There was another nice spike last night at $AMBA (+16,32%) . The technology leader in the low-power and vision AI sectors is reportedly in ongoing talks with $NXPI (-7,11%) . For NXP, it would be a major coup, as this is precisely the missing piece of the puzzle in their segments—one they cannot develop quickly enough on their own. The question is also whether this might stir up trouble, and whether companies like $QCOM (-2,98%)
$NVDA (+2,15%) or $6758 (+3,11%) will jump into the bidding war. Personally, I’d prefer it if $AMBA (+16,32%) remained independent. The company isn’t under any real pressure to sell, though they’re surely aware of their negotiating position. Is anyone else invested here, or at least planning to be?

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41Ambarella Acquisition

Why the Asian gaming sector is highly dominant and, in my opinion, underestimated by investors
In the traditional financial world, gaming is often underestimated as a volatile project business.
Many of the older generation don't know much about it, they may have played Pokemon, Tetris or Tekken, but in my young generation gaming is a major part of everyday life together with social media (you can debate whether this is good or bad).
Why does the younger generation play so much?
There are structural reasons why gaming is more present today than in the past:
- Social meeting place: For many young people, Fortnite, Roblox or Minecraft is the "digital playground". They meet there after school, talk on headsets and spend time together. It is often not a retreat from social life, but part of social life. Reinforced by corona.
- Reward systems: Developers use psychological tricks (especially in mobile games) such as gacha mechanics or daily log-in bonuses to keep user loyalty extremely high.
- Creation of identity: Successes in competitive games (e-sports) provide confirmation and self-confidence, which can be lacking in the often stressful everyday life at school/work.
For the age group of 12 to 25-year-olds age group, current data from 2026 shows that gaming is no longer just a hobby, but the dominant leisure activity and the primary social space.
On a global average, teenagers and young adults spend around 8 to 12 hours per week with gaming.
Gaming time rises sharply at an early age, peaks among 16- to 19-year-olds and stabilizes in early adulthood when work and studies come into play.
- 12 to 17 years
- Daily: approx. 2 to 3 hours (on school days) / 4 to 6 hours (on weekends).
- Weekly: Average 15.2 hours.
- Special feature: In this group, around 94% play games at least occasionally; gaming is the "new television" here.
- 18 to 25 years (young adults):
- Daily: approx. 1.5 to 2.5 hours.
- Weekly: On average 10.8 hours.
- Special feature: Although time decreases slightly due to obligations, the willingness to pay. Around 8% of this group are considered "high-commitment gamers" with over 20 hours per week.
Engagement king: Gen Z (13-28 years old) now spends over 9 hours of screen time per day. A significant proportion of this is spent on interactive media (gaming) rather than passive consumption (TV).
Social capital: For 12-25 year olds, gaming is where they meet friends. For them, leaving a game means losing contact with their social group. This is the reason for the extremely stable player numbers of titles such as Genshin Impact.
Cross-platform advantage: Since Asian titles (such as NTE) cover both the short mobile sessions and the long PC evenings, they "occupy" the young generation's entire leisure time.
The Asian dominance of the gaming industry
The data from May 2026 prove it: While the West almost always (there are 2 exceptions in my list) relies on cyclical sales, Asian publishers have created highly stable digital ecosystems that generate billions in cash flow every month.
1. the model: SaaS structure instead of software sales
The success of Asian titles such as Genshin Impact, Zenless Zone or NTE is based on the live ops model. They do not act like a movie (release -> peak -> end), but like an infrastructure:
- Asia: High user base through free-to-play, cross-platform optimization (PC, console, mobile sync) and monthly content updates.
- West: Often still focus on one-time full-price purchases (€70), which limits the target audience (TAM) to core gamers with expensive hardware .
Feature
Western AAA model (e.g. Sony/EA) vs Asian cross-platform model
(e.g. miHoYo/Tencent)
Starting price
~70 € to 80 € vs 0 € (Free-to-Play)
Example: Reach vs. revenue per capita (ARPU)
A classic calculation example :
- Western blockbuster (e.g. Spider-Man 2):
- Sales: 15 million units x € 70 = 1.05 billion € turnover (one-off).
- Asian giant (e.g. Honor of Kings):
- Users: 110 million active players per month.
- ARPU (revenue per user): Even if the average user only spends 2 € per month per month (through small purchases), the game generates 2.6 billion per year - over a period of approx. 10 years.
2. global performance comparison (average values 2025/2026)
Some of the games have e-sports tournaments, tournaments, European championships, etc., but I have excluded this because it would go beyond the scope.
Game
Publisher
Ø players/month (MAU)
Ø profit/month (net)*
Honor of Kings
Tencent
~112 million
~185 million USD
Most profitable game worldwide. With active e-sports leagues.
Mobile Legends
Moonton
~90 million
~85 million USD
Massive dominance in SEA. With active e-sports leagues.
Genshin Impact
miHoYo
~62 million
~55 million USD
Stable cash flow giant for 7 years. Fans are already speculating on genshin 2 in 2029.
Zenless Zone Zero
miHoYo
~32 million
~50 million USD
Strong growth since launch in 2024.
I am a huge fan myself (global top 1% Yixuan :).
CS2 (Counter-Strike)
One of the few Western titles in my list (so far everything was Asian)
Valve
~26 million
~42 million USD
Western leader (PC). With active e-sports leagues.
FC 26 (EA Sports) The 2 western title.
EA
~16 million
~45 million USD
Strong through Ultimate Team but already in critique for years. With active e-sports leagues.
NTE (Neverness to Everness)
P. World
~25 million (est.)
~14 m USD (day 1)
Global release April 2026. What's special here is that the game is only 24 hours old and the numbers are constantly growing.
Arena of Valor
Tencent
~14 million
~18 million USD
Stable, but behind HoK. The special thing here, the game is over 10 years old. With active e-sports leagues.
*Net profit after deduction of 30 % store fees (Apple/Google). The margin is sometimes higher for PC's own launchers.
The investment logic behind the figures:
- Sales stability: A game like Honor of Kings earns more in one month than most western blockbusters do in two years.
- NTE effect: Released worldwide on April 29, 2026. NTE (Neverness to Everness) earned an estimated 14.7 million USD on the first day alone. This proves that the market potential for Asian urban open-world RPGs is far from saturated.
3. why the investment world is overlooking the sector
- Platform blindness: Many analysts only look at Steam charts or consider the gaming sector to be too niche. As Asian titles often use their own PC launchers or dominate on mobile, they hardly appear in Western top lists.
- Underestimation of margins: Cross-platform integration allows these games to reach users without a PC/console. The smartphone is the most used gaming device worldwide - Asian companies own this market.
4. strategic investment options (unfortunately, in my opinion, quite a mao selection, hopefully more in the future!)
Investors who want to profit from this shift will find the technological pacesetters in the Asian sector:
- Tencent $700 (+0,19%)
(TCEHY / 0700.HK): The "S&P 500 of gaming". Dominates almost the entire market through its holdings (Kuro Games, Moonton, Riot, etc.). - NetEase $NTES (+0,87%)
(NTES): Innovation leader for high-end mobile graphics. They often scale their titles to the global market faster than Tencent. - Perfect World $$002624
002624.SZ): With the record launch of NTE this company is the current insider tip for growth investors. - Sony $6758 (+3,11%)
: Profits as a hardware partner. Many of these titles are marketed as PS5 exclusives (console), which drives hardware sales in Asia and globally.
I can't say how AI will change the gaming sector in the future, but I think that developments in AI will be an enrichment in the gaming sector.
#gaming
Conclusion:
Asian developers have written the code for infinite scalability cracked. While Western studios often fail due to "blockbuster risk" (high costs, uncertain success), Asian market leaders deliver data-driven, technologically superior platforms that retain a global user base. Anyone not investing in this sector today is ignoring the most profitable part of digital entertainment.
In the gaming sector, we are guaranteed to see records in the future and decades of stability!
+ 4
Summarizing stock exchange trade fair
Yesterday was an exciting day at the trade fair -
The rejuvenation of the audience in particular is an interesting signal for the equity culture.
The fact that the crypto stage is less popular with the older generation fits in with the picture of classic value orientation.
Here are the most frequently discussed stocks of yesterday:
High-Growth & Tech (US & International)
$ANET (+4,38%) Networks
* Value: Leading provider of cloud networking solutions, benefits massively from the expansion of AI infrastructure.
* P/E ratio: Valued at a rather sporty 48, but reflects the high growth.
* Chart: Shows strong relative strength; first attempts to break out of the consolidation above the 50-day moving average visible.
* Conclusion: A clear beneficiary of the "shovel seller" principle in the AI boom.
$$TTWO (-1,79%) Interactive
* Value: Gaming giant (GTA VI anticipation). Strong strategic position, but high development costs.
* P/E ratio: Currently negative or extremely high due to special effects/investments; adjusted (forward) at approx. 56.
* Chart: In a correction phase since the all-time high in fall 2025; currently looking for a bottom at approx. 150-160 USD.
* Conclusion: A bet on the release of GTA VI - for patient investors with strong nerves.
* Value: Market leader in cloud-based cybersecurity. "Best-in-class platform approach.
* P/E ratio: Very high (over 80 forward), as growth comes before profit maximization.
* Dividend
* Chart: Medium-term trend currently negative, struggling with the USD 400 mark.
* Conclusion: Quality share in the security sector, but valuation leaves little room for disappointment.
(China corner)
* Value: Cyclical China stocks. JD (e-commerce) fundamentally cheap, Xpeng (EV) technologically strong but in a price war.
* P/E ratio: JD very favorable (approx. 8), Xpeng negative (loss zone).
* Chart: Both volatile; strongly dependent on the economic measures from Beijing.
* Conclusion: Only suitable as a speculative portfolio addition.
Established stocks & DAX stocks
* Value: Europe's cloud heavyweight. The transformation to a subscription model is bearing fruit.
* P/E ratio: approx. 25, which is historically fair for the current profitability.
* Dividend: Reliable payer, yield approx. 1.2 % to 1.6 %.
* Chart: Long-term upward trend intact, recently slight profit-taking at a high level.
* Conclusion: The "basic investment" in the European tech sector.
* Value: Restructuring case with legal risks (glyphosate) and high debt.
* P/E ratio: Visually low (single-digit on a cash flow basis), but distorted by losses.
* Chart: In free fall or bottomless mode; no clear trend change in sight.
* Conclusion: Only for turnaround speculators with extreme staying power.
$P911 (-3,4%) (P911)
* Value: Luxury sports car manufacturer, struggling with the transition to e-mobility and weak demand in China.
* P/E ratio: approx. 10-12, which looks cheap but prices in falling margins.
* Dividend: Currently approx. 6% (note: analysts expect cuts!).
* Chart: Very weak, trading near all-time lows.
* Conclusion: The brand is worth its weight in gold, but the market environment is currently difficult.
Brief check of the remaining stocks:
Both in the "dog sector" (solar/biotech) - fundamentally under pressure, chart technically in the basement.
$6758 (+3,11%) Solid value/entertainment mix, P/E ratio approx. 15, fairly valued.
$TSLA (+0,25%) Remains the polarizing vehicle between AI hype and weakening sales figures.
sales figures.
$9880 (+3,28%) robotics :
Highly speculative niche themes (AI infrastructure/robotics), more for the gambler's portfolio.
Sony - The transformation to an entertainment giant 🎥🎮
(Reading time approx. 15min)
In the last few days there have been some discussions here about Sony $6758 (+3,11%) . I have often read things like "Sony is finished", "Sony is not innovative" or "Sony is just the PlayStation". It is therefore high time that someone did a comprehensive analysis for Sony.
Sony is a global entertainment and tech company headquartered in Japan. They became big at the end of the last century with consumer electronics (e.g. televisions). Today, however, they have little to do with the Sony of yesteryear. Japan is no longer the country of televisions, refrigerators and laptops. Most of these industries are now located in low-wage countries such as China, India or Vietnam. And that's perfectly fine. For Sony, however, this meant that they had to completely reposition themselves in order to remain relevant. They have already succeeded in this transformation, but I think it is only just beginning. The realignment of the company has the potential to take them to a whole new level. In the next 10 years, this could be a company that breaks the €1 trillion mark. Let's take a look at what this thesis is based on.
Business areas and their future prospects:
1) Music
Sony Music is increasingly becoming a global IP management platform. Sony is number 2 in Recorded Music (actual recording) with about 22% market share and number 1 in Music Publishing (copyrights to lyrics and melody) with 25-30% market share. Recently, they have also been buying up more and more music catalogs of so-called evergreens (timeless). Most recently Queen, Michael Jackson or Pink Floyd. These generate permanent license income and are not really vulnerable to AI. The profit margin is already over 20% and the profit contribution is over €2.5 billion. Sony is particularly strong in the fast-growing Asian markets (China, India). They are also benefiting from the massive global growth of Korean and Japanese pop culture, where they are also number 1 (there are high synergies with the Pictures division). Sony Music is growing faster than the competition from Universal $UMG (-17,37%) and Warner Music $WMG (-5,86%)
According to Goldman Sachs $GS (-0,15%) the global music market is set to grow to 200 billion dollars by 2035. Sony is taking rigorous action against AI songs and has already obtained the deletion of 135,000 songs. Sony wants to drive up the valuation of its IP for potential future license deals with AI providers. By focusing on the accumulation of copyrights (especially timeless artists) and, in the future, on fan experiences, they are also much more resistant to the wave of AI content.
I think a turnover of around 30 billion dollars is realistic for 2035. With a further increase in margins through the use of AI and monetization of super-fans, the profit contribution could reach $8 billion.
2) Pictures & Anime
In my opinion, this is one of the most important areas. Sony Pictures is one of the largest movie studios in the world. They have a market share of about 12% of the global box office. The margin is about 10% and contributes about $1 billion to profits. In contrast to competitors such as Warner or Paramount, Sony does not have its own streaming service. In this way, they keep their margins stable and always work with whoever wants to pay the most for their IP. They are therefore not heavily indebted and under pressure to expand like many of their competitors. Sony has also started to bring PlayStation IP to the big screen. For example, the series "The Last of Us" on HBO was very successful, which also greatly increased game sales (win-win). They now want to turn two PlayStation IPs into a movie or series every year. But that was more the uninteresting part.
The anime business is much more interesting. The 40+ generation may laugh, but the global anime market is estimated to be worth around 220 billion dollars in 2035. Sony is the most important player in the market and is pursuing a strategy of vertical integration. They control the entire chain. They control the production with studios like Aniplex, CloverWorks or A-1 Pictures (approx. 40% market share). Hits like Demon Slayer grossed over $700 million at the box office last year with just a sequel. They have their own streaming service for anime called Crunchyroll, which has a monopolistic position. Crunchyroll currently has around 20 million paying subscribers. Crunchyroll is very profitable and growing strongly. Sony is expecting particularly strong growth in India and South East Asia over the next few years. However, anime in itself is only part of the business, as a lot of money is earned from merchandise and events in particular. Music is also a factor. Anime music is not a niche; it is usually by very well-known artists and the opening songs immediately end up in the top 10 of the Japanese charts (only for successful series/films, of course). For example, the song "Idol" by YOASOBI (produced by Sony Music) made it to number 1 in the global charts. So what I want to make clear is that anime is not some weird niche content, but global mainstream among people under 40. The industry continues to grow strongly and is increasingly replacing American productions.
Sony is currently preparing an important takeover. They want to take over Kadokawa. They control a large part of the anime IP and also have a gaming studio. Sony has already bought 10% of the shares and has already made a takeover bid. An activist investor is currently complicating the process and will probably drive up the price. But even if you end up paying more, this takeover is the final piece of the puzzle, as you would then control IP, production, streaming, music and cinema, you would control everything. Most of Sony's studios are already using AI to increase efficiency without losing artistic value. So AI is more of an asset here.
I think Sony Pictures will continue to grow steadily. With their focus on high-end content and PlayStation IP, they will be able to increase margins. They will remain "arms dealers" for the other streaming services. I estimate that revenue will roughly double by 2035 from around $11 billion today to around $20 billion. The profit contribution from the Pictures division will rise to around $3bn (15% margin).
The anime segment will be exciting. I expect Sony to take over Kadokawa by 2035 and the number of Crunchyroll subscribers to rise to at least 65 million. If the India/SEA initiative is successful, this number could increase significantly due to the young population and high population figures. I estimate revenues of $20 billion, up from around $5 billion today, and profits of over $6 billion. This would result in sales of around $40 billion and a profit contribution of $9 billion+ for Pictures & Anime in 2035.
3) Gaming
This is probably the area that people most often associate with Sony today, gaming. Here everything revolves around the PlayStation. Sony currently holds a market share of around 72% for high-end consoles. Microsoft and its Xbox seem to have lost the battle for good. They have opened up the Xbox and suddenly brought their games to every conceivable end device, which has irritated and annoyed fans. What's more, they are now also bringing the wildly unpopular Copilot to the Xbox, which is also causing resentment. The last loyal Xbox fans have now switched to Playstation. Nintendo coexists peacefully with Sony, as Nintendo appeals to a different target group and generally takes a different approach. The hardware sales of the PlayStation itself only account for around a fifth of the gaming division's turnover. Purchases within the games, the software itself and subscriptions are much more important.
Sony is increasingly acting as a platform operator and wants to focus its business more on software and services. The PlayStation currently has 130 million active users and this figure is expected to rise in the coming years. Sony is currently trying to bring the profit margin up to 20% (currently 9%). To do this, they are relying heavily on first party titles (their own games), as these have a higher margin, as well as subscriptions/advertising (already over 40 million subscribers today). Today, Sony has a similar position in the PlayStation Store as Apple has in the AppStore. They take 30% on everything, every game and every third-party transaction. They have a high margin. However, court cases are currently underway (similar to Apple's) and I think it is likely that the 30% will fall. Sony is relying heavily on AI in game development and can already demonstrate clear successes. The quality of games is increasing and development time is getting faster. However, users are not aware of the AI, everything runs in the background, which prevents resentment among players (similar to Microsoft).
Sales and profits from hardware will only increase marginally by 2035. The PlayStation 6/7 will also sell well, but margins will remain at <5%. So revenue is likely to be $12bn and profit only around $500m. However, this is unimportant because the hardware is only the enabler for the software and services. Sony will strongly increase sales with first party titles, supported by AI, which will lead to sales (including transactions/add-ons) of approx. 16.5 bn $ from today's 4 bn $. Profit will be around $6.5bn as it tends to be high for software and will increase due to transactions and AI. Fees on third-party revenues will increase only slightly, from $12.5bn today to $16.5bn. This reflects a strong increase in transaction volumes and a simultaneous decrease in fees (more likely towards 20% from today's 30%). The profit from this will rise from $1.5bn today (margin is actually very high, but a lot is eaten up by hardware subsidies) to $8bn (higher efficiency due to higher volume and lower hardware subsidies). Nevertheless, I calculate a risk discount (regulatory) of 50%, which puts us at $4bn. Finally, we have the development of services (subscriptions and advertising). I think sales will rise from $5bn today to $11.5bn and profits from $1bn to $5bn. The margin will increase significantly due to the economies of scale and the cloud infrastructure will already be depreciated. Incidentally, Sony is already cross-selling with Crunchyroll. PlayStation Plus subscribers can purchase a subscription in combination with Crunchyroll, which makes it even more attractive.
All in all, the forecast for 2035 puts sales at over $45 billion and profits at around $16 billion. This would correspond to a margin of around 35%. It definitely assumes that the focus on software and services will be successful. The targeted 20% (if higher subsidies or similar are required) would take us to $10-12bn.
4) Image Sensors
The image sensor business is the last segment with no connection to entertainment. High tech instead of IP is what counts here. The global market for image sensors is expected to grow to 60-70 billion dollars by 2035. Sony is the undisputed market leader here with a market share of approx. 54% (Samsung $005930 comes next with <20%). They themselves plan to expand this to 60%. Growth in recent years has been characterized by smartphones, with the iPhone leading the way. In the coming years, however, the focus will increasingly be on physical AI and autonomous driving. Both are huge growth markets that are completely dependent on image sensors (and lots of them).
The number of image sensors required for smartphones (better image quality), cars (huge increase) and physical AI (humanoid robots and co) is also increasing. Sony is clearly ahead of the competition in terms of technology. In robotics, this is particularly evident in spatial perception and in safety in cars. Sony is also trying to establish a new business model, Sensing as a Service. They are integrating edge AI into their sensors, which can then process what they perceive themselves and only provide the interpretation, so to speak, which can then be sold as a service (AITRIOS project). Sony's sensors are then used to monitor traffic, monitor store inventories or increase security. The results are sold as a service.
Another positive aspect is how Sony is expanding its production capacities and entering into strategic partnerships for this purpose. They are involved in JASM (TSMC $2330 in Japan) and Rapidus (Japanese foundry project). In this way, they are strategically securing capacity (locally), which makes them more resistant to supply chain problems.
I expect sales to increase from around $14 billion today to around $29 billion in 2035. This is solid growth based on structural trends. The margin will increase due to the focus on high-end and the introduction of AITRIOS. The profit contribution will probably rise from around USD 2 billion today to around USD 8 billion (margin 15% -> 27%).
5) Further hardware
This is probably the most boring area, but it is not superfluous either. It represents the remnants of the old Sony as well as smaller business lines. Let's start with the positive aspects. There are cameras, for example, a classic Sony product for decades, but these are no longer aimed at the normal consumer, but only at professionals and content creators. There, Sony's cameras are the gold standard and they hold over 40% of the market with stable margins above 10%. They are also the market leader in sports technology (Hawk-Eye), a small but high-margin area. This involves, for example, determining whether the ball was already out of bounds or not. In tennis, they are almost the monopolist. Sony products are also used in medical technology, but it is only a very small area. The same applies to the production/editing of film material (synergies with Pictures). However, these are all healthy and technologically sophisticated business areas.
Now we come to the dying business. This includes consumer electronics such as TVs (Bravia), headphones and smartphones (Xperia). Sony continues to shrink this segment and has already withdrawn from the affordable mass market. They continue to sell in the premium segment, but this will also come to an end. This year, the majority of the TV division in North America and Europe was handed over to TCL $1070 (+1,42%) a Chinese low-cost electronics group. This is likely to continue. However, a minimum will remain, as these consumer products could be used as a test laboratory for sensors or as a supplier for the PlayStation.
I estimate that this area will grow well in some areas and shrink/stagnate in others by 2035. The camera part will probably double in sales from around $5bn today to $11.5bn in 2035. Profitability will increase as more and more creators will use the Sony Creator Cloud, leading to more high-margin software sales. Profit contribution will increase from $600 million to $2 billion. Video production, sports tech and medical technology will take advantage of the structural growth trend and increase their sales from around $2bn to $10bn. In terms of profit, I think $2bn is likely, up from $400m today (still 20% margin). Legacy goods, on the other hand, if they are not sold by then, will stagnate in sales at around $4.5bn and will not generate any profit worth mentioning. Overall, we would therefore be looking at sales of USD 26 billion and a profit contribution of USD 4 billion in 2035.
6) Blockchain (Soneium)
This is one of the most interesting developments that most people have never heard of. Sony has developed a blockchain (based on Ethereum Layer 2) that has already become one of the largest in the world (already over 600m transactions today). Soneium specializes in IP and digital property. Sony receives a small fee for each transaction. From now on, PlayStation players who link their PlayStation account to Soneium (perhaps automatically) can actually own skins or items they have purchased and then trade them on digital marketplaces, for example. Soneium offers numerous opportunities to introduce tokens, for example to buy access to events or to unlock an anime series earlier. Soneium is also a game changer for copyrights, because Soneium recognizes in milliseconds whether corresponding licenses are available and knows the stored contracts for royalties and co. Soneium then automatically pays the corresponding fees to the right recipients. The attractiveness for all those who produce or manage IP is therefore enormous. Sony can of course force the industry onto its platform with its own huge catalog of IP (music rights, film rights, PlayStation purchases.....). The Japanese version of GEMA already relies on Soneium (JASRAC/KENDRIX) and there are already over 5 million active wallets. Sony is working with Circle, who have enabled payment with USD stablecoins. They have also partnered with LINE (the East Asian WhatsApp), which gives Sony access to the 200m users in Japan, Taiwan and Thailand. In January, Sony invested a further $13m in the startup Startale Labs from Singapore, which acts as an important technology partner for Soneium.
At the moment, it looks like Soneium is developing into a global platform for trading (and protecting) intellectual property. The massive growth since its launch in 2025, the power of Sony's IP catalog and the high attractiveness for creators/users make this look likely. On every transaction via Soneium, Sony will receive a 1% fee (similar to Visa $V (+0,06%) or Mastercard $MA (+0,34%) ). Soneium will be used for everything and link all of Sony's businesses together. Soneium is like a catalyst for all other business areas. Protection of music rights, monetization of anime fans or completely new markets in gaming (retail). The number of transactions will explode due to background automation (adaptation without users noticing). I estimate that it will increase to over 75 billion transactions per year from 600 million today (first year). Most transactions will take place in the gaming sector (already over 30 billion today), but the music industry will also become increasingly important (Soneium is like an AI shield). In general, the IP licensing market is the biggest lever in the long term. Based on the 1% fees, I expect revenues of $3.5 billion and a profit contribution of $2 billion in 2035. This may not sound like much in absolute terms, but Soneium also has the potential to increase the profits of the other segments, especially through efficiency gains (e.g. no more transaction fees or less piracy/plagiarism). This could add another $3 billion to profits, but I'll leave that aside for now.
7) Other
There are still a few remaining holdings such as Sony Financial (spun off last year), M3 (34%, of limited relevance for medical technology), JASM/Rapidus (for semiconductor security) and a JV with Olympus for medical technology. But none of this is that important. There is also some involvement in the mobility sector. Fortunately, the e-car project of Sony and Honda was terminated a few days ago, which in my opinion was the right decision, because cars are just difficult and contradict the asset-light model. But, the entertainment system that Sony has already developed for the project, I think they will continue and then license it to other car makers, but there was no word on that yet. But if that happens, it could generate billions of dollars more in sales with very high margins.
Current key figures:
Market capitalization: approx. € 104 billion
P/E ratio: approx. 17
Turnover 2026e: approx. € 67 bn
Profit 2026e: approx. €6.2 bn
Profit margin: >9%
(The spin-off of Sony Financial last year reduced sales by almost €20bn, but profit by less than €1bn. This was an important streamlining).
Aggregated forecast for 2035 (path to the trillion):
Let's now aggregate the forecasts for all divisions into an overall forecast for 2035. This gives an approximate total revenue of $170bn and a total profit (EBIT) of around $47bn. Net profit would then probably be around $37 billion (-20%+ taxes). That would be around €34 billion. The focus on IP, software, services, high tech etc. allows a revaluation. In my opinion, the P/E ratio will be over 30 instead of around 20 as it is today. The valuation could therefore exceed the €1 trillion mark in 2035 (€1.02 trillion), whereby the gaming division was calculated with a risk discount (new regulation) and the potential efficiency gains from Soneium were not taken into account.
Market capitalization: €1.02 trillion +
P/E ratio: 30+ (1.5-2x vs. 2026)
Sales 2035e: € 150 bn + (2.5x vs. 2026)
Profit 2035e: € 34 bn + (5x vs. 2026)
Profit margin: >20% (2x vs. 2026)
Conclusion:
All in all, it can be said that Sony is undergoing a profound transformation that has been bearing its first fruits for a few years now. The Group is completely realigning itself and is excellently positioned in numerous future-oriented sectors. The PlayStation remains unchallenged as a platform and is becoming increasingly digital. Sony is the only company with a dominant position in the anime market. There is still strong growth ahead here and Sony is making money in all areas, above all with Crunchyroll, the Japanese Netflix of the 2030s. Sony also dominates the market for image sensors, which will continue to experience strong growth due to numerous structural trends (AV, physical AI, robotics....). Supply chains are being cleverly secured (JASM, Rapidus). No one owns more musical IP than Sony, which they continue to monetize. At the same time, they are establishing Soneium as the backbone of intellectual property in the digital age. The strategy is good, the prospects are good. In my opinion, everything currently speaks FOR Sony and with virtually no real risk. A value stock with tenbagger potential? Such a nice thing, too :)
I would be very happy if you could also share your opinion, because the post took a really long time 😅 I would also be interested in what the "Sony is finished" or "Sony is not innovative" people think 🥴

+ 6
Not quite my stock profile, but thank you very much for this nice, detailed elaboration!
Sony
@Tenbagger2024 What do you think of $6758 (+3,11%) ? Want to run your traffic light over it? I'm kind of interested but some fundamental data is meh. Hard to say but demerger metrics are all over the place. The camera division has a lot of imagination though, plus a possible spin off of Sony Entertainment
Flex Ltd - your thoughts?
Hello everyone,
I came across $FLEX (+1,84%) at the weekend and found it quite exciting at first glance - so I was all the more surprised to find almost nothing about it on getquin. The company is based in Singapore and is a contract manufacturer for electronics and technology (EMS) in many different business sectors (entertainment, telecommunications, medical technology, automotive industry, photovoltaics, data centers) for well-known corporations such as $MSFT (+3,6%) , $6758 (+3,11%) , $JNJ (-0,08%) , $CSCO (+2,48%) or even $TER. The company is therefore very broadly positioned. The share has performed well over the past year. The margins seem to me to be lower than those of other competitors (e.g. $JBL (+1,39%) ). Have any of you looked at the share before and what is your assessment?
Here are a few more figures from the last quarter:
Quarterly figures 02.02-06.02.26
$DIS (+0,16%)
$PLTR (+0,05%)
$SRT (-0,11%)
$NXPI (-7,11%)
$PYPL (-0,54%)
$PEP (-0,38%)
$TER (-1,58%)
$CPRI (+0,22%)
$MRK (+0,04%)
$PFE (+0,19%)
$TTWO (-1,79%)
$EA (-0,27%)
$AMD (-2,55%)
$MDLZ (-1,1%)
$LUMN (-2,81%)
$SMCI (+1,07%)
$7011 (-0,67%)
$6752 (+5,28%)
$6367 (-1,84%)
$UBSG (-1,19%)
$GSK (-1,21%)
$UBER (+0,59%)
$ABBV (-2,62%)
$LLY (-0,1%)
$GOOG (+6,42%)
$ELF (+0,63%)
$QCOM (-2,98%)
$SNAP (+0,49%)
$WOLF (-2,36%)
$ARM (-2,83%)
$VOLCAR B (-0,14%)
$6758 (+3,11%)
$SHL (+0,04%)
$SAAB B (+1,19%)
$5401 (-1,37%)
$MAERSK A (+0,4%)
$R3NK (+0,54%)
$BMY (-0,01%)
$BMW (-1,74%)
$EL (-0,38%)
$ROK (+1,9%)
$PTON (-0,72%)
$KKR (+1,2%)
$LIN (-6,28%)
$RL (-1,46%)
$AGCO (-4,58%)
$RBLX (-17,16%)
$FTNT (+5%)
$REDDIT (-1,04%)
$ILMN (+2,52%)
$WMG (-5,86%)
$IREN (-5,68%)
$MSTR (-3,91%)
$AMZN (+6,74%)
$KOG (+1,12%)
$ORSTED (-0,32%)
$PM (-0,17%)
$WEED (+0,92%)
GTA 6 postponed again! How long can Take-Two afford this?
There seems to be no end to the hype surrounding Grand Theft Auto VI - or to the waiting time. Rockstar Games and the parent company $TTWO (-1,79%) have officially announced that the release of the game will be postponed again: Instead of May 2026, the game will now be released on November 19, 2026. For many fans, this is déjà vu all over again, as the date has already been pushed back several times before. Rockstar officially justifies the new delay with the desire for "the expected fine-tuning and the necessary quality", but this explanation is causing increasing nervousness among investors.
The reaction on the stock market
Take-Two's shares reacted promptly: following the announcement, the share price fell by around 7% in after-hours trading. The reason is obvious: any postponement means that the expected sales and profits will be realized later. For a company that is heavily dependent on its blockbuster franchise, this can have a significant impact on the quarterly figures. Nevertheless, CEO Strauss Zelnick is optimistic. He is "very confident" about the new date and is determined to keep the release in the current financial year.
In the long term, the share is still a beacon of hope in the gaming sector. As soon as GTA 6 is released, sales are likely to soar. Analysts expect revenues of up to three billion US dollars in the first year. Nevertheless, the recent share price reaction shows that investors' patience is not limitless.
Why GTA is so important for Take-Two
Grand Theft Auto is more than just a video game - it is a global entertainment phenomenon. Its predecessor, GTA V, sold over 200 million copies and generated steady revenue for over a decade thanks to GTA Online. GTA 6 is therefore not just a successor, but the foundation of Take-Two's next corporate phase.
The game should not only repeat the classic sales success, but also create a long-term digital ecosystem - with online content, microtransactions and continuous updates. Any delay therefore not only postpones the immediate sales potential, but also slows down the long-term growth strategy.
Can they afford that?
In short: Yes, but not indefinitely. Take-Two can afford to postpone the release as long as the end product meets the enormous expectations. The brand is strong enough to carry the hype for years - GTA V has proven this impressively. At the same time, the risks are obvious: the more often the date is postponed, the more investor confidence dwindles and the more expensive the marketing and development phase becomes.
Rockstar is faced with a balancing act. On the one hand, they want to ensure maximum quality standards. On the other hand, the pressure to deliver a perfect product increases with every postponement. A further postponement, say to 2027, would not be out of the question, especially if $6758 (+3,11%) actually releases its PlayStation 6 in the same year. A parallel launch could even make strategic sense, but it would be the ultimate test of patience for many fans.
Conclusion
The renewed postponement of GTA 6 shows how sensitive the gaming industry is to changes in dates, especially when it comes to one of the most anticipated games of all time. For Take-Two, the title remains the decisive driving force. Success could boost the share price, while another postponement or a disappointing launch could cause considerable damage.
Rockstar and Take-Two can still afford the luxury of betting on perfection. But the air is getting thinner. November 2026 will be a decisive moment not only for the gaming community, but also for the stock market value of one of the world's biggest publishers.

Sony with spin-off of the Sony Financial Group
For all Sony shareholders who have one more share in their portfolio today.
Here is all the information on the spin-off: https://www.sony.com/en/SonyInfo/IR/library/SFG_pso/
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