NEW YORK—Sony CEO Hiroki Totoki says entertainment—gaming, music and film—now accounts for more than 60 percent of the company's total revenue, a hard break from the consumer electronics identity Sony built over seven decades. Totoki made the disclosure in a rare English-language interview, his clearest public accounting yet of how dramatically the revenue mix has shifted.

Totoki was direct about the cause. "It's difficult to differentiate the products in the area of consumer electronics," he said. "And that environment invited new entrants into the industry, first from Korea followed by China." He added that China's enormous domestic market gave its manufacturers the scale to undercut on price in ways Sony cannot match. "The consumer electronics market needs massive scale, and the competition comes down to volume and price. Unfortunately it's very hard to maintain that volume in Sony."

The structural pressure Totoki describes is visible in Sony's corporate moves. The company spun off its Bravia television business and launched a joint venture with Chinese manufacturer TCL—a concession that the TV hardware market belongs to scale players, not premium Japanese brands. Sony still holds a position in digital cameras, but that category is a fraction of the revenue picture the company now presents to investors.

Gameplay drives the new Sony. Totoki identified PlayStation as the company's single biggest asset and framed its defense as an operational imperative. "We are always talking about PlayStation should be the best place to play from the user's perspective," he said. "But also we must be the best place to publish. We have relationships with third-party game publishers. And of course we have great studios as a first-party as well." The comment positions PlayStation's value as a two-sided platform—attracting players and developers simultaneously—rather than simply a hardware box.

The competitive landscape for PlayStation has changed. Microsoft's Xbox has effectively exited as a head-to-head hardware competitor, but Totoki's team faces sustained pressure from Nintendo on the gaming side and from Valve's PC platform. Streaming entertainment companies, led by Netflix, compete for the same hours of consumer attention. Sony's answer on the streaming front is partly internal: the company owns Crunchyroll, the anime streaming platform, which Totoki cited as a contributor to anime's move into the mainstream globally. He said platforms like Netflix and Crunchyroll have together driven worldwide anime growth to the point where he now considers the format mainstream.

Anime is an active investment priority for Sony. Totoki said the company has been putting money into the format as viewership has continued to expand, without specifying dollar figures. The strategic logic connects: Sony's music division holds licensing rights to substantial anime soundtracks, its pictures unit produces anime content and Crunchyroll distributes it—a vertically integrated chain across the entertainment segment that now represents the majority of corporate revenue.

Totoki said he is not a significant video game player himself, but he enjoys music and television dramas. He named UK rock band Oasis as a personal favorite and said he attended their performance at the Tokyo Dome last year—a detail that underscores Sony Music's continuing relevance as a live-music and recorded-music player in markets far from its Tokyo headquarters.

For Sony's equity story, the 60 percent entertainment figure is the number to hold. Sony Group Corporation trades on the Tokyo Stock Exchange and its American depositary receipts trade in the United States. The revenue mix tells the story: a business that was once a consumer electronics manufacturer is now valued primarily on the strength of a gaming platform, a music catalog, a film studio and a growing anime distribution network. Hardware—once the entire thesis—is now a minority contributor.

The Bravia spin-off and TCL joint venture show management is not waiting for the electronics margin problem to solve itself. By separating that business, Sony frees its core earnings story from the volume-and-price competition Totoki described. What remains is a content and platform company with PlayStation at the center, music as a steady royalty engine and anime as the growth bet Totoki believes still has runway.