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Sony Game & Network Services Segment

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Jim Ryan
Senior Executive Vice President Sony Group Corporation
President and CEO, Sony Interactive Entertainment LLC
Representative Director and President, Sony Interactive Entertainment Inc.
Game & Network Services Segment

Sony Group Corporation | 2
G&NS Segment
1.
Thriving
Core Business
2.
Powerful New
Growth Vectors
3.
Transformative
Sony Group
Collaboration
COMMERCIAL PORTFOLIO AUDIENCE
Building
Our Biggest
Ever Platform Maintaining
Our Longest
Ever Tail
©2022 CTMG. All Rights Reserved.
PlayStation :The Road toProfitable Transformation
PC MOBILE BEYOND
CONSOLE
© 2022 MARVEL

FY21:Record Earnings in a Transition Year
Net Sales
( Billions, ¥Yen)
Operating Income (Billions, ¥Yen)
Sony Group Corporation | 3 Figures before FY20 are based on US GAAP and figures for FY21 are based on IFRS
949596 9798 9900 0102 0304 0506 0708 09 10 1112 1314 1516 1718 1920 21
2,740
FY
-51 -232 -19
346
1,044 1,017 661
G&NS Segment

Sony Group Corporation | 4
Unprecedented
Demand
Strong Brand
Incredible
Game Lineup Category
Growth
Highest
Engagement
Ever Tackling PS5
Supply Issue
Building Our
Biggest Platform
Ever
G&NS Segment

Purchase Interest in PlayStation Console
(One Year After Each Console’s Launch Year, North America Only)
November 2021
55%
expressed interest
in PS5
PS5–Unprecedented Demand
Sony Group Corporation | 5
November 2014
28%
expressed interest
in PS4
US retailer events sold PS5s at
a rate of nearly 1,000 units per minute*
PS4 units in the US were selling at 6 per minute, at the same stage in product lifecycle
80K
UNITS
9
DAYS
IN
80K
UNITS
82
MINUTES
IN
Sell-Through Time of 80K HW
Units at US Retailers
(End of 1st Full FY for PS5 vs. End of 1st Full FY for PS4)
Source: NielsenIQ -BASES
Platform Volumetric, 2014 and 2021 *Across 3 different leading U.S. retailer events
G&NS Segment

UnprecedentedChina Demand
Sony Group Corporation | 6
Week 72 Sell-Through
After Global Launch Active Console Volume Ranking
(As of March 2022) Average Cumulative
Spend Per Active Device:
Week 72 After Global Launch
250
K
(Free Supply)
$69.81 89.9K
PS Plus Subs
Week 72 After Global Launch
$223.34
295.7K
670K
(Constrained Supply)
1.
2.
3.
4. 5.
6.
7.
8. 9.
10.
11.
1.
2.
3.
4. 5.
6.7.
8. 9.
10. 11.
G&NS Segment

$64$67
$71
$70 $74
$45
$46
$46
$47$47
$131
$141
$150
$159$166
$240
$254
$266
$275$287
WW Gaming Industry Size by Platform*
CAGR 5%
($BIL USD)
Sony Group Corporation |
7
CY21CY22 (E) CY23 (E)CY24 (E)CY25 (E)
*Source: Projections from IDG Consulting, 2022_Q1
$21
$21
$20
$17$18
$11
$9
$8
$7$7
$9
$9
$10
$9$10
$15
$18
$20
$23$24
$8
$10
$13
$14 $15
$64 $67
$71
$70 $74
CY21
CY22 (E) CY23 (E)CY24 (E)
CY25 (E)
Console Industry Size by Revenue Type*
($BIL USD)
Subscription
Digital
Add -on
Digital
Console Software
Physical
Console Software
Console
Hardware
CAGR 4%
45%
PS4 MARKET
SHARE 50%+ PS5 Target**
**Internal SIE PS5 target
CAGR 6%
MOBILE
PC
CAGR 1%
CAGR 4%
CONSOLE
GamingCategory Growth
G&NS Segment

Source : SIE Global Brand Tracker
Source: 2022 Prophet Brand relevance index report Sony Group Corporation | 8
63 62 63 62 61 60 62 61
64
68
73 71
67 65 66 67
46
4545
44 43424344
4448
49
48
4646 4749
56
5454 55
5354
54 5558
5756 57
56 555555
PlayStation Brand B Brand C
PS5 Launch peak
Rising to No. 7 from No. 9 YOY
1.
2. 3.4. 5.
6. 7.8. 9.10.
#7PlayStation
PlayStation in Top Global Brands
The Strongest Gaming Brand
G&NS Segment
Brand Momentum vs. Rest of Category

Incredible Content…With the Best Yet to Come
Ratings Source: Metacritic as of May 4, 2022 Sony Group Corporation |
9
*
PlayStation Games Have Never Been Better
PLAYSTATION
STUDIOSTITLES
THIRD
PARTY TITLES
© 2022 MARVEL
G&NS Segment

Gameplay Attach (%)
(Gameplay MAU/Platform MAU) 92% 87%94%
Gameplay DAU/MAU
(Avg. Gameplay DAU/Gameplay MAU) 39% 38%46%
MAU Retention Rate 86% 82%88%
Monthly Gameplay Hours/User 44.1 39.750.0
Paid Plus Subs Attach (%)
(Paid Plus Subs/Active Consoles in 12 months) 33% 61%82%
LTD Store Transactions Attach (%)
(Paid Store Transacting Accounts 1/Active Users) 36% 34%62%
LTD Game Transactions Attach (%)
(Paid Game Transacting Accounts 2/Active Users) 67% 47%71%
Metrics (March 2022) (March 2022 ) (March 2015)
1 Store transactions include digital full game and add -on transactions from conformed spend. Platform is defined by target content type or transaction device type2 Game transactions include digital full game, physical full game, and add -on transactions from conformed spend. Platform is defined by target content type or transaction device type Sony Group Corporation | 10
PS5:Highest Engagement Ever…
G&NS Segment

Sony Group Corporation | 11
Average Game Spend Per Connected Device (USD)
SUBSCRIPTION
FULL GAME ADD-ON
PS5 Game Spend: 15% Higher Than PS4
(Nov -13 to Mar -15) (Nov
-20 to Mar- 22)
-21%
+247%
+21%
+15%
…And Game Monetization is Stronger
G&NS Segment

PS4 PS5
Mitigation Measures In Progress
• Sourcing multiple suppliers for greater
agility in unstable market conditions
• Ongoing logistical negotiations to maintain
optimal PS5 delivery routes
• COVID-19 impact for parts inventory (e.g.,
Shanghai)
• Russia impact for logistics and potential
parts inventory
Short -Term Risks
Year 3 is
expected to
close the gap
PS5 outsold PS4
in Year 1 PS5 undersold
PS4 in Year 2 due
to supply
constraint
Year 4 onwards,
PS5 is expected to
overtake again
YR1 YR2
YR3 YR4 YR5
Cumulative Sell-In
Sony Group Corporation | 12
PS5 Supply Issues: A Top Priority
G&NS Segment

Sony Group Corporation | 13
Ongoing
AAA Slate
Loyal Subscriber Base
and ARPU Growth
Opportunities Continue
Free-to -Play
Growth
Retain Post -COVID -19
Digital Shift
Maintaining Our
Longest Ever Tail
G&NS Segment

PS4 REMAINS KEY DRIVER OF PS STORE REVENUE
PS Store Revenue % by Console
65%
Sony Group Corporation | 14
FY21
COVID
-19 Accelerated Strong
Digital Shift in PS4 Spend
80% 73%68% 61%
52%
40% 34%
23%20%
20%
27%34% 39%
48%
60% 66%
77%80%
FY13 FY14 FY15FY16 FY17FY18 FY19FY20 FY21
Disc Digital
Retain Post-COVID -19 Digital Shift
G&NS Segment

Sony Group Corporation | 15
Free to Play: A Significant Share of PS4 Spend
% of PS4
PlayStation
Store Spend
5% FY16 FY21
25%+
Key Titles Fortnite Genshin
Impact Call of Duty
Warzone Apex
Legends Rocket
League
G&NS Segment

21%18% 33%
1 2 3 4 5 6 7 8 9 10 – Extremely Satisfied
Overall PS4 Plus Subscriber Satisfaction
36%
Online
Multiplayer
13%
Cloud
Storage for
Game Saves
21%
Game
Discounts
and Offers 30%
Monthly
Free Games
Sony Group Corporation | 16
72% satisfied
50%
60% 70%
80%
FY13FY14 FY15FY16 FY17FY18 FY19FY20 FY21
PS4Renewal Rate
* COVID -19 & Fall Guys drove unprecedented engagement in FY20
69%
PlayStation Plus on PS4: Sustained Performance
Primary Reasons Why People Subscribe % of Total Subs Base (March 2022)
G&NS Segment

*Excluding the spend on console itself and on second-hand discs
7
March 2015
(Final Month of FY14, 2 nd Year of PS4)
MAU
36.1M
Sony Group Corporation | 17
March 2022
(Final Month of FY21, 2 nd Year of PS5)
84.0M
Average Annual Spend Per
Active Console*
FY 2014
(2nd Year of PS4)
$68
FY 2021
(2nd Year of PS5)
$151
users
users
PS4 vs. PS3: Much Stronger Late Life Cycle
G&NS Segment

Sony Group Corporation | 18
Commercial
Expansion Audience
Expansion Portfolio
Expansion New Growth
Vectors
G&NS Segment

Sony Group Corporation | 19
PC Mobile Beyond
Console
Ongoing
M&A Expanding
Our IP Live
Services
New
PlayStation
Plus PlayStation
Direct PS VR2
Launch Commercial
Expansion
Portfolio
Expansion
Audience
Expansion
1. 2. 3.
4. 5. 6.
7. 8. 9.
New Growth Vectors
G&NS Segment

Sony Group Corporation | 20
PC Mobile Beyond
Console
Ongoing
M&A Expanding
Our IP Live
Services Portfolio
Expansion
Audience
Expansion
1 2
3 New
PlayStation
Plus PlayStation
Direct PS VR2
Launch Commercial
Expansion
New Growth Vectors
G&NS Segment
1. 2. 3.
4. 5. 6.
7. 8. 9.

A New Service Proposition -Combining the best of both:
Sony Group Corporation | 21
TIER 2:EXTRA TIER 1:ESSENTIAL TIER 3: PREMIUM
SAME AS PLUS TODAY CATALOGUE OF 400+
PS4 & PS5 GAMES ON DAY 1
• CLOUD STREAMING
IN MAJOR MARKETS
• TRY BEFORE YOU BUY
• CLASSIC GAMES
GROW THE BASE
>50M IN FY22 INCREASE ARPU IMPROVE RETENTION OFFER BETTER
CONSUMER VALUE
To improve customer experience, grow our subscriber base and enhance monetization
1. New PlayStation Plus
AND
G&NS Segment

Sony Group Corporation | 22
Expected in Early Calendar Year 2023
Iberia, Italy, Austria
PlayStation Direct’s Revenue
Projected to Triple in FY ‘22
Future European Expansion
9 $
428 M $9M $228M
$30 M
FY19 FY20 FY21FY22 (E)
$458M
$1.13B
$367M
$1.5B
Europe
USA
Europe
FY21 Unique Customers:1.3M
FY22 Unique Customers (Projected): 3.6M
2. PlayStationDirect:Continued Growth
UK
NETHERLANDS
BELGIUM
GERMANY
LUXEMBOURG
FRANCE ITALYAUSTRIA
SPAIN
PORTUGAL
G&NS Segment

Enhanced Resolution and Tracking
New controller with great ergonomics,
haptic feedback and adaptive triggers
Connect to PS5 with a single cord to simplify setup and improve ease -of -use
Tracking
Sony Group Corporation | 23
20+ major first-party and third- party titles confirmed
for PS VR2 at launch
3. PS VR2: New Levels of Immersion
G&NS Segment

Sony Group Corporation | 24
New
PlayStation
Plus PlayStation
Direct PS VR2
Launch Commercial
Expansion
4 5 6
7 8 9 Ongoing
M&A Expanding
Our IP Live
Services Portfolio
Expansion
PC Mobile Beyond
Console Audience
Expansion
Portfolio Expansion
G&NS Segment
1. 2. 3.
4. 5. 6.
7. 8. 9.

Announcement DateCompanyTy p eDescription Location#FTE 1
May 3, 2021 InvestmentCommunication Platform San Francisco, CA-
June 29, 2021 Full
Acquisition Console Game Developer
Helsinki, Finland
80
July 1, 2021 Full
Acquisition PC Focused Porting
Developer Utrecht, The
Netherlands 55
September 8, 2021 Full
Acquisition Game Developer
(Console, PC, Mobile, VR) Liverpool, UK
265
September 30, 2021 Full
Acquisition Console Game Developer
Austin, TX
69
November 4, 2021 InvestmentIndie Game Developer &
Publisher Austin, TX

December 10, 2021 Full
Acquisition Game Developer
(Console, PC, Mobile) Seattle, WA
45
January 31, 2022 Full
Acquisition Live Services Developer &
Publisher Bellevue, WA
826
March 21, 2022 Full
Acquisition Live Services Developer
Montreal, Canada
61
May 3, 2022 InvestmentBackend-as -a- Service Seattle, WA

4. Ongoing M&A Activities: FY21 to Date
Sony Group Corporation | 25
1: Full-time employees (FTE) at time of acquisition. Investments will not include FTE.
2: The acquisition is subject to certain closing conditions, including regulatory approvals.
G&NS Segment
2

Sony Interactive Entertainment
Preparation for integration underway and will be mobilized once deal is closed
Sony Group Corporation | 26
4. Ongoing M&A Activities: Bungie Synergies
Bungie to SIE Integration Plan
Live Services Expertise to PlayStation Studios
Help Build SIE Live Services Center of Excellence
Live Services Business Operations to Platform Business
SIE to Bungie
Leverage Scale of SIE Publishing & Platform
(Marketing, Global Business Operations)
PlayStation Studios Central Services
G&A Support
(Legal, Finance, Accounting, HR)
Expected closing of Bungie acquisition to be completed in Q3 FY22
G&NS Segment

PlayStation Studios Investment by IP Type
FY19FY22 (E) FY25 (E)
Existing New
23%34% 50%
77% 66% 50%
Sony Group Corporation |
27
5. Expanding Our IP: Increasing New IP Investment
G&NS Segment

Sony Group Corporation | 28
Movies Retail TV Series
5. Expanding Our IP: Leverage Beyond Gaming
Monetize Our Most Beloved Franchises
Beyond the Gaming Category Give Existing Fans More Ways to Engage Broaden Franchise
Awareness
©2022 CTMG. All Rights Reserved.
G&NS Segment

Sony Group Corporation | 29
$11B
$9B$8B
$7B $7
B
$9 B
$9B
$10B
$9B $10
B
$15
B
$18B
$20B
$23B $24
B
Digital
Add- on
Digital
Console
Software
Physical Console
Software
Projected Gaming Category Growth*
CY21
(Actual) CY22 (E)
CY23 (E)CY24 (E) CY25 (E) FY19 (Actual)
FY22 (E)FY25 (E)
PS5 Investment by Business Model**
88%51%45%
12% 49%55%
TraditionalLive
Service
*Source: Projections from IDG Consulting, 2022 Q1
**Source: PlayStation Studios internal projections
6. Live Services: Invest to Capture Category Growth
G&NS Segment

Sony Group Corporation | 30
13610
12
F
Y24
F Y21
(Actual) F
Y22 F
Y23 FY25
6. Live Services: Grow First-Party
Monetization & Portfolio Diversity
A More Diverse First -Party Portfolio Projected Number of SIE Live
Service Franchises by Year
(Cumulative)
Single -Player Game Catalog Live Services Game Catalog
G&NS Segment

Sony Group Corporation | 31
12
3
4 5 6
7 8 9
PC Mobile Beyond
Console Audience
Expansion
Ongoing
M&A Expanding
Our IP Live
Services Portfolio
Expansion
New
PlayStation
Plus PlayStation
Direct PS VR2
Launch Commercial Expansion
Audience Expansion
G&NS Segment
1. 2. 3.
4. 5. 6.
7. 8. 9.

Sony Group Corporation | 32
Release Date
Aug 7, 2020 Release Date
May 18, 2021 Release Date
Jan 14, 2022
LTD Unit Sales* 2,398K LTD Unit Sales*
852k LTD Unit Sales*
971k
LTD Revenue* $60M LTD Revenue*
$22.7 M LTD Revenue*
$26.2 M
$35 $80 $300
+
FY20 FY21FY22 (E)
PC Net Sales $
(In millions )
*
*
*
Ratings Source: Metacritic as of May 4, 2022
*As of March 2022
Significant YOY Growth
7. Exponential Growth to be Sustained by PC Titles Beyond FY22
G&NS Segment

Co-development of top
IP with industry leaders Establishing network of
internal studios and projects Building world
-class
centralized publishing team and tools
• Partner with respected,
established and successful mobile
developers
• Extend our franchises to more
players and regions
• Remain faithful to the values of
PlayStation Studios
• Acquire credibility, visibility, and
learnings
• Internal studios build mobile expertise
• Strategic partnerships with boutique
teams
• Publish external games that fit within
broader PlayStation Studios portfolio
• Expand to cross -platform where
relevant
• Leadership talent from top mobile
companies
• Best practices, processes, and tools
optimized for cross -studio learning
• Build publishing operation in parallel
to production
Leverage partnerships to build leading mobile development and
publishing capabilities within SIE
8. Mobile Strategy: Aggressive Growth Plans
G&NS Segment
Sony Group Corporation | 33

Sony Group Corporation | 34
Releases by Platform
0%
10%
20%
30%
40% 50%
60% 70%
80% 90%
100%
FY 2019
FY 2022 (E) FY 2025 (E)
PS5 PS4+PS5 PS4 PC Mobile
Evolving Shape of First-Party Portfolio
Significant Growth of PC and Mobile Within Our Portfolio
G&NS Segment

Sony Group Corporation | 35
9. Console and Beyond
A transformation
from PlayStation’s current console -centric approach
to a future where large elements
of our community extend beyond the console
Virtual
Reality
PC &
Mobile Metaverse
Cloud
More Platforms
Better Experiences
PS Plus PlayStation
Direct
Store
Discord
Integration
G&NS Segment

Sony Group Corporation | 36
The Importance of Group Collaboration
G&NS Segment

Sales and Marketing Collaboration
Amplify IP Synergies
Content
Distribution
Build Brand Relevancy
Transformative Sony Group Collaboration
©2022 CTMG. All Rights Reserved.
G&NS Segment

Source : SIE Global Platform Experience Tracker (Breakthrough)PlayStation registration information (IDG)
ENVIRONMENT SOCIETY GOVERNANCE
•Our Community:˗Players submit 377 ocean &
forest game creations in
Dreams –shown at UN COP26
˗SIE has invested in 633,000
trees to be planted around to
world, linked to player
activations in game, in support
of United Nations Play4Forests 1
million trees goal
•Our Services:-Our PS Plus cloud streaming
service has achieved 78%
renewable electricity & carbon
neutrality (2020 baseline)
•Our Products: -10% of the plastic we used to
manufacture PS game boxes
was recycled from post –
industrial waste in FY21
•Our Community:-More than 17,000 PlayStation
products such as consoles and
games weredonated to Child’s
Play for distribution in their
global network of 185
hospitals
•Our Products and Services:-60 million free games
redeemed as part of our “Play
At Home” initiative during the
COVID19 pandemic
•Our Workforce:˗Employees donated $3.3
million towards more than
2,300 different causes ,
including match-funding by our
PlayStation Cares program
($273,000 was towards causes
aiding the Ukraine crisis)
•Our Community:-PlayStation Career Pathways
Program created offering
technology & gaming scholarships,
mentorships & internships to
underrepresented groups; starting
with MLB & Jackie Robinson
Foundation partnership
•Our Products and Services:-PlayStation.com accessibility
destination launched covering
features available on our consoles
& PlayStation Studios games
-PlayStation 5 accessibility enhanced
adding six screen reader
languages (total now 15) & mono
audio headphones option
•Our Workforce:˗Achieved top score & awarded as
one of the Best Places To Work for
LGBTQ+ & Disability Inclusion by
both HRC & Disability:IN
Sony Group Corporation | 38
ESG Initiatives: SIE is Turning Intention into Actions
G&NS Segment

Sony Group Corporation | 39
COMMERCIAL
EXPANSION PORTFOLIO
EXPANSION AUDIENCE
EXPANSION
PlayStation: The Road to Profitable Transformation
1.
Thriving
Core Business
2.
Powerful New
Growth Vectors
3.
Transformative
Sony Group
Collaboration
G&NS Segment

Sony Group Corporation | 40
G&NS Segment

SONY is a registered trademark of SonyGroup Corporation.
Names of Sony products and services are the registered trademarks and/or trademarks of Sony Group Corporation or its Group compa nies.
Other company names and product names are registered trademarks and/or trademarks of the respective companies.

Statements made in this presentation with respect to Sony’s current plans, estimates, strategies and beliefs and other statements that are not historical facts are forward -looking statements about the future performance of Sony. Forward -looking
statements include, but are not limited to, those statements using words such as “believe,” “expect,” “plans,” “strategy,” “p rospects,” “forecast,” “estimate,” “project,” “anticipate,” “aim,” “intend,” “seek,” “may,” “might,” “could” or “should,” and wo rdsof
similar meaning in connection with a discussion of future operations, financial performance, events or conditions. From time to time, oral or written forward-looking statements may also be included in other materials released to the public. These
statements are based on management’s assumptions, judgments and beliefs in light of the information currently available to it. S ony cautions investors that a number of important risks and uncertainties could cause actual results to differ materially
from those discussed in the forward -looking statements, and therefore investors should not place undue reliance on them. Sony ad opted International Financial Reporting Standards (IFRS) starting in the three months ended June 30, 2021, in lieu of the
previously applied generally accepted accounting principles in the United States (U.S. GAAP). Investors also should not rely on any obligation of Sony to update or revise any forward-looking statements, whether as a result of new information, future
events or otherwise. Sony disclaims any such obligation. Risks and uncertainties that might affect Sony include, but are not lim ited to:
( i) Sony’s ability to maintain product quality and customer satisfaction with its products and services;
(ii) Sony’s ability to continue to design and develop and win acceptance of, as well as achieve sufficient cost reductions for, its products and services, including image sensors, game and network platforms, smartphones and televisions,which are
offered in highly competitive markets characterized by severe price competition and continual new product and service introdu ctions, rapid development in technology and subjective and changing customer preferences;
(iii) Sony’s ability to implement successful hardware, software, and content integration strategies, and to develop and implemen t successful sales and distribution strategies in light of new technologies and distribution platforms;
(iv) the effectiveness of Sony’s strategies and their execution, including but not limited to the success of Sony’s acquisitions , joint ventures, investments, capital expenditures, restructurings and other strategic initiatives;
(v) changes in laws, regulations and government policies in the markets in which Sony and its third -party suppliers, service pro viders and business partners operate, including those related to taxation, as well as growing consumer focus on
corporate social responsibility;
(vi) Sony’s continued ability to identify the products, services and market trends with significant growth potential, to devote sufficient resources to research and development, to prioritize investments and capital expenditures correctly and to
recoup its investments and capital expenditures, including those required for technology development and product capacity;
(vii) Sony’s reliance on external business partners, including for the procurement of parts, components, software and network se rvices for its products or services, the manufacturing, marketing and distribution of its products, and its other business
operations;
(viii) the global economic and political environment in which Sony operates and the economic and political conditions in Sony’s markets, particularly levels of consumer spending;
(ix) Sony’s ability to meet operational and liquidity needs as a result of significant volatility and disruption in the global f inancial markets or a ratings downgrade;
(x) Sony’s ability to forecast demands, manage timely procurement and control inventories;
(xi) foreign exchange rates, particularly between the yen and the U.S. dollar, the euro and other currencies in which Sony makes significant sales and incurs production costs, or in which Sony’s assets, liabilities and operating results are
denominated;
(xii) Sony’s ability to recruit, retain and maintain productive relations with highly skilled personnel;
(xiii) Sony’s ability to prevent unauthorized use or theft of intellectual property rights, to obtain or renew licenses relating to intellectual property rights and to defend itself against claims that its products or services infringe the intellectual p roperty
rights owned by others;
(xiv) the impact of changes in interest rates and unfavorable conditions or developments (including market fluctuations or volatility) in the Japanese equity markets on the revenue and operating income of the Financial Services segment;
(xv) shifts in customer demand for financial services such as life insurance and Sony’s ability to conduct successful asset liab ility management in the Financial Services segment;
(xvi) risks related to catastrophic disasters, geopolitical conflicts, pandemic disease or similar events;
(xvii) the ability of Sony, its third -party service providers or business partners to anticipate and manage cybersecurity risk, including the risk of unauthorized access to Sony’s business information and the personally identifiable information of its
employees and customers, potential business disruptions or financial losses; and
(xviii) the outcome of pending and/or future legal and/or regulatory proceedings.
Risks and uncertainties also include the impact of any future events with material adverse impact. The continued impact of COVID -19 and developments relating to the situation in Ukraine and Russia could heighten many of the risks and uncertainties
noted above. Important information regarding risks and uncertainties is also set forth in Sony’s most recent Form 20 -F, which is on file with the U.S. Securities and Exchange Commission.
Cautionary Statement