Hideaki Nishino, President and CEO, Sony Interactive Entertainment

Harnessing the power of the unexpected to create experiences that connect people with the world

Hideaki Nishino, President and CEO of Sony Interactive Entertainment

■ Profile
He joined Sony in 2000. After working at Sony Ericsson Mobile Communications and FeliCa Networks, he joined Sony Computer Entertainment (now Sony Interactive Entertainment (SIE)) in 2006. After being in charge of strategy, product planning, and platform business, he was appointed President and CEO in April 2025.

Nishino Hideaki, who switched from a liberal arts background to work at the forefront of the PlayStation business, began his career with a sudden technological challenge that brought him both frustration and joy. Having traveled back and forth between Japan and the US, and having worked in both technology and management, he now sees entertainment as a way to connect people across cultures and borders. He talks about the potential of "play" and his hopes for the young people who will shape the future.

A career that took him back and forth between Japan and the US, based on the feelings of frustration and joy

The turning point for me, who entered university as a liberal arts major, was when a senior student replaced the OS on a PC I had bought from the co-op with FreeBSD. At first, I felt frustrated and wondered why he would do such a thing, but I discovered that using FreeBSD was as fun as a toy, so I transferred to a science faculty. I later joined Sony, which operates in a variety of businesses including electronics, music, and movies.
For the first three years after joining the company, I was involved in mobile phone-related work. Then, in 2006, I moved to the games business and commuted back and forth between Japan and the US. There, I gained a deep understanding of both technology and management in both Japan and the US, working on things like PlayStation 4 hardware planning and network construction, and built the foundation for my current position.

■ A strategy for spreading hardware through "co-creation" and "experience"

The game business, which accounts for approximately 3% of Sony's sales, is a massive business with over 1 million monthly active users. The appeal of PlayStation lies in its "high-quality experience" such as the immersive feeling and storytelling on the big screen. It also lies in its "co-creation" approach, where it not only produces its own titles but also works with many partners.
While living room gaming culture is deeply rooted in the United States, in Japan, smartphone games are popular and home consoles have become less important. However, the PS5 has a wide selection of high-quality games, and we have revised the price in Japan in response to complaints that the console is too expensive. Because our business model does not generate profits from the hardware itself, but rather recoups revenue from software, we value the cycle of "I buy the console because there are games I want to play."

■The type of talent we are looking for is "people who have something they want to do."

The people I want to work with are people who have a clear idea of ​​what they want to do. People who don't just ask questions, but who are able to take action on their own, saying, "I want to do this." People who are constantly bringing new ideas and ways of thinking have the most potential.
I'm currently the company president, but I think some of my thinking is old-fashioned. That's why people who can honestly point out that "what Nishino is saying is old-fashioned" have much more power to shape the future. It's interesting to work with people who can overcome the generation gap, act freely based on their own perspective, and are willing to go all out.
As a company, we provide a foundation, including resources and frameworks. However, we want you to feel free to pursue what interests you and what you want to challenge within that framework. People who have something they want to do feel more satisfied and grow faster. We believe we can provide an environment that will help grow that "interest."
So, I want new recruits to believe in their own potential and take on new challenges within the company. The future is something that young people will create. The company's role is to create the stage for this, so I want them to have the things they want to do and try new things without hesitation.

■ Future prospects and challenges

While PlayStation is played by many people around the world, it is still a niche product when viewed in terms of the global population. That's why we want to bring the unique PlayStation gaming experience, which combines the controller and screen, to as many people as possible. While cultural differences do exist, there are examples of Japanese anime and game content being enjoyed across borders, and the same games can potentially connect people. With the advancement of networks, experiences such as playing online with friends from overseas are on the rise. Of course, we are also working to provide a safe and enjoyable environment to prevent any unpleasant experiences. Spreading entertainment that connects people and can be enjoyed across cultures and borders in this way continues to be a major challenge and represents our vision as a company.

■Message to university students

I want all university students to "find a place where they can do what they want to do, and do it as much as they want." However, finding that "place" can be difficult. Ultimately, I feel that the only way to find it is by talking to people. Asking questions is actually very difficult, but when you ask someone properly, there are times when you think, "Hmm, something's not quite right," and other times you get the feeling that "this is possible." The discomfort and curiosity you feel won't move forward unless you put it into words. That's why I want you to value speaking your thoughts out loud and writing them down.
I also often hear people say, "I can't find what I want to do," but I think you don't need to think about it over such a long time span. When I was a student, I used to worry if I couldn't come up with something in about three months. But on the other hand, you can find something you want to try in three months. It's too much to ask to set a big goal over five years, but if you reach out for the small, interesting things in front of you, they will naturally lead to something bigger.
Surprisingly, interesting things can sometimes just come to you out of nowhere. For me, changing my computer's OS to FreeBSD without permission was what led to my current career. Sometimes unexpected events can suddenly broaden your life.
One more thing: I regret not seeing much of the outside world when I was a student. I was afraid of flying, so I never went abroad, and I ate the same food over and over again. Now I work with employees from all over the world, but I often think, "I wish I had been exposed to more things when I was younger." That's why I want you all to meet lots of people and see lots of things. The experience of working together with others will surely help you grow a lot.

Interviewed by Student Newspaper Online on April 21, 2025 by Toyo University fourth-year student, Ota Fuuka

Shimada Hisakazu, third-year student at Hosei University / Ishii Seizo, first-year student at Musashino Art University / Abe Rurika, second-year student at Showa Women's University / Ota Fuka, fourth-year student at Toyo University / Zhang Yina, second-year student at Sophia University

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