 45 million titles
annually, overtaking records to become
the principal recording format. CD
technology would ultimately redefine
the field of recording technology and
spawn a whole host of new inventions,
including the portable CD music stereo,
the digital video disc (DVD) and the CD
based videogame console.
The Sony Playstation
The Sony Playstation was the brain-
child of an engineer named Ken
Kutaragi, who was fascinated with de-
signing an entertainment device that
could combine the power of a com-
puter workstation with high resolu-
tion graphics. For two years, Kutaragi
operated without a sponsor until his
friend, Teruo “Terry” Tokunaka, a se-
nior executive at Sony, interceded on
his behalf. Tokunaka took Kutaragi to
see Norio Ohga in order to discuss his
idea. Ohga was sufficiently impressed
that he authorized Kutaragi to begin
building a working prototype of his
videogame console (Asakura 2000).
According to Fujishima (2000), not
everyone at Sony was enamored with
the idea of videogame technology. ‘The
management at Sony did not view
themselves in the business of video-
game technology which was seen as
a toy’ (Fujishima, S. 2000, pers. comm.,
23 March). Worse still, companies like
Nintendo and Sega were the estab-
lished leaders in videogame technol-
ogy and software. Nevertheless, Sony’s
Executive planning committee ap-
proved $50 million in start-up costs in
order to allow Kutaragi and his design
team to develop the basic computer
chip necessary for a future videogame
console.
One of Sony’s major challenges was to
convince the larger software develop-
ers to create innovative games to sup-
port the new platform system. Sony’s
future success in videogame technol-
ogy would depend on high quality soft-
ware games. In November 1993, Sony
Computer Entertainment (SCE) was
created for the purpose of marketing
and licensing videogame consoles and
titles. The new company was drawn
from various parts of Sony (Asakura
2000). Tokunaka was given responsi-
bilities for overseeing the new group.
One of the most critical elements to the
new Sony videogame platform was the
use of CD technology instead of the ex-
isting 16 Bit cartridge. It was recog-
nized that the CD possessed greater
storage capacity than a videogame car-
tridge and was much cheaper to pro-
duce (Fujishima, S. 2000, pers. comm.,
23 March). On December 3, 1994, the
Sony Playstation was launched in Ja-
pan with eight game titles. Sony sold
some 300,000 units in the first month
alone, more than three times what
company strategists had expected. The
Playstation was launched a year later
in the US and achieved immediate suc-
cess. By 1998, Playstation had sold 33
million units worldwide and had be-
come the international leader in
videogame consoles (“The Games Sony
Plays” 1998).
Organizational Structure
and Business Operations
The Sony Corporation was led by Akio
Morita until 1989. It was during his ten-
ure as CEO, that Sony achieved interna-
tional recognition for many of its con-
sumer electronic products, including
the transistor radio, the Trinitron tele-
vision set and Walkman portable stereo.
For his own part, Morita, became inter-
nationally recognized as one of Japan’s
foremost business men. Morita’s hand-
picked successor as CEO was longtime
friend Norio Ohga who came up
through the ranks of the tape record-
ing division and assumed the Presi-
dency of Sony in 1982. Ohga was the
man behind the development of the
compact disc. He was also responsible
for moving Sony into the business of
media entertainment. It was during
Ohga’s tenure as President, that Sony
purchased CBS Records and Columbia
Pictures. In 1995, Ohga assumed the
title as Chairman and CEO and selected
Nobuyuki Idei as President and Co-Chief
Executive Officer.
110 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2
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In a business culture that places a high
premium on consensus building and
longevity, the selection of Idei was
somewhat unusual given the fact that
he leapfrogged a dozen or more senior
managers in order to become Sony’s
President. Idei’s background was in
marketing where he held a number of
positions in Europe and Japan. As sev-
eral interviewees noted, what Sony
needed was a global manager as well as
someone who fully understood the im-
plications of digital communication.
The selection of Idei was premised on
his ability to run a worldwide organiza-
tion as well as his background in inter-
national marketing (Sakaguchi, K.
2000, pers. comm., 23 Feb.).
Organizational Structure
The Sony Corporation is a leading TNMC
in the production and sale of consumer
electronics, music and film entertain-
ment and videogame technology. The
company consists of five primary busi-
ness areas that include: 1) Electronics,
2) Music, 3) Film, 4) Game and 5) Insur-
ance. (Table 1)
Financial Performance
During the years 1997-2001, the Sony
Corporation has seen a steady increase
in sales and operating revenue from
$45,670 million in 1997 to $58,518 mil-
lion in 2001. In contrast, the company
experienced inconsistent growth in net
revenues evidenced by a noticeable de-
cline for the years 1998-2001. A review
of Sony’s financial performance for the
years’ 1997-2001 can be seen in Table 2.
International Operations
As Gershon (2000, 1997) notes, very few
transnational media corporations oper-
ate in all markets of the world. Instead,
the TNMC tends to operate in preferred
markets with an obvious preference
(and familiarity) toward one’s home
market. Sony is indicative of this trend.
The company divides its worldwide op-
erations into four geographic zones, in-
cluding Japan, the United States, Eu-
Table 1: The Sony Corporation : Organizational Structure and Primary Business Areas
Source: Sony Corporation 2000, 2001 Annual Reports
Audio Equipmet
Video Equipement
Televisions
Information
Electronic Components
Electronics
Music
Film
Game
Insurance
Select Products and Primary Business Areas
CD Players, MD systems, DAT recorders, stereo components, car audio etc.
DVD players,digital still cameras, broadcast and professional use video equipement
Trinitron andWega color televisions and monitors, HDTV-related equipement,per-
sonal LCD monitors, professional use monitors and projectors
Vaio personal computers, computer peripherals etc.
Semiconductors, LCDs, CRTs, Optical pickups, Batteries
The music business is conducted mainly through Sony Music Entertainment Inc.
(SMEI) and Sony Music Entertainment (Japan) Inc.(SMEJ). Several of the company’s
more notable labels include Columbia Records, Epic Records, and Sony Classical.
The motion picture and television business is conducted mainly through Sony Pic-
tures Entertainment Inc.(SPE). It consists of ColumbiaTristar Motion Picture Group,
ColumbiaTristarTelevision Group and Sony Pictures Digital Entertainment.
The game business is represented by Sony Computer Entertainment (SCE) and is
responsible for Playstation I & II. videogame consoles and software.
The insurance business provides financial services as well as automobile and life
insurance.
Source: Sony Corporation 1999, 2000 and 2001 Annual Reports
Table 2: Financial Performance: 1997 - 2001 (In $ Millions)
Sales & Operating Rev.
Net Income
1997
$ 45,670
$ 1,124
1998
$ 51,177
$ 1,682
1999
$ 56,621
$ 1,491
2000
$ 63,082
$ 1,149
2001
$ 58,518
$ 134
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rope and other international areas. Fig-
ure 1. provides a comparison of sales
and operating revenue for the years
1995 and 2001 respectively based on a
percentage of revenues by geographical
location. In 1995, the percentage of
sales revenue was fairly well divided
with Japan accounting for 28%, the US
28%, Europe 23% and other areas at
21%. Since then, the percentage of sales
by geographic segment has increased in
both Japan and the U.S. In 2001, Japan
accounts for 32.8%; the USA 29.8%; Eu-
rope 20.2% and other international ar-
eas at 17.2% respectively. The combined
overseas markets accounts for approxi-
mately 67.2% of Sony’s sales and operat-
ing revenues (Sony 2001).
Strategy Formulation
The success of any business is depen-
dent upon its ability to plan for the fu-
ture. A competitive business strategy is
the master plan, including specific
product lines and approaches to be
used by the organization in order to
reach a stated set of goals and objec-
tives. Porter (1985) argues that a firm’s
competitive business strategy needs to
be understood in terms of scope; that
is, the breadth of the company’s prod-
uct line as well as the markets it is pre-
pared to serve. Strategy formulation
presupposes an ongoing willingness to
enlarge and improve the flow of a
company’s products and services.
Consumer Electronics
The term core competency describes
something that an organization does
well (Hitt, Ireland & Hoskisson 1999;
Daft 1997). A core competency demon-
strates an area of expertise that clearly
distinguishes one’s company from the
competition. While Sony is committed
to becoming a highly diverse media
and electronics company, consumer
electronics remains central to the com-
pany’s long term growth and develop-
ment. This is evidenced by the factthat
68.4% of Sony’s worldwide revenues are
derived from electronics (Sony 2001).
According to Nobuyuki Idei, ‘Sony is a
champion of audio and video electron-
ics. This is our core’ (“Atoms Versus
Bits” 1997, p. 34). At the same time, the
challenge for Sony over time is to lessen
its reliance on electronics and to de-
velop its other areas of expertise.
Music and Film Entertainment
The first step in any strategic planning
process is environmental scanning
whose purpose is to monitor, evaluate
and disseminate information from
both the internal and external busi-
ness environments to the key decision-
makers within the organization. Re-
searchers like Wheelen & Hunger
(1998) argue that the need for strategic
Figure 1: Percentage of Consolidated Sales by Geographical Location (1995 & 2001)
Source: Sony Corporation 1995 and 2001 Annual Reports
Figure 2: Percentage of Consolidated Sales by Product Group (1995 & 2001)
80.00 %
70.00 %
60.00 %
50.00 %
40.00 %
30.00 %
20.00 %
10.00 %
0.00 %
1995 2001
Electronics
Videogames
Music
Film
Insurance
Other
35.00 %
30.00 %
25.00 %
20.00 %
15.00 %
10.00 %
5.00 %
0.00 %
Japan U.S.A. Europe Other Areas
1995
2001
112 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2
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planning is sometimes caused by a trig-
gering event. A triggering event can
result from changes in the competitive
marketplace, changes in the manage-
ment structure of an organization as
well as changes associated with inter-
nal performance and operations. Devel-
oping a strategic response to a trigger-
ing event can be both formal and
informal in the approach taken by a
company (Mintzburg 1979, 1978).
The Sony Corporation’s entry into
music and film entertainment was a
direct response to a triggering event. By
the late 1970’s, the Videocassette
Recorder (VCR) for home use was begin-
ning to take off. In the US, there was no
industry standard for home VCR use. As
early as 1975, Sony had already begun
promoting its own standard with the
introduction of its half-inch Betamax
VCR. In the meantime, several of
Japan’s other major consumer electron-
ics companies, most notably Panasonic
and Japan Victor, rallied around a dif-
ferent standard called VHS. After sev-
eral years of competition, VHS became
the defacto standard largely due to cost
and widespread availability.
In retrospect, Sony made two critical
errors in planning. The first was the
lack of filmand television program-
ming that was exclusively available on
the Betamax format. The second mis-
take was to propose Betamax as an in-
dustry standard, while insisting that
every Betamax VCR set carry the Sony
name. JVC, by contrast, promoted the
VHS standard and let others manufac-
ture its system under license. As the
VHS format became more commonly
accepted, several of Hollywood’s pre-
miere film studios would no longer
release films using the Betamax for-
mat (Compaine & Gomery 2000; Smith
1991). By 1984, VHS had acquired 90%
of the world market.
The resulting failure cost the Sony Cor-
poration millions of dollars in lost rev-
enue and time (Muneshige, 1991). It also
caused a major management shake-up
at the top. Masaru Ibuka stepped down
as chair and was replaced by Akio
Morita as the new Chairman of the
board. Norio Ohga was named as the
new President of the company. The les-
sons of the Betamax experience, how-
ever, proved very instructive. In the fu-
ture, Sony would make a firm com-
mitment to software development as a
critical leverage for selling its technical
equipment. To that end, Sony entered
the world of music and film entertain-
ment with the $2 billion purchase of
CBS Records Inc. in 1988 and the subse-
quent $3.4 billion acquisition of Colum-
bia Pictures Entertainment in 1989. The
Columbia purchase included two film
studios, a television unit and the Loews
theater chain (“Media Colossus” 1991).
Today, Sony firmly believes that owner-
ship of music and film entertainment
provides a critical leverage in promot-
ing its technical business.
Videogame Technology
The successful introduction of Play-
station in December 1994, underscored
the importance of research and devel-
opment (and videogame technology in
particular) to the future of the company.
By 1998, Playstation had sold 33 million
units worldwide and had become the
international leader in videogame con-
soles (Asakura 2000). Playstation was
also responsible for 10% of Sony’s world-
wide revenues for that year (“The Games
Sony Plays” 1998). Since then, company
strategists recognize the importance of
growing the market in videogame tech-
nology. On March 4th, 2000, Sony un-
veiled its Playstation II. videogame con-
sole. Playstation II. combines elements
of computer and videogame entertain-
ment all in one device. At the heart of
the Playstation II. is the Emotion En-
gine, a fast high powered chip set that
is designed to generate polygons, the
building blocks of 3-D graphics (“Sony’s
Risky Game” 2000).
The Playstation II. is being positioned as
a multipurpose information platform
capable of playing audio CDs, DVDs as
well as accessing the Internet (Asakura
2000). More importantly, Playstation
represents the critical gateway in de-
fining Sony’s future broadband strategy
to the home (Katsurayama, K. 2000,
pers. comm., 6 April). In 2002, Play-
station and Playstation II. account for a
combined 57% of worldwide market
share in comparison to other leading
videogame consoles.
The Changing Sony Culture
Organizational culture (or corporate
culture) refers to the collection of be-
liefs, expectations and values shared by
an organization’s members and trans-
mitted from one generation of employ-
ees to another. As Pilotta, Widman &
Jasko (1988) point out, organizations
(even large ones) are always human con-
structions; that is, they are made and
transformed by individuals. Culture is
embedded and transmitted through
both implicit and explicit messages
such as formal statements, organiza-
Figure 3: Sony Playstation I. & II. Percentage of Worldwide Market Share
Sega Dreamcast 7%
Nintendo 64 30%
Sony Playstation 43%
Sony Playstation II 14%
Microsoft X-Box 3%
Nintendo Game Cube 3%
Source: USAToday
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tional philosophy, design of physical
space, deliberate role modeling and
teaching by leaders (Schein 1983;
Pilotta et. al. 1988). Deal & Kennedy
(1982) suggest that the more highly suc-
cessful companies are those that ex-
hibit a strong organizational culture.
They identify several component parts
to a strong organizational culture, in-
cluding: 1) values, 2) heroes, and 3) rites
and rituals. Values are the intrinsic be-
liefs that members hold for an organi-
zation. It can be said that Sony displays
many features of a traditional Japanese
company. There is a sense of family and/
or missionary zeal that is decidedly
Japanese in approach. Most of Sony’s
top officials are Japanese and together
they share in the company’s collective
mission. Sony carefully grooms its fu-
ture leaders over many years of service.
Loyalty to the company is a value that
is cultivated at all levels of the organi-
zation.
There is no secret ingredient or hidden for-
mula responsible for the success of the best
Japanese companies. No theory or plan or gov-
ernment policy will make a business a suc-
cess; that can only be done by people. The most
important mission for a Japanese manager is
to develop a healthy relationship with his em-
ployees, to create a family-like feeling with the
corporation, a feeling that employees and
managers share the same fate (Morita et. al.
1986, p. 130).
Heroes are the individuals who come to
represent the organization at its best.
Often, the heroes are the founders of
the company who either established
the business and/or were responsible
for its successful development. Re-
searchers like Schein (1983, 1984),
Morley, Shockley-Zalabak (1991) and
Gershon (2002, 1997) argue that the
business strategies and corporate cul-
ture of a company are often a direct
reflection of the person (or persons)
who were responsible for developing
the organization and its business mis-
sion. Accordingly, Sony is a company
that was largely shaped and developed
by its founders Masaru Ibuka and Akio
Morita. Together, they formed a unique
partnership that has left an indelible
imprint on the company’s worldwide
business operations.
Writers like Bennis (1986) contend that
the single most important determinant
of corporate culture is the behavior of
the chief executive officer. The CEO is
the person most responsible for shap-
ing the beliefs, motivations and expec-
tations for the organization as a whole.
The importance of the CEO is particu-
larly evident when it comes to the
formation of business strategy. CEO
Nobuyuki Idei, for one, has embraced
the principle that digital communica-
tions must be at the center of Sony’s
competitive business strategy (“Digital
Dream Kid” 1996).
Rites and rituals are the traditions
through which an organization cel-
ebrates its values. Working at Sony Ja-
pan is different than working at one of
Sony’s many international subsidiar-
ies. This is partly due to the importance
of cultural networks; that is, the for-
mal and informal system of communi-
cation through which organizational
values are transmitted and reinforced.
Workers in Sony Japan are expected to
work late hours much as they would in
other Japanese companies. A high pre-
mium is placed on the Japanese prin-
ciple of Nemawashi; which means dedi-
cating oneself to the advancement of
the team. Inside Sony Japan, manage-
ment and staff adhere to formal hier-
archical relationships, including the
mentoring of junior subordinates by
senior level staff.
As Sony grows and evolves as an organi-
zation, the once historically Japanese
cultural network is giving way to a di-
versity of cultures at the international
level. Each of Sony’s worldwide subsid-
iaries operates within the business pa-
rameters and cultural norms of the host
nation. The day-to-day business opera-
tions are left up to the management
and staff of the foreign subsidiary. That
said, Liguori (2000) acknowledges that
several of Sony’s foreign owned subsid-
iaries feel a strong cultural connection
to Sony Japan and its founders.
I am sometimes surprised at how traditional
some of our foreign subsidiaries are. As an
example, you’ll sometimes see a picture of
the company founders in the board rooms of
some of these companies. Or they will display
gifts in the lobby given to them from senior
managers from Sony’s central headquarters
(Liguori, A. 2000, pers. comm., 7 April).
Organizational Decision-making
Organizational decision-making refers
to the ability of the said company and
its management structure to make well
informed and timely decisions that pro-
vide strategic advantage. In short, does
the organization foster an entrepre-
neurial spirit that encourages innova-
tion and new ideas or does it adhere to
a rigid bureaucracy that kills initiative
and creative thinking? Traditional Japa-
nese decision making is often character-
ized by a strong sense of organizational
hierarchy and consensus building. De-
cisions are made very slowly and care-
fully by a management committee
(Ouchi 1981).
The Spirit of Invention
The question can be rightfully asked –
where do the ideas for new projects
come from? While exhibiting many fea-
tures of a traditional Japanese company,
Sony both past and present displays a
unique appreciation for the entrepre-
neur and the value of a good idea. From
the very beginning, Sony co-founder
Masaru Ibuka was the consummate op-
timist who believed that a good idea
should be allowed to flourish with as
little organizational interference as pos-
sible. He despaired at the prospect that
Sony might one day become too bureau-
cratic in nature (Wakao 2001). Accord-
ingly, many of Sony’s best known prod-
ucts (e.g. Trinitron, Walkman, CD and
Playstation) were not the result of a
management committee typical of
many Japanese companies. Instead, the
114 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2
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success of these and other products
were the direct result of one person
who assumed both a major advocacy
and supervisory role in promoting the
said product within the company’s
ranks (Wakao 2001; Asakura 2000;
Nathan 1999).
The field of consumer electronics exacts
a high demand on a company to invent
or innovate products at a faster pace
than is true with other products and
services. Through the years Sony has
maintained a steady commitment to
R&D with approximately 6% of sales
being used to support on-going re-
search. This is important when one con-
siders that Matsushita (Sony’s nearest
competitive rival) devotes only 4%
(Haruyama, S. 2000, pers. comm., 6
April). Sony’s research and develop-
ment group are among the most pro-
lific in the world. In past years, Sony’s
R&D groups have exhibited a high de-
gree of entrepreneurship in terms of
new product development. This is be-
ginning to change in the face of in-
creased worldwide competition.
It has been suggested by some observ-
ers that the spirit of neyaka (open
mindedness), once the hall mark of
Sony’s R&D groups, has given way to
increased pressure to upgrade and ex-
pand existing product line. In sum,
today’s Sony runs the risk of trying
to imitate some of its larger competi-
tive rivals (i.e. Matsushita, Toshiba etc.)
by trying to make products to fit all cat-
egories and levels of consumer elec-
tronics. As a consequence, some engi-
neers feel that Sony has sacrificed
engineering prowess in favor of mar-
keting which is said to dominate re-
search budgets.
Management/Subsidiary
Relationships
One of the difficult challenges for an
international company is the ability to
properly coordinate and oversee pro-
jects and goals throughout a com-
pany’s multiple worldwide subsidiar-
ies. During the 1980’s, Sony adhered to
Morita’s philosophy of global/localiza-
tion. In principle, the foreign manger
was selected based on a presumed
knowledge of local business condi-
tions. The idea, while correct in prin-
ciple, proved difficult to implement in
practice. A telling example of what can
go wrong in terms of managing a
foreign subsidiary can be seen with
Sony’s 1989 purchase of Columbia Pic-
tures Entertainment for $4.9 billion
(Compaine & Gomery 2000). Through-
out the early 90’s, Sony sustained re-
peated losses. Wall Street was highly
critical of Sony’s performance. In 1994,
Sony was forced to take corrective ac-
tion, but not before writing off an esti-
mated $3.2 billion in losses through its
foreign investment in Columbia Pic-
tures. The Columbia Pictures debacle
was the result of poor performance at
the box office combined with excessive
spending on the part of then Colum-
bia Pictures CEO, Peter Guber and his
associate partner Jon Peters. In the end,
it came down to bad management over-
sight and poor communication be-
tween Sony’s Tokyo headquarters and
its Hollywood subsidiary (Nathan 1999;
Gershon 1997).
According to Sony Corporation of
America President, Howard Stringer,
the Sony culture was scarred from the
Columbia Pictures disaster.
Neither the music nor the electronics unit
wanted anything to do with the studio, which
itself was politicized by the failures. Can you
blame Idei for falling out of love with the en-
tertainment business and for wanting to keep
a tight handle on all the goings-on in the U.S.
for awhile (Gunther 2001, pp. 104-115)?
Corporate Reorganization
Starting in 2001, Sony has undergone
a corporate reorganization that is built
on what the company calls its five pil-
lars of operation. This includes 1) Elec-
tronics, 2) Entertainment, 3) Financial
Services, 4) Game and Internet Services.
The objective is to build a transnational
organizational structure involving the
transfer of day-to-day management re-
sponsibility from Sony’s Tokyo head-
quarters to the company’s foreign
operations. To that end, Sony’s Tokyo
headquarters has been reorganized
into two areas called the Global Hub
(GH) and the Electronics Headquarters.
The purpose of the GH is develop cor-
Source: Sony Corporation 2001 Annual Report
Figure 4:The Sony Corporation: Integrated/Decentralized Management
Entertainment
Game
Financial
Service
Internet/Com-
munication
Service
Electronics
HQ
Global Hub
(GH)
Electronics
Managem
ent
Platform
Sony Group Structure
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porate wide strategy and to promote
strategic intra-group alliances among
the five pillars of business operations.
The Electronics HQ serves as the stra-
tegic center for Sony’s electronics busi-
ness and focuses on strategy devel-
opment as well as strengthening ties
with the company’s other business
areas. The new organizational model
can be seen in Figure 4 and has been
identified as “integrated/decentralized
management.”
Sony Managers
in a Transnational Economy
Sony officials recognize that in order to
be more globally competitive the com-
pany has to promote greater responsi-
bility and autonomy in the field.
Today’s Sony manager is expected to
rely less on corporate headquarters and
display more individual initiative.
There is one kind of manager who feels a
strong attachment almost an umbilical cord
between himself and Sony HQ or his former
division. He feels the constant need to check
his decisions. I would like to think that this
kind of manager represents a dying breed...
The other kind of manager uses consensus
building (and keeping people informed) but
makes his/her own decisions. It depends on
the business and business group (Liguori, A.
2000, pers. comm., 7 April).
Another related change is that more
and more emphasis is being given to the
value of individual performance. Sony
has moved to a position where local
management means finding the best
person regardless of nationality. As
Liguori (2000) explains, ‘the best person
is the best person. It doesn’t matter
whether the person is Italian, Japanese
or American’ (pers. comm., 7 April). One
indication of this is the designation of
Howard Stringer as Chairman and CEO
of Sony Corporation of America. Mr.
Stringer is a native of Wales, but has had
extensive experience in the US media,
having served as a former President of
news at CBS.
The Blending
of Consumer Electronics and
Media Entertainment
Research on organizational culture
suggests that technology-producing
companies are culturally very different
from information and entertainment
companies. Cheng’s (1991) research on
the combined effects of national and
corporate cultures on research and
development (R&D) suggests that a
strong science and engineering pro-
fessional culture is a key influence on
the organizational behavior of technol-
ogy driven companies like Sony. In
contrast, an entertainment company
would be expected to have an artistic/
creative tone as the dominant profes-
sional culture. As an organization
comes to embrace both kinds of subcul-
tures, it can be expected that such
changes do indeed create cultural
schisms.
As many company officials readily ac-
knowledge, the major change to Sony’s
organizational culture occurred when
the company entered into music and
film entertainment. Sony moved be-
yond its historic roots as a consumer
electronics company and embraced the
complexities and diversity of media en-
tertainment (Sato, R. 2000, pers. comm,
29 March). Today, there is a clear recog-
nition that people in the media and en-
tertainment fields are quite different
from the staid engineering culture of
Sony’s Tokyo headquarters. The diver-
sity in culture is readily apparent at
Sony’s annual business meeting where
some 1100 plus people attend represent-
ing the full spectrum of the company’s
worldwide operations.
At the annual business meeting, open
clashes are not uncommon. People are
encouraged to state their opinions.
People regularly send email to Ohga
and Idei... What is most significant,
however, is that Nobuyuki Idei is pro-
moting a change in culture where con-
flict is ok. Disagreement is absolutely
fine and internal competition is sup-
ported so long as it does not become de-
structive (Liguori, A. 2000, pers. comm.,
7 April).
Discussion
Environmental Scanning
Strategic planning is the set of manage-
rial decisions and actions that deter-
mine the long term performance of a
company or organization. The first step
in any strategic planning process is
environmental scanning whose pur-
pose is to evaluate and analyze both the
internal and external business envi-
ronments of the organization (Porter
1985, 1980; Power, Gannon & Schweiger
1986). The internal environment can
include a number of different factors
that can affect organizational perfor-
mance, including: 1) Core Competency
2) Organizational Culture and 3) Orga-
nizational Decision making.
Scanning the Internal Environment
Schein (1984) argues that the real influ-
ence of culture on an organization will
vary according to the age and experi-
ence of the organization. During the
organization’s formative years, for ex-
ample, the founder (or family) may
dominate the organization. Later on,
new realities in the marketplace may
force a change in terms of key goals and
assumptions. Such changes in organiza-
tional culture are inevitable for a com-
pany that seeks to operate internation-
ally. For Sony, the challenges of staying
globally competitive have indeed be-
come more formidable. The need to be
profitable and the fear of failure has
made Sony vigilant in its attempt to
reorganize the company’s worldwide
operations. The consequence of such
changes has had a profound effect on
Sony’s organizational culture. The once
family like atmosphere of the past will
prove difficult if not impossible to
maintain. The vast majority of Sony’s
worldwide employees are not Japanese.
They have not been part of the
company’s cultural network and his-
116 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2
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tory. Today, Sony is steadily transform-
ing itself into a transnational media
corporation where more and more em-
phasis is being given to the value of lo-
cal autonomy and individual perfor-
mance.
Scanning the External Environment
The external environment can include
a number of different factors that can
affect organizational performance, in-
cluding: changes in the competitive
business environment, changes in the
regulatory environment and changes
in the technology. Researchers like Por-
ter (1980) refer to this as the “intensity
of competition.” There is a clear recog-
nition among company strategists that
consumers will always need an elec-
tronics’ product to access communica-
tion software be it music, television,
videogames etc. Consumer electronics
remains then and now Sony’s core com-
petency. It is responsible for 64% of
Sony’s worldwide revenues. Yet behind
the dazzling array of Sony products is
a tough financial reality that is distinct
to the business of consumer electron-
ics. Sony has to innovate ever faster to
maintain any pricing power in a busi-
ness where commodity prices swiftly
devour margins. Such products as TVs,
DVD players and digital cameras, once
the hallmark of Sony, no longer pro-
vide the profit margins that they once
did. This, in turn, has put a lot of down-
ward pressure on the company’s R&D
groups to upgrade and expand existing
product line (Masayoshi, M. 2000, pers.
comm., 27 June). In the meantime,
Sony has become particularly depen-
dent on its Playstation II. videogame
console for much of its profitability.
Consequently, Sony’s business environ-
ment, for the short term, is expected
to remain challenging. It should be
noted that all of Japan’s leading con-
sumer electronics companies, includ-
ing Hitachi, Matsushita, NEC and
Toshiba have experienced a similar de-
cline in sales. The problem is made
worse by increased competition from
other Pacific rim nations, most notably
China and Korea, who are producing
such products at less cost.
Looking to the Future
The Sony Corporation firmly believes
that the ownership of software enter-
tainment provides a greater leverage in
promoting its technical business. Sony
will continue to expand and develop its
music, film and videogame software
capability while manufacturing the
hardware delivery systems for such soft-
ware products. Sony’s business impera-
tive for the future will be media inte-
gration by combining media content
with the power of high speed intelli-
gent networking. The Internet is ex-
pected to figure prominently in several
of Sony’s important growth strategies
(Sato, R. 2000, pers. comm, 29 March).
To that end, Masayoshi (2000) identifies
what company strategists term the four
gateways to the Internet future, includ-
ing: 1) Digital TV and set top boxes, 2)
Wireless communication, 3) Playsta-
tion II. and 4) Vaio personal computer
(pers. comm., 27 June).
Each of the above examples represents
a distinct digital platform for accessing
the Internet. A very promising avenue
for the future lies in MP-3 file sharing
utilizing the Internet to download film
and videogame software from the
company’s many Internet web sites. The
Sony Corporation is neither the largest
hardware or software producer of me-
dia products. But it is undoubtedly the
most sophisticated in blending the two
areas together. The strategic challenge
before Sony is to bridge the gap between
a past that no longer works and a com-
mitment to a digital future that has yet
to fully arrive.
Acknowledgement
The authors wish to thank Mr. Gerald
Cavanaugh, SONY International Public
Relations Department, for helping to
arrange the series of interviews con-
ducted at the company’s Tokyo head-
quarters.
Endnote
1.
A series of eleven of interviews were conducted
with middle and senior level managers at Sony’s
Tokyo headquarters and New York operations.
The interview lengths varied ranging from 30 to
90 minutes each. For purposes of organization,
not all of the information provided could be used
in this case study analysis. Only seven of the
eleven people interviewed are cited in this paper.
A complete listing of their names and titles are
provided at the end of this paper.
References
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Relations, Sony, Tokyo: Japan.
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Senior Vice President, Industrial
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Senior Director, Sony Communications
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– VAIO Network Business Department,
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Case Study in Transnational Media Management

  • 1. The transnational corporation is a na- tionally based company with overseas operations in two or more countries. What distinguishes the transnational media corporation (TNMC) from other types of TNCs, is that the principle prod- uct being sold is information and enter- tainment. The following paper is a case study analysis of the Sony Corporation; a leading TNMC in the production and sale of consumer electronics, music and film entertainment and videogame technology. There are two main parts to this study. Part I. examines the history and development of the Sony Corpora- tion. It builds on the theoretical work of Schein, (1984, 1983), Morley, Shockley-Zalabak (1991) and Gershon (2002, 1997) who argue that the busi- ness strategies and corporate culture of a company are often a direct reflection of the person (or persons) who were re- sponsible for developing the organiza- tion and its business mission. Second Part examines the Sony Corpo- ration from the standpoint of business strategy. Special attention is given to the subject of organizational culture and strategic decision-making. A second argu- ment of this paper is that while Sony is a TNMC, the organization is de- cidedly Japanese in its business values. This is beginning to change in the face of global competition and the need to improve business performance. This study combines elements of historical and economic research in approaching the questions under investigation. Pri- mary resource information includes company reports and 10-K filings with the US Securities Exchange Commis- sion, internal memoranda and other documents pertaining to the manage- ment and function of the Sony Corpo- ration. The most important aspect of the data collection stage were the series of 11 interviews conducted with senior and middle level managers at Sony’s Tokyo headquarters and New York op- erations.1 This forms the basis for the case study approach as well as supply- ing subtlety and depth to those por- tions of the study having to do with stra- tegic planning and new product development. The significance of this research lies in its revelations concern- ing the complex changes facing a com- pany that was once historically Japa- nese in its origins but is becoming increasingly transnational in scope and operations. The Sony Corporation: A Case Study inTransnational Media Management by Richard A. Gershon,Western Michigan University, U.S.A. andTsutomu Kanayama, Sophia University, Japan Abstract The following paper is a case study analysis of the Sony Corporation; a leading transnational media corporation in the production and sale of consumer electronics, music and film entertainment and videogame technology. There are two main parts to this study. Part I. examines the history and development of the Sony Corporation. This paper argues that the business strategies and corporate culture of a company are often a direct reflection of the person (or persons) who were responsible for developing the organization and its business mission. Part II. examines the Sony Corporation from the standpoint of business strategy. Special attention is given to the subject of organiza- tional culture and strategic decision-making. A second argument of this paper is that while Sony is a transnational media corporation, the organization is decidedly Japa- nese in its business values. The significance of this research lies in its revelations con- cerning the complex changes facing a company that was once historically Japanese in its origins but is becoming increasingly transnational in scope and operations. Richard A. Gershon (richard.gershon@wmich.edu) is Professor and co-founder of the Telecommunications Management program at West- ern Michigan University where he teaches courses in Telecommunications Management, Law and Policy and Communication Technology. Dr. Gershon is the author of Telecom- munications Management: Industry Structures and Planning Strategies (2001) and The Transnational Media Corporation: Global Messages and Free Market Competition, winner of the 1998 book of the year by the U.S. National Cable Television Museum. Tsutomu Kanayama (kanaya-t@hoffman.cc.sophia.ac.jp) is an Associate Professor in the Department of Journalism (Faculty of Humanities) at Sophia University in Tokyo, Japan. Dr. Kanayama was the recipient of the Hoso Bunka Foundation award in 2000 for his research in on-line sports media management in the United States. www.mediajournal.org © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 : (105 – 117) 105
  • 2. 106 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 www.mediajournal.org Historical Overview The Sony Corporation was founded by Masaru Ibuka in the aftermath of Japan’s defeat during WWII. In Septem- ber 1945, Ibuka left the countryside, where he had sought refuge from the bombings, and returned to the war-torn capital of Tokyo to begin a new busi- ness. Shortly thereafter, Ibuka estab- lished the Tokyo Tsushin Kenkyujo (or Tokyo Telecommunications Research Institute). At the time, the fledgling company was nothing more than a ... narrow switchboard area on the third floor of Shirokiya Department Store (now Tokyu Department Store) in Nihonbashi. It became the workshop for Ibuka and his newly founded group. Having barely sur- vived the fires during the war, the building had cracks all over its concrete exterior. With- out windows, the new office was small and bleak (Genryu 1988, p. 22). In the days and months that followed WWII, Japan’s citizens had an urgent need for news information. During its initial start-up, Ibuka’s shop was pri- marily in the business of radio repair. Ibuka and his small group of engineers also made shortwave adapters that could convert medium-wave radio re- ceivers into superheterodyne (or all- wave) receivers. The shortwave adapters caught the attention of the public and a feature article appeared in the Asahi Shimbun newspaper. We have welcome news that even the most ordinary radio sets can be modified to re- ceive shortwave broadcasts with a simple ad- justment. Mr. Masaru Ibuka, formerly a lec- turer in the Department of Science and Engineering at Waseda and Minister of Edu- cation Tamon Maeda’s son-in-law, has gone into business under the name of the Tokyo Telecommunications Research Laboratory (Kaiji 1945, Editorial). One of the articles’ readers was Akio Morita who had returned home to Kosugaya in Aichi Prefecture. Morita knew Ibuka from their past association inside Japan’s Wartime Research Com- mittee. During the war, Ibuka worked as a radio engineer for the Nissoku mu- nitions factory specializing in subma- rine detection systems. Morita served as a navy technical lieutenant in thermo optical weapons. The article prompted Morita to write to Ibuka who replied at once. Ibuka urged Morita to come to To- kyo and join him in the start-up of his new business venture (International Di- rectory 1990). On May 7, 1946, Ibuka and Morita offi- cially incorporated the new company as the Tokyo Tsushin Kokyo ( “Totsuken” ) or the Tokyo Telecommunications En- gineering Corporation with a capital investment of ¥190,000 (or $500). The founding of Totsuken spoke directly to the challenges of post war Japan and the need to rebuild. At the time, Ibuka was 38 and Morita was 25. Both were knowledgeable and enthusiastic engi- neers. And both recognized the impor- tance of what high-technology meant to the future of Japan. In his dedication address, Ibuka noted: We must avoid the problems which befall large corporations, while we create and intro- duce technologies which large corporations cannot match. The reconstruction of Japan depends on the development of dynamic tech- nologies (Sony 1996, p. 24). As a start-up company, Totsuken’s most immediate problem was financing. The company was able to secure loans but it routinely suffered from rising costs and inflationary spirals. The problem of cash flow was com- pounded by the government’s new currency policy which placed restric- tions on the withdrawal and use of old currency. In order to meet payroll, Tot- suken manufactured both communica- tion and noncommunication devices, including electric rice cookers and heat cushions. One of Totsuken’s first important com- munication contracts was issued by Japan’s NHK television service which hadanurgentneedtorestoreitsnational broadcasting network. This included the repair of its many studios and transmit- ters. It would mark the beginning of a longstanding business relationship be- tween the future Sony Corporation and NHK. Throughout the late 1940’s, the engineers at Totsuken concentrated on the development of consumer elec- tronic goods, including Japan’s first ever tape recorder (Sony 1986, p.3). The initial demand for the tape re- corder remained quite low until Ibuka accidentally came across a U.S. military booklet entitled Nine Hundred and Ninety-Nine Uses of the Tape Recorder. The booklet was translated into Japa- nese and became an effective marketing tool for customers who did not under- stand the tape recorder and its many potential uses. The first significant or- der for the G (government) type tape re- corder came from Japan’s Supreme court. Among Totsuken’s many other customers was the Academy of Art in Tokyo. The academy was responsible for purchasing many of the new record- ers.Norio Ohga, a music student at the academy, wrote several letters to Morita criticizing the sound quality of the re- corders. Morita was impressed with the detailed comments and suggestion and invited Ohga to participate in the devel- opment of a new recorder as a consult- ant. Before long, Ohga became a famil- iar figure at Totsuken. He was invited to attend technical meetings, impress- ing everyone with his technical grasp of audio equipment and tape recorders in particular. Years later, reflecting on that time, the future Sony President commented, ‘They actually treated me as an equal and that was an attitude you would never have found in any normal Japanese business executive’ (Nathan 1999, p. 121). Establishing the Sony Name During the early 1950’s, Japanese prod- ucts suffered from a public perception of poor quality. The description “made
  • 3. © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 107 www.mediajournal.org in Japan” evoked an impression of infe- rior product quality in design and manufacturing. American made prod- ucts, on the other hand, had a reputa- tion for high quality. US products were available worldwide and sales by Ameri- can companies skyrocketed as a result. At the time, Morita reasoned that if Sony was going to enter into the manu- facturing and sales of electronic equip- ment, it was necessary to establish a market presence in the US (Morita, Shimomura & Reingold 1986). In 1952, Morita made the first of two trips to America to examine how US companies manufacture and market tape record- ers. He also wanted to examine poten- tial market opportunities for future Totsuken exports. During Morita’s sec- ond trip in 1953, he acquired the licens- ing rights to the transistor patent which was invented at AT&T’s Bell Laboratories. Due to Morita’s effort, Totsuken was the first company in the far east to be licensed by AT&T to manu- facture and use the transistor in new product designs. In 1955, Totsuken de- veloped the TR-55 transistor radio in Ja- pan and introduced it to the US market that same year (Sony 1988). A year later, Totsuken was able to suc- cessfully improve on the transistor ra- dio and produced the TR-63; the world’s smallest pocket radio. The newly de- veloped radio had the name “Sony” (de- rived from the Latin word ‘sonus’ for sound) affixed to it. The name Sony soon became more familiar in the world of international electronics than the parent company. At the time, Morita believed that Totsuken was not a name that would be easily understood overseas. Thus, despite much internal disagreement, the company’s name was officially changed to Sony in January 1958. Sony’s Entry into World Markets Most companies do not set out with an established plan for becoming a major international company. Rather, as a company’s exports steadily increase, it establishes a foreign office to handle the sales and services of its products. In the beginning stages, the foreign office tends to be flexible and highly indepen- dent. As the firm gains experience, it may get involved in other facets of in- ternational business such as licensing and manufacturing abroad. Later, as pressures arise from various interna- tional operations, the company begins to recognize the need for a more com- prehensive global strategy (Robock & Simmonds 1989; Gershon 2000, 1997). Early on in his tenure, Akio Morita de- veloped the kind of business skills that allowed him to successfully enter into foreign markets. He did not initially have a global strategy in mind. Morita tended to operate in those markets that he believed were important and where Sony’s products would be most readily accepted. The U.S. clearly fulfilled both sets of objectives. The first phase of Sony’s globalization plan was the for- mation of Sony Corporation of America in 1960. The company established its first showroom in New York City. Dur- ing the next few years, Sony established Sony Switzerland, Sony U.K. Ltd., Sony Deutchland and Sony France. Broadcast Equipment All during the 1960’s, the Sony Corpo- ration achieved a number of firsts in product design and innovation, includ- ing: the portable videotape recorder, the transistor condenser microphone and the integrated radio circuit. One of the more notable discoveries came in 1968 when Sony engineers unveiled a new approach to color television tech- nology. The Trinitron TV set was the cul- mination of a ten year effort to find a better way to produce a color television set (Sony 1988). What is sometimes for- gotten is the level of experimentation and failure that began with an early forerunner to the Trinitron set called Chromatron. Nathan (1999) writes: It was a dark time, the more unsettling to everyone because tension between Ibuka and Morita was manifestly in the air. No one ever witnessed an argument, but people were aware that Morita urgently wanted to cut losses while Ibuka would not budge...The physicist, Susumu Yoshida, remembers a meeting when Morita angrily accused the engineers of taking advantage of Ibuka’s commitment to the technology to indulge their curiosity in the problem solving process, costing the company money it couldn’t afford... In the autumn of 1966, Ibuka finally announced that he personally would lead a team to search for an alternative to Chomatron (p. 45). That alterative would be the Trini- tron television set. The Sony Trinitron required an altogetherdifferent ap- proach to television design. The Trinitron used one electric gun, for more accurate beam alignment and one lens for better focus. The result was a clearer television image than had- been produced to date using the con- ventional three gun - three lens set ap- proach. Today, the Sony Trinitron is the most successful display monitor of its kind worldwide, outperforming rivals both in terms of sales and the versatil- ity of applications. For Sony founder, Masaru Ibuka, the Trinitron TV set proved to be a real turning point in the history of the company. Says Ibuka,‘We bet the company on that basic technol- ogy’ (Schlender 1992, p. 82). Through the years, the Sony name had become closely aligned with broadcast studio equipment. During the 1970’s, a large percentage of U.S. broadcasters used videotape recorders as part of their electronic newsgathering effort. The CBS network, in particular, experi- mented with Sony’s U-matic Video Tape Recorder (VTR). They found the equip- ment potentially useful, but it was heavy and inconvenient to use. Sony was approached with the idea of design- ing similar equipment that could pro- vide picture quality equal to film and that was more portable to use. Thus be- gan Sony’s serious entry into the field of broadcast equipment.
  • 4. 108 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 www.mediajournal.org In 1976, Sony introduced its U-matic BV series of electronic newsgathering equipment which became an immedi- ate success. In 1981, Sony made another important breakthrough by introduc- ing its Betacam half-inch broadcast camcorder which combines both the camera and recorder into one unit. Rec- ognition would one day come in the form of an Emmy award that was pre- sented to the Sony Corporation for “Outstanding Technological Develop- ment.” The real sign of acceptance, however, was the industry’s wholesale adoption of Sony’s term “ENG” to de- scribe a new category of electronic news gathering equipment. Building the Sony Brand A successful brand name creates a reso- nance or connection in the consumer’s mind toward a company’s product or service. Through the years, Sony has in- troduced a number of firsts in the de- velopment of new communication products. In some cases, the products were truly revolutionary in terms of a planning and design concept (Beamish 1999). Words like Trinitron, Walkman, and Playstation have become part of the public lexicon of terms to describe con- sumer electronics. Yet several of these products are more than just products. They have contributed to a profound change in consumer lifestyle. This, more than anything else, has contrib- uted to Sony’s brand identity. It is be- yond the scope of this paper to consider the many kinds of products that have been introduced by Sony over the years. Instead, let us consider three: The Sony Walkman portable music player, the Sony/Philips audio CD player, and the Sony Playstation videogame. The Sony Walkman The creation of Sony’s highly popular Walkman portable music player was highly serendipitous in its origins. From 1966 onward, Sony and other Japanese manufacturers began the mass production of cassette tapes and recorders in response to a growing de- mand. At first, cassette tape recorders could not match the sound quality of reel-to-reel recorders and were mainly used as study aids and for general pur- pose recording. By the late 1970s, audio quality had steadily improved and the stereo tape cassette machine had be- come a standard fixture in many homes and automobiles. It so happened that Masaru Ibuka (who was then honorary Chairman of Sony) was planning a trip to the US. Despite its heaviness as a machine, Ibuka would often take a TC-D5 reel-to-reel tape ma- chine when he traveled. This time, how- ever, he asked Norio Ohga for a simple, stereo playback version. Ohga contacted Kozo Ohsone, general manager of the tape recorder business division. Ohsone had his staff alter a Pressman stereo cas- sette by removing the recording func- tion and had them convert it into a por- table stereo playback device. The pro- blem at that point was to find a set of headphones to go with it. Most head- phones at the time were quite large. When Ibuka returned from his US trip he was quite pleased with the unit, even if it had large headphones and no re- cording capability. Ibuka soon went to Morita (then Chair- man) and said, ‘Try this. Don’t you think a stereo cassette player that you can listen to while walking around is a good idea?’ (Sony 1996, p. 207). Morita took it home and tried it out over the weekend. He immediately saw the pos- sibilities. In February 1979, Morita called a meeting together that included a number of the company’s electrical and mechanical design engineers. He instructed the group that this product would enable someone to listen to mu- sic anytime, anywhere. It was under- stood that the target market was to be students and young people and that it should be introduced just prior to sum- mer vacation of that year. Akio Morita was the quintessential mar- keter. He understood how to translate new and interesting technologies into usable products. Pricing was an impor- tant consideration since it had to be af- fordable. They agreed on a sale price of ¥33,000. After rejecting several names, the publicity department came up with the name “Walkman.” The prod- uct name was partially inspired by the movie Superman and Sony’s existing Pressman portable tape cassette ma- chine (Sony, 1996). The Walkman cre- ated a totally new market for portable music systems. By combining the fea- tures of mobility and privacy, the Walkman has contributed to an impor- tant change in consumer lifestyle. To- day, portable music systems have be- come commonplace ranging from major urban subways to health and rec- reation facilities worldwide. The Sony/Philips Compact Disc In the early 60’s, the general junction laser was developed at MIT’s Lincoln Labs and later improved at Bell Research Labs. But it was Sony and the Philips Corporation that would refine the idea into the modern compact disc (CD). In 1975, the optical and audio teams at both Sony and Philips began collaborat- ing on the digital recording of informa- tion on to a laser disc. Sony President Norio Ohga, a former student of music, was enamored with the possibilities of digital recording. He designated a small group of Sony engineers to give the la- ser disc top priority. In the spring of 1976, the team of audio engineers proudly presented Ohga with an audio laser disc 30 centimeters wide (approxi- mately the size of an LP record). It was capable of providing the listener with 13 hours and 20 minutes of digital sound. As Nathan (1999) writes: For their pains, they received a withering lec- ture on the folly of engineering for its own sake and the importance of developing a busi- ness sense (p.138). In the meantime, Philips audio divi- sion in Eindhoeven, Holland was busy at work on their own version of the op-
  • 5. © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 109 www.mediajournal.org tical laser disc. From August 1979 to June 1980, both teams of engineers would alternate visits to both sets of laboratories in Tokyo and Eindhoeven. At a June meeting of the Digital Audio Disc conference, both Sony and Philips presented a set of recommended stan- dards. In the weeks and months that followed, both teams of engineers worked together toward refining the CD player. Demonstrations of the CD were being made worldwide in preparation for the planned launch of the CD in October 1982. Norio Ohga, for his part, was con- vinced that CDs would eventually re- place records given the technology’s superior sound quality. That said, how- ever, Ohga recognized that the develop- ment of the CD would meet with fierce resistance from many in the recording industry (including even some at CBS Records) who felt threatened by CD technology. It should be noted that in 1968, Sony had entered into a joint part- nership with CBS records to form CBS/ Sony records. That partnership would prove vital in promoting the cause of CD technology. In one such product demonstration, executives stood up in an auditorium in Athens, Greece and began chanting “The truth is in the groove. The truth is in the groove.” (Nathan 1999, p. 143). To them, the CD format was an un- proven technology made by hardware people who knew nothing about the software side of the business. Worse still, the conversion to a CD format would require enormous sums of money while possibly destabilizing the entire music industry. On August 31, 1982, an announcement was made in Tokyo that four compa- nies, including Sony, CBS, Philips and Polygram had jointly developed the world’s first CD system. In time, the Sony/Philips CD became the defacto standard throughout the industry. By 1986, CDs had topped 45 million titles annually, overtaking records to become the principal recording format. CD technology would ultimately redefine the field of recording technology and spawn a whole host of new inventions, including the portable CD music stereo, the digital video disc (DVD) and the CD based videogame console. The Sony Playstation The Sony Playstation was the brain- child of an engineer named Ken Kutaragi, who was fascinated with de- signing an entertainment device that could combine the power of a com- puter workstation with high resolu- tion graphics. For two years, Kutaragi operated without a sponsor until his friend, Teruo “Terry” Tokunaka, a se- nior executive at Sony, interceded on his behalf. Tokunaka took Kutaragi to see Norio Ohga in order to discuss his idea. Ohga was sufficiently impressed that he authorized Kutaragi to begin building a working prototype of his videogame console (Asakura 2000). According to Fujishima (2000), not everyone at Sony was enamored with the idea of videogame technology. ‘The management at Sony did not view themselves in the business of video- game technology which was seen as a toy’ (Fujishima, S. 2000, pers. comm., 23 March). Worse still, companies like Nintendo and Sega were the estab- lished leaders in videogame technol- ogy and software. Nevertheless, Sony’s Executive planning committee ap- proved $50 million in start-up costs in order to allow Kutaragi and his design team to develop the basic computer chip necessary for a future videogame console. One of Sony’s major challenges was to convince the larger software develop- ers to create innovative games to sup- port the new platform system. Sony’s future success in videogame technol- ogy would depend on high quality soft- ware games. In November 1993, Sony Computer Entertainment (SCE) was created for the purpose of marketing and licensing videogame consoles and titles. The new company was drawn from various parts of Sony (Asakura 2000). Tokunaka was given responsi- bilities for overseeing the new group. One of the most critical elements to the new Sony videogame platform was the use of CD technology instead of the ex- isting 16 Bit cartridge. It was recog- nized that the CD possessed greater storage capacity than a videogame car- tridge and was much cheaper to pro- duce (Fujishima, S. 2000, pers. comm., 23 March). On December 3, 1994, the Sony Playstation was launched in Ja- pan with eight game titles. Sony sold some 300,000 units in the first month alone, more than three times what company strategists had expected. The Playstation was launched a year later in the US and achieved immediate suc- cess. By 1998, Playstation had sold 33 million units worldwide and had be- come the international leader in videogame consoles (“The Games Sony Plays” 1998). Organizational Structure and Business Operations The Sony Corporation was led by Akio Morita until 1989. It was during his ten- ure as CEO, that Sony achieved interna- tional recognition for many of its con- sumer electronic products, including the transistor radio, the Trinitron tele- vision set and Walkman portable stereo. For his own part, Morita, became inter- nationally recognized as one of Japan’s foremost business men. Morita’s hand- picked successor as CEO was longtime friend Norio Ohga who came up through the ranks of the tape record- ing division and assumed the Presi- dency of Sony in 1982. Ohga was the man behind the development of the compact disc. He was also responsible for moving Sony into the business of media entertainment. It was during Ohga’s tenure as President, that Sony purchased CBS Records and Columbia Pictures. In 1995, Ohga assumed the title as Chairman and CEO and selected Nobuyuki Idei as President and Co-Chief Executive Officer.
  • 6. 110 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 www.mediajournal.org In a business culture that places a high premium on consensus building and longevity, the selection of Idei was somewhat unusual given the fact that he leapfrogged a dozen or more senior managers in order to become Sony’s President. Idei’s background was in marketing where he held a number of positions in Europe and Japan. As sev- eral interviewees noted, what Sony needed was a global manager as well as someone who fully understood the im- plications of digital communication. The selection of Idei was premised on his ability to run a worldwide organiza- tion as well as his background in inter- national marketing (Sakaguchi, K. 2000, pers. comm., 23 Feb.). Organizational Structure The Sony Corporation is a leading TNMC in the production and sale of consumer electronics, music and film entertain- ment and videogame technology. The company consists of five primary busi- ness areas that include: 1) Electronics, 2) Music, 3) Film, 4) Game and 5) Insur- ance. (Table 1) Financial Performance During the years 1997-2001, the Sony Corporation has seen a steady increase in sales and operating revenue from $45,670 million in 1997 to $58,518 mil- lion in 2001. In contrast, the company experienced inconsistent growth in net revenues evidenced by a noticeable de- cline for the years 1998-2001. A review of Sony’s financial performance for the years’ 1997-2001 can be seen in Table 2. International Operations As Gershon (2000, 1997) notes, very few transnational media corporations oper- ate in all markets of the world. Instead, the TNMC tends to operate in preferred markets with an obvious preference (and familiarity) toward one’s home market. Sony is indicative of this trend. The company divides its worldwide op- erations into four geographic zones, in- cluding Japan, the United States, Eu- Table 1: The Sony Corporation : Organizational Structure and Primary Business Areas Source: Sony Corporation 2000, 2001 Annual Reports Audio Equipmet Video Equipement Televisions Information Electronic Components Electronics Music Film Game Insurance Select Products and Primary Business Areas CD Players, MD systems, DAT recorders, stereo components, car audio etc. DVD players,digital still cameras, broadcast and professional use video equipement Trinitron andWega color televisions and monitors, HDTV-related equipement,per- sonal LCD monitors, professional use monitors and projectors Vaio personal computers, computer peripherals etc. Semiconductors, LCDs, CRTs, Optical pickups, Batteries The music business is conducted mainly through Sony Music Entertainment Inc. (SMEI) and Sony Music Entertainment (Japan) Inc.(SMEJ). Several of the company’s more notable labels include Columbia Records, Epic Records, and Sony Classical. The motion picture and television business is conducted mainly through Sony Pic- tures Entertainment Inc.(SPE). It consists of ColumbiaTristar Motion Picture Group, ColumbiaTristarTelevision Group and Sony Pictures Digital Entertainment. The game business is represented by Sony Computer Entertainment (SCE) and is responsible for Playstation I & II. videogame consoles and software. The insurance business provides financial services as well as automobile and life insurance. Source: Sony Corporation 1999, 2000 and 2001 Annual Reports Table 2: Financial Performance: 1997 - 2001 (In $ Millions) Sales & Operating Rev. Net Income 1997 $ 45,670 $ 1,124 1998 $ 51,177 $ 1,682 1999 $ 56,621 $ 1,491 2000 $ 63,082 $ 1,149 2001 $ 58,518 $ 134
  • 7. © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 111 www.mediajournal.org rope and other international areas. Fig- ure 1. provides a comparison of sales and operating revenue for the years 1995 and 2001 respectively based on a percentage of revenues by geographical location. In 1995, the percentage of sales revenue was fairly well divided with Japan accounting for 28%, the US 28%, Europe 23% and other areas at 21%. Since then, the percentage of sales by geographic segment has increased in both Japan and the U.S. In 2001, Japan accounts for 32.8%; the USA 29.8%; Eu- rope 20.2% and other international ar- eas at 17.2% respectively. The combined overseas markets accounts for approxi- mately 67.2% of Sony’s sales and operat- ing revenues (Sony 2001). Strategy Formulation The success of any business is depen- dent upon its ability to plan for the fu- ture. A competitive business strategy is the master plan, including specific product lines and approaches to be used by the organization in order to reach a stated set of goals and objec- tives. Porter (1985) argues that a firm’s competitive business strategy needs to be understood in terms of scope; that is, the breadth of the company’s prod- uct line as well as the markets it is pre- pared to serve. Strategy formulation presupposes an ongoing willingness to enlarge and improve the flow of a company’s products and services. Consumer Electronics The term core competency describes something that an organization does well (Hitt, Ireland & Hoskisson 1999; Daft 1997). A core competency demon- strates an area of expertise that clearly distinguishes one’s company from the competition. While Sony is committed to becoming a highly diverse media and electronics company, consumer electronics remains central to the com- pany’s long term growth and develop- ment. This is evidenced by the factthat 68.4% of Sony’s worldwide revenues are derived from electronics (Sony 2001). According to Nobuyuki Idei, ‘Sony is a champion of audio and video electron- ics. This is our core’ (“Atoms Versus Bits” 1997, p. 34). At the same time, the challenge for Sony over time is to lessen its reliance on electronics and to de- velop its other areas of expertise. Music and Film Entertainment The first step in any strategic planning process is environmental scanning whose purpose is to monitor, evaluate and disseminate information from both the internal and external busi- ness environments to the key decision- makers within the organization. Re- searchers like Wheelen & Hunger (1998) argue that the need for strategic Figure 1: Percentage of Consolidated Sales by Geographical Location (1995 & 2001) Source: Sony Corporation 1995 and 2001 Annual Reports Figure 2: Percentage of Consolidated Sales by Product Group (1995 & 2001) 80.00 % 70.00 % 60.00 % 50.00 % 40.00 % 30.00 % 20.00 % 10.00 % 0.00 % 1995 2001 Electronics Videogames Music Film Insurance Other 35.00 % 30.00 % 25.00 % 20.00 % 15.00 % 10.00 % 5.00 % 0.00 % Japan U.S.A. Europe Other Areas 1995 2001
  • 8. 112 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 www.mediajournal.org planning is sometimes caused by a trig- gering event. A triggering event can result from changes in the competitive marketplace, changes in the manage- ment structure of an organization as well as changes associated with inter- nal performance and operations. Devel- oping a strategic response to a trigger- ing event can be both formal and informal in the approach taken by a company (Mintzburg 1979, 1978). The Sony Corporation’s entry into music and film entertainment was a direct response to a triggering event. By the late 1970’s, the Videocassette Recorder (VCR) for home use was begin- ning to take off. In the US, there was no industry standard for home VCR use. As early as 1975, Sony had already begun promoting its own standard with the introduction of its half-inch Betamax VCR. In the meantime, several of Japan’s other major consumer electron- ics companies, most notably Panasonic and Japan Victor, rallied around a dif- ferent standard called VHS. After sev- eral years of competition, VHS became the defacto standard largely due to cost and widespread availability. In retrospect, Sony made two critical errors in planning. The first was the lack of filmand television program- ming that was exclusively available on the Betamax format. The second mis- take was to propose Betamax as an in- dustry standard, while insisting that every Betamax VCR set carry the Sony name. JVC, by contrast, promoted the VHS standard and let others manufac- ture its system under license. As the VHS format became more commonly accepted, several of Hollywood’s pre- miere film studios would no longer release films using the Betamax for- mat (Compaine & Gomery 2000; Smith 1991). By 1984, VHS had acquired 90% of the world market. The resulting failure cost the Sony Cor- poration millions of dollars in lost rev- enue and time (Muneshige, 1991). It also caused a major management shake-up at the top. Masaru Ibuka stepped down as chair and was replaced by Akio Morita as the new Chairman of the board. Norio Ohga was named as the new President of the company. The les- sons of the Betamax experience, how- ever, proved very instructive. In the fu- ture, Sony would make a firm com- mitment to software development as a critical leverage for selling its technical equipment. To that end, Sony entered the world of music and film entertain- ment with the $2 billion purchase of CBS Records Inc. in 1988 and the subse- quent $3.4 billion acquisition of Colum- bia Pictures Entertainment in 1989. The Columbia purchase included two film studios, a television unit and the Loews theater chain (“Media Colossus” 1991). Today, Sony firmly believes that owner- ship of music and film entertainment provides a critical leverage in promot- ing its technical business. Videogame Technology The successful introduction of Play- station in December 1994, underscored the importance of research and devel- opment (and videogame technology in particular) to the future of the company. By 1998, Playstation had sold 33 million units worldwide and had become the international leader in videogame con- soles (Asakura 2000). Playstation was also responsible for 10% of Sony’s world- wide revenues for that year (“The Games Sony Plays” 1998). Since then, company strategists recognize the importance of growing the market in videogame tech- nology. On March 4th, 2000, Sony un- veiled its Playstation II. videogame con- sole. Playstation II. combines elements of computer and videogame entertain- ment all in one device. At the heart of the Playstation II. is the Emotion En- gine, a fast high powered chip set that is designed to generate polygons, the building blocks of 3-D graphics (“Sony’s Risky Game” 2000). The Playstation II. is being positioned as a multipurpose information platform capable of playing audio CDs, DVDs as well as accessing the Internet (Asakura 2000). More importantly, Playstation represents the critical gateway in de- fining Sony’s future broadband strategy to the home (Katsurayama, K. 2000, pers. comm., 6 April). In 2002, Play- station and Playstation II. account for a combined 57% of worldwide market share in comparison to other leading videogame consoles. The Changing Sony Culture Organizational culture (or corporate culture) refers to the collection of be- liefs, expectations and values shared by an organization’s members and trans- mitted from one generation of employ- ees to another. As Pilotta, Widman & Jasko (1988) point out, organizations (even large ones) are always human con- structions; that is, they are made and transformed by individuals. Culture is embedded and transmitted through both implicit and explicit messages such as formal statements, organiza- Figure 3: Sony Playstation I. & II. Percentage of Worldwide Market Share Sega Dreamcast 7% Nintendo 64 30% Sony Playstation 43% Sony Playstation II 14% Microsoft X-Box 3% Nintendo Game Cube 3% Source: USAToday
  • 9. © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 113 www.mediajournal.org tional philosophy, design of physical space, deliberate role modeling and teaching by leaders (Schein 1983; Pilotta et. al. 1988). Deal & Kennedy (1982) suggest that the more highly suc- cessful companies are those that ex- hibit a strong organizational culture. They identify several component parts to a strong organizational culture, in- cluding: 1) values, 2) heroes, and 3) rites and rituals. Values are the intrinsic be- liefs that members hold for an organi- zation. It can be said that Sony displays many features of a traditional Japanese company. There is a sense of family and/ or missionary zeal that is decidedly Japanese in approach. Most of Sony’s top officials are Japanese and together they share in the company’s collective mission. Sony carefully grooms its fu- ture leaders over many years of service. Loyalty to the company is a value that is cultivated at all levels of the organi- zation. There is no secret ingredient or hidden for- mula responsible for the success of the best Japanese companies. No theory or plan or gov- ernment policy will make a business a suc- cess; that can only be done by people. The most important mission for a Japanese manager is to develop a healthy relationship with his em- ployees, to create a family-like feeling with the corporation, a feeling that employees and managers share the same fate (Morita et. al. 1986, p. 130). Heroes are the individuals who come to represent the organization at its best. Often, the heroes are the founders of the company who either established the business and/or were responsible for its successful development. Re- searchers like Schein (1983, 1984), Morley, Shockley-Zalabak (1991) and Gershon (2002, 1997) argue that the business strategies and corporate cul- ture of a company are often a direct reflection of the person (or persons) who were responsible for developing the organization and its business mis- sion. Accordingly, Sony is a company that was largely shaped and developed by its founders Masaru Ibuka and Akio Morita. Together, they formed a unique partnership that has left an indelible imprint on the company’s worldwide business operations. Writers like Bennis (1986) contend that the single most important determinant of corporate culture is the behavior of the chief executive officer. The CEO is the person most responsible for shap- ing the beliefs, motivations and expec- tations for the organization as a whole. The importance of the CEO is particu- larly evident when it comes to the formation of business strategy. CEO Nobuyuki Idei, for one, has embraced the principle that digital communica- tions must be at the center of Sony’s competitive business strategy (“Digital Dream Kid” 1996). Rites and rituals are the traditions through which an organization cel- ebrates its values. Working at Sony Ja- pan is different than working at one of Sony’s many international subsidiar- ies. This is partly due to the importance of cultural networks; that is, the for- mal and informal system of communi- cation through which organizational values are transmitted and reinforced. Workers in Sony Japan are expected to work late hours much as they would in other Japanese companies. A high pre- mium is placed on the Japanese prin- ciple of Nemawashi; which means dedi- cating oneself to the advancement of the team. Inside Sony Japan, manage- ment and staff adhere to formal hier- archical relationships, including the mentoring of junior subordinates by senior level staff. As Sony grows and evolves as an organi- zation, the once historically Japanese cultural network is giving way to a di- versity of cultures at the international level. Each of Sony’s worldwide subsid- iaries operates within the business pa- rameters and cultural norms of the host nation. The day-to-day business opera- tions are left up to the management and staff of the foreign subsidiary. That said, Liguori (2000) acknowledges that several of Sony’s foreign owned subsid- iaries feel a strong cultural connection to Sony Japan and its founders. I am sometimes surprised at how traditional some of our foreign subsidiaries are. As an example, you’ll sometimes see a picture of the company founders in the board rooms of some of these companies. Or they will display gifts in the lobby given to them from senior managers from Sony’s central headquarters (Liguori, A. 2000, pers. comm., 7 April). Organizational Decision-making Organizational decision-making refers to the ability of the said company and its management structure to make well informed and timely decisions that pro- vide strategic advantage. In short, does the organization foster an entrepre- neurial spirit that encourages innova- tion and new ideas or does it adhere to a rigid bureaucracy that kills initiative and creative thinking? Traditional Japa- nese decision making is often character- ized by a strong sense of organizational hierarchy and consensus building. De- cisions are made very slowly and care- fully by a management committee (Ouchi 1981). The Spirit of Invention The question can be rightfully asked – where do the ideas for new projects come from? While exhibiting many fea- tures of a traditional Japanese company, Sony both past and present displays a unique appreciation for the entrepre- neur and the value of a good idea. From the very beginning, Sony co-founder Masaru Ibuka was the consummate op- timist who believed that a good idea should be allowed to flourish with as little organizational interference as pos- sible. He despaired at the prospect that Sony might one day become too bureau- cratic in nature (Wakao 2001). Accord- ingly, many of Sony’s best known prod- ucts (e.g. Trinitron, Walkman, CD and Playstation) were not the result of a management committee typical of many Japanese companies. Instead, the
  • 10. 114 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 www.mediajournal.org success of these and other products were the direct result of one person who assumed both a major advocacy and supervisory role in promoting the said product within the company’s ranks (Wakao 2001; Asakura 2000; Nathan 1999). The field of consumer electronics exacts a high demand on a company to invent or innovate products at a faster pace than is true with other products and services. Through the years Sony has maintained a steady commitment to R&D with approximately 6% of sales being used to support on-going re- search. This is important when one con- siders that Matsushita (Sony’s nearest competitive rival) devotes only 4% (Haruyama, S. 2000, pers. comm., 6 April). Sony’s research and develop- ment group are among the most pro- lific in the world. In past years, Sony’s R&D groups have exhibited a high de- gree of entrepreneurship in terms of new product development. This is be- ginning to change in the face of in- creased worldwide competition. It has been suggested by some observ- ers that the spirit of neyaka (open mindedness), once the hall mark of Sony’s R&D groups, has given way to increased pressure to upgrade and ex- pand existing product line. In sum, today’s Sony runs the risk of trying to imitate some of its larger competi- tive rivals (i.e. Matsushita, Toshiba etc.) by trying to make products to fit all cat- egories and levels of consumer elec- tronics. As a consequence, some engi- neers feel that Sony has sacrificed engineering prowess in favor of mar- keting which is said to dominate re- search budgets. Management/Subsidiary Relationships One of the difficult challenges for an international company is the ability to properly coordinate and oversee pro- jects and goals throughout a com- pany’s multiple worldwide subsidiar- ies. During the 1980’s, Sony adhered to Morita’s philosophy of global/localiza- tion. In principle, the foreign manger was selected based on a presumed knowledge of local business condi- tions. The idea, while correct in prin- ciple, proved difficult to implement in practice. A telling example of what can go wrong in terms of managing a foreign subsidiary can be seen with Sony’s 1989 purchase of Columbia Pic- tures Entertainment for $4.9 billion (Compaine & Gomery 2000). Through- out the early 90’s, Sony sustained re- peated losses. Wall Street was highly critical of Sony’s performance. In 1994, Sony was forced to take corrective ac- tion, but not before writing off an esti- mated $3.2 billion in losses through its foreign investment in Columbia Pic- tures. The Columbia Pictures debacle was the result of poor performance at the box office combined with excessive spending on the part of then Colum- bia Pictures CEO, Peter Guber and his associate partner Jon Peters. In the end, it came down to bad management over- sight and poor communication be- tween Sony’s Tokyo headquarters and its Hollywood subsidiary (Nathan 1999; Gershon 1997). According to Sony Corporation of America President, Howard Stringer, the Sony culture was scarred from the Columbia Pictures disaster. Neither the music nor the electronics unit wanted anything to do with the studio, which itself was politicized by the failures. Can you blame Idei for falling out of love with the en- tertainment business and for wanting to keep a tight handle on all the goings-on in the U.S. for awhile (Gunther 2001, pp. 104-115)? Corporate Reorganization Starting in 2001, Sony has undergone a corporate reorganization that is built on what the company calls its five pil- lars of operation. This includes 1) Elec- tronics, 2) Entertainment, 3) Financial Services, 4) Game and Internet Services. The objective is to build a transnational organizational structure involving the transfer of day-to-day management re- sponsibility from Sony’s Tokyo head- quarters to the company’s foreign operations. To that end, Sony’s Tokyo headquarters has been reorganized into two areas called the Global Hub (GH) and the Electronics Headquarters. The purpose of the GH is develop cor- Source: Sony Corporation 2001 Annual Report Figure 4:The Sony Corporation: Integrated/Decentralized Management Entertainment Game Financial Service Internet/Com- munication Service Electronics HQ Global Hub (GH) Electronics Managem ent Platform Sony Group Structure
  • 11. © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 115 www.mediajournal.org porate wide strategy and to promote strategic intra-group alliances among the five pillars of business operations. The Electronics HQ serves as the stra- tegic center for Sony’s electronics busi- ness and focuses on strategy devel- opment as well as strengthening ties with the company’s other business areas. The new organizational model can be seen in Figure 4 and has been identified as “integrated/decentralized management.” Sony Managers in a Transnational Economy Sony officials recognize that in order to be more globally competitive the com- pany has to promote greater responsi- bility and autonomy in the field. Today’s Sony manager is expected to rely less on corporate headquarters and display more individual initiative. There is one kind of manager who feels a strong attachment almost an umbilical cord between himself and Sony HQ or his former division. He feels the constant need to check his decisions. I would like to think that this kind of manager represents a dying breed... The other kind of manager uses consensus building (and keeping people informed) but makes his/her own decisions. It depends on the business and business group (Liguori, A. 2000, pers. comm., 7 April). Another related change is that more and more emphasis is being given to the value of individual performance. Sony has moved to a position where local management means finding the best person regardless of nationality. As Liguori (2000) explains, ‘the best person is the best person. It doesn’t matter whether the person is Italian, Japanese or American’ (pers. comm., 7 April). One indication of this is the designation of Howard Stringer as Chairman and CEO of Sony Corporation of America. Mr. Stringer is a native of Wales, but has had extensive experience in the US media, having served as a former President of news at CBS. The Blending of Consumer Electronics and Media Entertainment Research on organizational culture suggests that technology-producing companies are culturally very different from information and entertainment companies. Cheng’s (1991) research on the combined effects of national and corporate cultures on research and development (R&D) suggests that a strong science and engineering pro- fessional culture is a key influence on the organizational behavior of technol- ogy driven companies like Sony. In contrast, an entertainment company would be expected to have an artistic/ creative tone as the dominant profes- sional culture. As an organization comes to embrace both kinds of subcul- tures, it can be expected that such changes do indeed create cultural schisms. As many company officials readily ac- knowledge, the major change to Sony’s organizational culture occurred when the company entered into music and film entertainment. Sony moved be- yond its historic roots as a consumer electronics company and embraced the complexities and diversity of media en- tertainment (Sato, R. 2000, pers. comm, 29 March). Today, there is a clear recog- nition that people in the media and en- tertainment fields are quite different from the staid engineering culture of Sony’s Tokyo headquarters. The diver- sity in culture is readily apparent at Sony’s annual business meeting where some 1100 plus people attend represent- ing the full spectrum of the company’s worldwide operations. At the annual business meeting, open clashes are not uncommon. People are encouraged to state their opinions. People regularly send email to Ohga and Idei... What is most significant, however, is that Nobuyuki Idei is pro- moting a change in culture where con- flict is ok. Disagreement is absolutely fine and internal competition is sup- ported so long as it does not become de- structive (Liguori, A. 2000, pers. comm., 7 April). Discussion Environmental Scanning Strategic planning is the set of manage- rial decisions and actions that deter- mine the long term performance of a company or organization. The first step in any strategic planning process is environmental scanning whose pur- pose is to evaluate and analyze both the internal and external business envi- ronments of the organization (Porter 1985, 1980; Power, Gannon & Schweiger 1986). The internal environment can include a number of different factors that can affect organizational perfor- mance, including: 1) Core Competency 2) Organizational Culture and 3) Orga- nizational Decision making. Scanning the Internal Environment Schein (1984) argues that the real influ- ence of culture on an organization will vary according to the age and experi- ence of the organization. During the organization’s formative years, for ex- ample, the founder (or family) may dominate the organization. Later on, new realities in the marketplace may force a change in terms of key goals and assumptions. Such changes in organiza- tional culture are inevitable for a com- pany that seeks to operate internation- ally. For Sony, the challenges of staying globally competitive have indeed be- come more formidable. The need to be profitable and the fear of failure has made Sony vigilant in its attempt to reorganize the company’s worldwide operations. The consequence of such changes has had a profound effect on Sony’s organizational culture. The once family like atmosphere of the past will prove difficult if not impossible to maintain. The vast majority of Sony’s worldwide employees are not Japanese. They have not been part of the company’s cultural network and his-
  • 12. 116 © 2002 – JMM – The International Journal on Media Management – Vol. 4 – No. 2 www.mediajournal.org tory. Today, Sony is steadily transform- ing itself into a transnational media corporation where more and more em- phasis is being given to the value of lo- cal autonomy and individual perfor- mance. Scanning the External Environment The external environment can include a number of different factors that can affect organizational performance, in- cluding: changes in the competitive business environment, changes in the regulatory environment and changes in the technology. Researchers like Por- ter (1980) refer to this as the “intensity of competition.” There is a clear recog- nition among company strategists that consumers will always need an elec- tronics’ product to access communica- tion software be it music, television, videogames etc. Consumer electronics remains then and now Sony’s core com- petency. It is responsible for 64% of Sony’s worldwide revenues. Yet behind the dazzling array of Sony products is a tough financial reality that is distinct to the business of consumer electron- ics. Sony has to innovate ever faster to maintain any pricing power in a busi- ness where commodity prices swiftly devour margins. Such products as TVs, DVD players and digital cameras, once the hallmark of Sony, no longer pro- vide the profit margins that they once did. This, in turn, has put a lot of down- ward pressure on the company’s R&D groups to upgrade and expand existing product line (Masayoshi, M. 2000, pers. comm., 27 June). In the meantime, Sony has become particularly depen- dent on its Playstation II. videogame console for much of its profitability. Consequently, Sony’s business environ- ment, for the short term, is expected to remain challenging. It should be noted that all of Japan’s leading con- sumer electronics companies, includ- ing Hitachi, Matsushita, NEC and Toshiba have experienced a similar de- cline in sales. The problem is made worse by increased competition from other Pacific rim nations, most notably China and Korea, who are producing such products at less cost. Looking to the Future The Sony Corporation firmly believes that the ownership of software enter- tainment provides a greater leverage in promoting its technical business. Sony will continue to expand and develop its music, film and videogame software capability while manufacturing the hardware delivery systems for such soft- ware products. Sony’s business impera- tive for the future will be media inte- gration by combining media content with the power of high speed intelli- gent networking. The Internet is ex- pected to figure prominently in several of Sony’s important growth strategies (Sato, R. 2000, pers. comm, 29 March). To that end, Masayoshi (2000) identifies what company strategists term the four gateways to the Internet future, includ- ing: 1) Digital TV and set top boxes, 2) Wireless communication, 3) Playsta- tion II. and 4) Vaio personal computer (pers. comm., 27 June). Each of the above examples represents a distinct digital platform for accessing the Internet. A very promising avenue for the future lies in MP-3 file sharing utilizing the Internet to download film and videogame software from the company’s many Internet web sites. The Sony Corporation is neither the largest hardware or software producer of me- dia products. But it is undoubtedly the most sophisticated in blending the two areas together. The strategic challenge before Sony is to bridge the gap between a past that no longer works and a com- mitment to a digital future that has yet to fully arrive. Acknowledgement The authors wish to thank Mr. Gerald Cavanaugh, SONY International Public Relations Department, for helping to arrange the series of interviews con- ducted at the company’s Tokyo head- quarters. Endnote 1. A series of eleven of interviews were conducted with middle and senior level managers at Sony’s Tokyo headquarters and New York operations. The interview lengths varied ranging from 30 to 90 minutes each. For purposes of organization, not all of the information provided could be used in this case study analysis. Only seven of the eleven people interviewed are cited in this paper. A complete listing of their names and titles are provided at the end of this paper. References Asakura, R. 2000, Revolutionaries at Sony: The Making of the Sony Play- station and the Visionaries Who Conquered the World of Video Games, McGraw-Hill, New York. ‘Atoms versus bits’ Broadcasting & Cable 10 Nov. 1997, p. 34. 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