Sony reports Q1 revenue up 2% YoY to ~$20.5B, vs. ~$19.31B est., operating profit up 10% YoY to ~$1.92B, vs. $1.89B est., and 2.4M PS5 units sold, down 27% YoY

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That marked a 2% rise from the same period a year ago.Operating profit: 279.11 billion yen ($1.9 billion), versus 275.35 billion yen expected. That was up 10% year-over-year.In an earnings release Wednesday, Sony said that its first-quarter sales benefited from “significant increases” in game and network services, music, and imaging and sensing solutions.Gaming, for which Sony is well-known thanks to its popular PlayStation consoles, banked revenues of 864.9 billion yen in the quarter, up 12% from 771.9 billion yen a year ago.Meanwhile, Sony’s music and imaging sensor divisions saw revenue jumps of 23% and 21%, respectively.For full-year 2024, Sony revised its forecast upward saying it now expects to hit 12.6 billion yen of sales. That’s up 2% from what the company was previously guiding.Sony also upped its operating profit forecast by 3%, noting it expects to reach 1.3 trillion yen in consolidated operating profit for the full year.Sony gets a boost from BeyonceWithin the music division, Sony got a boost from newly released recorded music during the June quarter — including from U.S. singer Beyonce.Sony name-dropped Beyonce’s “Cowboy Carter,” Future & Metro Boomin’s “We Don’t Trust You,” and SZA’s “SOS” as its top 10 best-selling recorded music projects for Sony Music Entertainment in the first quarter.”Cowboy Carter,” released in March, pays homage to Beyonce’s home town, Houston, Texas. It is one of the biggest releases of 2024 so far, alongside Taylor Swift’s “The Tortured Poets Department.”In May, the Japanese consumer electronics power house reported a disappointing full-year 2023, narrowly missing its target for annual PlayStation 5 sales. The firm at the time reported total unit sales of 20.8 million in the fiscal year 2023, lower than the 21 million units Sony said it was expecting.On Wednesday, Sony said it sold 2.4 million PlayStation 5 units in the June quarter. That was down from the 3.3 million PlayStation 5 units Sony sold in the same period a year ago.However, the company got a boost from software sales even as hardware

記者蘇晟彥/台北報導

「你有曾經想像過,在狹小的房間裡,醞釀著最放肆、最偉大的遊戲夢嗎?」

對於每個Gamer來說,玩遊戲就是一場最放肆的冒險,曾開發過《吞食天地多元宇宙》、《吞食天地 Reborn》Steam版的中華網龍製作人周慶康,就分享屬於自己的「Gamer之路」。對他來說,作為一個Gamer就是要無止盡的追求更棒的遊戲體驗,不管是遊玩各種遊戲,又或者是透過各種高科技設備讓遊戲沉浸感加倍,唯有創造出屬於自己的「遊戲空間」、打造出專屬的娛樂家(Home),才能成為最棒的大娛樂家(Gamer)。

▼中華網龍製作人周慶康分享自己的「Gamer之路」,透過不同的設備追求更棒的遊戲體驗,才是一個稱職的大娛樂家。(圖/記者周宸亘攝,下皆同)


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曾參與開發出大家耳熟能詳的《吞食天地》系列作品的周慶康,除了自家遊戲外,最喜歡遊玩射擊類型的遊戲,當深陷在戰場中、聽著來自四面八方的槍聲,享受每一場比賽都要從零開始到擊潰對手獲得的成就感、在刺激的過程中尋找舒壓感,是讓他最放鬆的時刻。

對於他而言,能夠「身歷其境」絕對是玩遊戲讓他感受到最放鬆的時刻,他形容,「玩遊戲就好像現在流行的異世界番(動畫)一樣,玩家將隨著開發團隊進入到一個又一個的世界中,這個世界將有別於現實生活」,想必所有Gamer也都有這樣的感受,從小時候的Gameboy,一路到用電視螢幕遊玩的PS2,到現在隨時都可以用手機開戰,還有Switch、
二手收購ps5及PC等等,透過不同的設備遊玩都會有完全不同的沈浸體驗。

他笑著說,就像以前自己跑去網咖玩射擊遊戲時,戴上耳機、看著大螢幕,自己就彷彿進入警匪攻防的槍戰中,完全不知道外面正發生什麼事,當時剛好有電視台在做專題,結果就朝著他一直拍、一直拍,最後被當作背景畫面使用,還是事後朋友看到才知道,現在回想起來,跟以前相比,現在很多設備都能夠讓臨場感更加倍。

▼周慶康除了自家遊戲外,也喜歡遊玩射擊類型遊戲,當深陷戰場時,緊張的駁火過程讓他更加放鬆。


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當從玩家的身份切換回製作人,他時常在想「到底自己製作的遊戲要給玩家怎樣的體驗?」周慶康認為,「希望玩家能夠在遊玩過程中,不管是使用什麼裝置遊玩,都可以看到製作團隊隱藏的小巧思、安排的細節」,他指出,當玩家能感受到製作團隊安排的巧思,還有從視覺、聽覺上感受到好的遊戲體驗,都是他跟團隊非常在意的事情。

他接著舉例,自己是《魔獸世界》的忠實玩家,在遊玩別人的遊戲時,會特別去看美術風格怎樣設計、在視覺上怎樣安排,來引導玩家進入遊戲團隊打造的世界中,就像在2007年時,當時《魔獸世界》在改版中有了「外域開門」的經典事件,在當時一片末世感中,穿越過那扇門後,卻迎來截然不同的場景風格,深深被這樣的場景給震懾,就好像科幻片的外星場景一樣令人著迷,他也補充,這個片段直至今日他還會拿出來複習,不管是從電腦螢幕上觀看,又或著是想要更有臨場感時,自己還會用投影機放大享受,當震撼的場景投映在牆上,搭配著環繞在耳邊的史詩配樂時,就好像自己化身成遊戲內的英雄,一起見證歷史的誕生。


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也因為有了這十幾年的Gamer之路,讓周慶康更了解玩家所想要的是什麼,因此可以看到在《吞食天地 2 Reborn》中,製作團隊透過色彩搭配、造型細節、新UI的Layout等等,一層一層的讓玩家體驗到所有細節,然後徹徹底底地走進遊戲的世界中。

他也認為,其實Gamer要的東西非常簡單,就只是「快樂」這樣簡單兩個字,在沙場上奮勇殺敵中能體驗現實生活中無法做到的事情、在建造家園時看到成品完成時單純的笑容,又或著是就算什麼也不做,透過投影機放大遊戲中世界,就好像自己跑到遊戲裡頭,體驗別人不從有過的經歷。

最後他笑著說,「其實Gamer就是不停的追求更棒的體驗,透過各種方式、設備打造出屬於自己的遊戲空間,在這裡就算只有幾坪小小的空間,也能沈浸在專屬自己的冒險篇章。」

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