Sony targets 1 billion international leisure customers

Sony Group Corp. aims to connect with 1 billion users worldwide through its game, anime and other entertainment services. This is more than six times the current level to solidify its base as a creative entertainment company.

As part of a business strategy unveiled on Wednesday, Sony announced that it will spend approximately yen 2 trillion on key growth areas like entertainment and technology over the next three years through March 2024.

Sony drove on the popularity of its PlayStation 5 game console and related software along with the blockbuster animated film based on the popular Manga series “Demon Slayer”, distributed jointly by a subsidiary.

“We want to increase the number of people we connect with from 160 million now to 1 billion,” said Kenichiro Yoshida, chairman and CEO of Sony Group, in an online business strategy briefing, adding that anime and Gaming “go together quite well”.

According to Yoshida, gaming currently makes up the majority of the current customer base with around 100 million users. He did not provide any further breakdowns and did not reveal when the group plans to cross the 1 billion mark.

“One way (target for 1 billion) is to expand what we already have and another is to create new communities of interest,” said Yoshida, referring to the opportunity to work with other companies outside the group.

The coronavirus pandemic has boosted the group’s sales as people spend more time playing games and using other entertainment services at home. PlayStation 5 has met robust demand since it was launched in November, and the Sony Group has set a second year revenue target of 14.80 million units worldwide, even with a global chip shortage.

Recurring revenue has fueled the growth of the Sony Group, which offers the PlayStation Plus subscription service and music streaming.

Last year Sony Corp. announced announced its plan to buy the operator of the US anime streaming service Crunchyroll, which has millions of registered users in over 200 countries and regions, for approximately 1.18 billion US dollars.

After a name change from Sony Corp. In April, the Sony Group takes over the Japanese conglomerate’s main functions, which include financial services, games, entertainment and electronics. The change represents a continued diversification from the electronics that popularized the brand name.

“Technology is important to both content creation and delivery (to consumers),” said Yoshida.

The Sony Group has achieved great success with its image sensors used in smartphones. To encourage longer-term growth, the company is placing more emphasis on mobility as a key area where its image sensors can contribute to the safety of cars.

It presented a prototype of an electric vehicle, the Vision-S, and carried out road tests.

“Our contribution to ensuring the safety (of cars) will help them evolve into a new sphere of entertainment,” said Yoshida.

During the online press conference, Yoshida refrained from commenting on a media report on a plan by the Sony Group and Taiwan Semiconductor Manufacturing Co. to build a plant in Kumamoto Prefecture.

But Yoshida said, “It is important to ensure a stable supply” of the semiconductors used in his image sensors.

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Sony goals at 6-fold improve in international leisure customers to 1 billion

Sony Group Corp. announced on Wednesday that it intends to connect with 1 billion users worldwide through its gaming, anime and other entertainment services. This is more than six times the current level to solidify its foundation as a creative entertainment company.

As part of a business strategy unveiled Tuesday, Sony announced that it would spend approximately 2 trillion yen ($ 18 billion) on key growth areas like entertainment and technology over the next three years through March 2024.

The screenshot shows the Chairman and CEO of Sony Group Corp., Kenichiro Yoshida, at an online press conference on May 26, 2021. (Kyodo)

Sony is banking on the popularity of its PlayStation 5 game console and software, as well as the blockbuster animated film based on the popular manga series “Demon Slayer” and jointly distributed by a subsidiary.

“We want to increase the number of people we connect with from 160 million now to 1 billion,” said Kenichiro Yoshida, chairman and CEO of Sony Group, in an online business strategy briefing, adding that anime and Gaming “go together quite well”.

According to Yoshida, gaming currently makes up the majority of the current customer base with around 100 million users. He did not provide any further breakdowns and did not reveal when the group plans to cross the 1 billion mark.

“One way (target for 1 billion) is to expand what we already have and another is to create new communities of interest,” said Yoshida, referring to the opportunity to work with other companies outside the group.

The photo provided shows Sony’s PlayStation 5. (Kyodo)

The coronavirus pandemic has boosted the group’s sales as people spend more time playing games and using other entertainment services at home. PlayStation 5 has met robust demand since it was launched in November, and the Sony Group has set a second year sales target of 14.80 million units worldwide, even as global chip shortages emerge.

Recurring revenue has fueled the growth of the Sony Group, which owns the PlayStation Plus subscription service and offers streaming music.

Last year Sony Corp. announced announced its plan to buy the operator of the US anime streaming service Crunchyroll, which has millions of registered users in over 200 countries and regions, for approximately 1.18 billion US dollars.

The Sony Group changed its name from Sony Corp. in April. changed and takes over the main functions of the Japanese conglomerate, which include financial services, games, entertainment and electronics. The change represents a continued diversification from the electronics that popularized the Sony brand name.

“Technology is important to both content creation and delivery (to consumers),” said Yoshida.

The Sony Group has powerful image sensors for smartphones. To encourage longer-term growth, the company is placing more emphasis on mobility as a key area where its image sensors can contribute to the safety of cars.

It presented a prototype of an electric vehicle, the Vision-S, and carried out road tests.

“Our contribution to ensuring the safety (of cars) will help them evolve into a new sphere of entertainment,” said Yoshida.

During the online press conference, Yoshida refrained from commenting on a media report on a plan by the Sony Group and Taiwan Semiconductor Manufacturing Co. to build a plant in southwest Japan’s Kumamoto Prefecture.

But Yoshida said, “It is important to ensure a stable supply” of the semiconductors used in his image sensors.

Related reporting:

PlayStation 5 is booming in China after its release in mid-May

Sony is renamed Sony Group for the first time in 6 decades

Sony eyes pick up 1 trile. Yen net profit from entertainment boost

International Browser Video games Market Report 2021: Main Gamers Embrace King Digital Leisure, NCSOFT, GungHo On-line, Zynga, Tencent, Microsoft, Activision Blizzard Inc., Sega, Sony and Peak Video games

The “Browser Games Global Market Report 2021: COVID-19 Impact and Recovery by 2030” Report was added ResearchAndMarkets.com Offer.

Major players in the browser games market are King Digital Entertainment, NCSOFT, GungHo Online, Zynga, Tencent, Microsoft, Activision Blizzard Inc., Sega, Sony Corporation and Peak Games.

The global browser games market is projected to grow from $ 23.81 billion in 2020 to $ 24.99 billion in 2021, with an average annual growth rate (CAGR) of 5%.

The market is projected to reach $ 34.47 billion in 2025 with an annual growth rate of 8%.

The rapid increase in the number of active players around the world is driving the browser game market. According to the League of Betting, the number of online gamblers is projected to reach 1 billion by 2024, up from 877 million in 2020. According to the online gaming report as of 2019, gamers play an average of seven hours and seven minutes a week, but younger gamers spend a lot more time playing games, while 26- to 35-year-olds play 8 hours 12 minutes a week.

Germany and the United States were linked with the highest number of players playing for more than 20 hours at 11.6% per week. Hence, the rapid increase in the number of active players around the world is expected to drive the browser game market.

Player frustration from slow downloads is the main limiting factor in the browser game market. The time it takes to download games has been reported as the world’s biggest problem. 33.8 percent said this is the main problem.

Seasoned gamers are most concerned about download speed. Over 41% of ambitious professionals and experts indicate that experienced gamers are more likely to play more complex games that require larger downloads. The download performance affects their games more from experience.

According to the 2019 Online Gaming Report, frustration with download speed is highest in the US, where 39.4% of gamers register sluggish downloads as a primary concern. Hence, the frustration of gamers from slow downloads is expected to hamper the growth of the browser game market.

The story goes on

The browser games market covered in this report is divided into cellphone games, pay-to-play games, free-to-play games, pay-in-play games by type, and by end-users in smartphone and tablet, PC, TV, etc. divided.

Companies in the browser gaming market are focusing on technologies like Augmented Reality (AR) and Virtual Reality (VR) to improve the gaming experience and offer better products. Industry experts expect VR / AR games to get a big boost in 2019 and headset prices to become more affordable for an even more immersive gaming experience. Many popular games are likely to incorporate VR and IR.

Stormland, which was released in 2019, is an open world shooter. It has some great features like reloading and updating that use VR technology in very creative ways. It also includes a play area that has been procedurally created to ensure that each playthrough is different.

Pokemon GO is probably the most popular augmented reality game and is expected to release some new updates in 2019 to ensure it stays strong for a while. Niantic Labs, developer of the Pokemon Go game, has already raised $ 225 million in the company’s funding round and is now focused on developing more AR-based games.

In September 2020, Microsoft Corporation, a US-based technology company, acquired ZeniMax Media for $ 7.5 billion in cash. With this acquisition, Microsoft will grow from 15 to 23 creative studio teams and add Bethesda’s franchise to Xbox Game Pass. ZeniMax Media, an American video game holding company based in Rockville, Maryland.

Main topics covered:

1. Summary

2. Market characteristics of browser games

3. Market trends and strategies for browser games

4. Effects of COVID-19 on browser games

5. Browser Games Market Size and Growth

5.1. Historic Global Browser Games Market, 2015-2020, Billion US Dollars

5.1.1. Driver of the market

5.1.2. Restrictions in the market

5.2. Global Browser Games Market Forecast, 2020-2025F, 2030F, Billion US Dollars

5.2.1. Driver of the market

5.2.2. Restrictions in the market

6. Market segmentation for browser games

6.1. Global Browser Games Market, Segmentation By Type, Historical And Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars

  • Mobile games

  • Pay-to-play games

  • Free games

  • Pay-in-play games

6.2. Global Browser Games Market, Segmentation By End User, Historical And Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars

  • Smartphone and tablet

  • Pc

  • TV

  • Other

6.3. Global Browser Games Market, Segmentation By Operating System, Historical And Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars

7. Browser games Market regional and country analysis

7.1. Global Browser Games Market Split by Regions, Historical and Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars

7.2. Global Browser Games Market Split by Country, Historical and Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars

Mentioned companies

For more information on this report, see https://www.researchandmarkets.com/r/269tvt

View source version on businesswire.com: https://www.businesswire.com/news/home/20210514005288/de/

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Sundown Overdrive Has Been Trademarked by Sony Interactive Leisure

Sunset Overdrive, one of Insomniac’s most unique games, is currently only available on PC and Xbox One, but it seems that the franchise will finally debut on PlayStation consoles in the future.

Sony Interactive Entertainment recently launched the Sunset Overdrive brandand suggests a possible release of the original game or a sequel to PlayStation consoles. The original version is an Xbox One exclusive console, but Insomniac Games owns the IP so anything is possible at this point.

Ratchet & Clink: The loading times are faster than in the latest trailer

Sunset Overdrive is different from most of the open world games currently available in the market. Hence, only PlayStation users are missing out on a very nice game. The PC port of the gameWhile for the most part competent, they are missing some of the features that are included in the Xbox One version, such as: B. the co-op multiplayer.

Sunset Overdrive is one of the few open world games that stands out from the competition with its unique and crazy environment, parkour system and hectic gaming experience. All of these games are faithfully represented in the PC port. While the port is solid, it lacks some of the features expected of a PC game these days: this, along with the removal of the co-op multiplayer, hurts the experience. However, if you have no other option to enjoy the game, Sunset Overdrive on PC is more than worth your time and money.

Sunset Overdrive is now available worldwide on PC and Xbox One.

Embrace the chaos of Sunset City through a colorful, post-apocalyptic single player campaign and two bonus expansions, Mystery of Mooil Rig and Dawn of the Rise of the Fallen Machines. Outgun-crazy mutants, murder robots and malicious thugs on your travels with the supplied weapons package.

Properties:
– An open world with no rules – Jump away from buildings, run along walls and drag power lines and rails to destroy your enemies from every angle.
– Over-the-top weapons – Collect and upgrade an arsenal of unconventional weapons that use items like dynamite, fireworks, harpoons and acid to destroy your enemies.

Firewalk Studios, a ProbablyMonsters Studio, Reveals Publishing Partnership with Sony Interactive Leisure for AAA Multiplayer Recreation

BELLEVUE, Wash .– () –Probably monsters™ Inc., a new category of game company that is building sustainable game studios through a people-first culture, is proud to announce this Firewalk Studios™, an AAA studio focused on world-class multiplayer experiences, has signed an agreement with Sony Interactive Entertainment as the exclusive publishing partner for its first multiplayer game. This publishing partnership is the first to be announced for a member of the MaybeMonsters studio family.

Firewalk Studios was founded in 2018 and is managed by Tony Hsu (Studio Head, previously GM and SVP of Destiny at Activision), Ryan Ellis (Game Director, previously Creative Director at Bungie) and Elena Siegman (Executive Producer, previously at Harmonix, Irrational Games) headed and bungie). The team consists of a large number of highly talented developers who have helped deliver best-selling, culturally impactful titles, including the Destiny franchise, where all three leads successfully collaborated on both development and release, and Call of Duty, Apex Legends, Mass Effect and Halo. This accumulated expertise enables this team to focus on delivering a rich multiplayer gaming experience based on great core gameplay and inspired art. Firewalk continues Recruiting top talent for his team built on collaboration, inclusion and respect.

Chances are, Monsters CEO and Founder Harold Ryan is continuing his vision of building and maintaining a family of AAA game studios and original IP through a people-first culture. The company’s integrative approach has drawn high-level talent who have worked together on dozens of blockbuster franchises from over 60 large companies. The unique development model allows the studios to focus on creating games while the company’s business team focuses on mentoring, funding, release negotiation, staffing, administration and technology for each studio. Chances are, Monsters build game studios so they can focus on their team, culture, and games while enjoying a stable career and thriving as game developers. The Firewalk Studios are an example of how successful the groundbreaking model that probably built Monsters is: The studios enjoy the creative and financial freedom to turn their imaginations into extraordinary gaming experiences.

“It is likely that Monsters has put together an exceptional team with remarkable industry talent at Firewalk Studios, and their original multiplayer game will be an exciting addition to our portfolio,” said Hermen Hulst, Head of PlayStation Studios, Sony Interactive Entertainment. “We are committed to bringing a wide range of different gaming experiences to our platform and are excited to be working with a visionary studio like Firewalk to bring their truly ambitious experiences to life.”

“I am proud of the sustainable model we have created for our AAA studios to grow and prosper,” said Harold Ryan, CEO and founder of MaybeMonsters. “Firewalk Studios’ strategic partnership with PlayStation fits in perfectly with the premier pedigree and creative vision of the studio.”

“At Firewalk Studios, our goal is to create great collaborative experiences through multiplayer games,” said Tony Hsu, studio head at Firewalk Studios. “That goal is supported by both the world-class operations team at MaybeMonsters and a team at SIE who love games and are great supporters of our project and studio.”

Likely, Monsters announced and encouraged the growth of three game studios across genres, including Firewalk Studios, Cauldron Studios, the development of an AAA narrative game, and a next-generation co-op RPG studio. More details on MaybeMonsters and its studio family will be revealed in the coming months. To learn more about Firewalk Studios, visit firewalkstudios.com.

You are likely to follow Monsters on Twitter at @prblyMONSTERS and connect on LinkedIn at linkedin.com/company/probablymonsters.

About likelyMonsters Inc.

Likely, Monsters, a new category of game company, was founded in 2016 by former Bungie President and CEO Harold Ryan. Monsters is likely building a family of sustainable game studios that create and launch original AAA games using a people-first culture. Headquartered in Bellevue, Washington, the company has a strong cast of seasoned, innovative game development executives with a proven track record of launching blockbuster projects. It is likely Monsters’ mission to unite, guide and empower talented game developers to create extraordinary interactive experiences. The company has built and nurtured the growth of three studios, each with a unique player focus. Firewalk Studios is making an original AAA multiplayer game published exclusively by Sony Interactive Entertainment, Cauldron Studios is making an original AAA storytelling game and the third studio is working on a next generation co-op RPG project. Monsters probably has over 200 employees and continues to grow sustainably. For more information, visit likelymonsters.com.

Via Firewalk Studios

The purpose and aim of Firewalk Studios is to provide epic gaming entertainment based on great gameplay and inspirational art that captures the excitement of playing together. Firewalk Studios was founded in 2018 as part of the MaybeMonsters studio family and is run by a team of seasoned developers who know and love multiplayer games. Their experienced management team has created some of the greatest game and movie entertainment that has drawn millions of dedicated fans. These titles include Call of Duty, Destiny, Apex Legends, Mass Effect, Overwatch, The Avengers, Pacific Rim, Inside Out, Up, and Cars 2 “. Firewalk Studios is building a world class, next generation game studio that people come to first. The studio is taking a more sustainable approach to game development: this goes hand in hand with setting a high quality bar and treating each other with trust and respect. For more information, visit firewalkstudios.com.

Via Sony Interactive Entertainment

Sony Interactive Entertainment (SIE) is recognized as the world’s leading provider of interactive and digital entertainment and is responsible for the PlayStation® brand and the family of products and services. SIE has innovated since the original PlayStation was launched in Japan in 1994. The PlayStation family of products and services includes PlayStation®5, PlayStation®4, PlayStation®VR, PlayStation ™ Store, PlayStation®Plus and PlayStation ™ Video, PlayStation ™ Music, PlayStation ™ Now and acclaimed PlayStation software from PlayStation Studios. SIE is headquartered in San Mateo, California and is a wholly owned subsidiary of Sony Group Corporation. The company has global functions in California, London and Tokyo.

Disney and Sony announce enormous film deal | Leisure

Disney and Sony Pictures have signed a deal to bring Spider-Man and other Marvel projects to Disney +.

The two studios have signed a huge movie licensing deal, with Sony’s Marvel properties arriving on the streaming platform from its release in 2022.

The deal – which applies only to the US – runs over Sony’s 2026 plan and also includes the studio’s titles on a number of Disney platforms, including Hulu, FX Networks, Disney Channels, ABC and Freeform.

Following Sony’s most recent output deal with Netflix, Disney’s agreement will land titles on the first, which will be roughly nine months after a movie hits theaters.

Sony is expected to raise approximately $ 3 billion in film licenses for the two agreements.

In a statement, Chuck Saftler, head of ABC, Freeform, FX Networks and Acquisitions for Disney’s Media and Entertainment Distribution, said: “This landmark multi-year, platform-independent agreement gives the Disney Media and Entertainment Distribution team tremendous flexibility and broad programming capabilities to bring Sony’s Use our rich selection of award-winning action and family films for our direct-to-consumer services and linear channels.

“This is a win for fans who will benefit from the ability to access the best content from two of Hollywood’s most prolific studios across a variety of viewing platforms and experiences.”

Keith Le Goy, President of Global Sales and Networks for Sony Pictures Entertainment added, “We are excited to partner with Disney in delivering our titles to their viewers and subscribers.

“This agreement cements a key element of our film distribution strategy, which is to maximize the value of each of our films by bringing them to consumers across the window with a variety of key partners.”

Bido Declares New Hip Hop EP, Narcotics, Out through The Orchard (Sony Music Leisure)

BROWARD COUNTY, Fla., February 15, 2021 / PRNewswire / – Bido Announces New Hip-Hop EP, Narcotics, Out via The Orchard (Sony Music) Entertainment). Benjamin Bido, also known as Bido, is an anomaly.

Bido

The 18 year oldSouth Florida-whiz-kid has been writing and making angry beats since the tender age of seven. According to him, he had no choice in this matter. Creating is always just something he does. Bido’s compulsive work ethic paid off recently when Sony subsidiary The Orchard tracked him down to join forces. The sales-focused outfit doesn’t play games as it has catapulted numerous indie artists into the mainstream: T-Pain, 21 Savage, BTS, and Flipp Dinero, to name a few.

Bido was obsessed with hip hop at an unusually young age and made it his business to master the art of the beat. He now wears all musical hats with authority. He writes, produces, designs, and markets his brand (Bidoway Inc.) on a shocking pro level. Nowadays every young rapper wants / has to be his own producer. Unfortunately this has given way to a rush of fringe rappers who often rely on style over substance. Bido has loot for days, but his writing has a self-deprecating arrogance that makes him completely unique. Its cerebral depth cannot be denied lyrically.

If you listen to Bido’s latest dark adventure, Narcotics, you’ll quickly find that his pun is refined, cavernous, and well beyond his years. In a world where most youngins move financially, Bido has little to no time for it. No title on the EP exceeds the 2:41 minute mark. Bido goes in hard and gets out quickly. He will not waste your time, nor can his time be wasted.

On the EP single “Narcotics”, Bido’s bars are so masterly that it’s easy to miss his singing voice. His vocal dexterity and attack blend elements of reggeaton, dancehall and futuristic trap. He hits hard and fast, but always softens the blow with his nimble vocal approach. It’s a mind-boggling listening experience. Now enter the production (mostly made by Bido itself). Throw picture Frank Sinatras Put old bones, R&B, merengue, salsa, bachata, hip-hop and Billie Eilish in a saucepan and simmer on low. The melodies are cinematic, romantic and haunting, but everything perfectly justified by Bido’s sharp choice in rugged beats.

On the Narcotics series, Bido proclaims that mental health comes first; Second, money and fame. He is fully aware that success begins in himself. Nevertheless, he remains cautiously ambitious.

HEAR NEW DETAILS HERE: “NARCOTICS” https://orcd.co/bido-narcotics-single

LISTEN TO NEW EP HERE: NARCOTICS https://orcd.co/bido-narcotics

About BIDO

Diverse South FloridaThe artist-based artist Bido is a mix of conventional hip-hop paired with a contemporary trap flair. His fully audible and engaging productions are paired with transparent, believable themes of growing up that quickly shift from moments in the sun to harrowing inner thoughts about survival. With an unwavering self-drive, Bido is poised to lead the Gen-Z era of hip-hop and the experimental trap.

For more informations:

Eliza Brockwell

888-451-4884

[email protected]

www.bidowaymusic.com

SOURCE Bido

similar links

https://www.bidowaymusic.com

Sony Open in Hawaii prize cash

Well worth playing well on the PGA Tour folks. Just ask this week’s winner, Kevin Na.

The 37-year-old has now won four consecutive seasons and won his fifth tour victory at the Sony Open in Hawaii on Sunday. Na made birdie on the final hole at the Waialae Country Club in Honolulu to win the grand prize of $ 1,188,000 at 21 under. Chris Kirk and Joaquin Niemann finished T-2 at 20, taking home $ 587,400 each. Webb Simpson, Marc Leishman and Brendan Steele finished under T-4 at 19 for $ 277,750.

Check out how much money each PGA Tour player made at the Sony Open in Hawaii this week.

Sony Open: Leaderboard | photos | Winner bag

Prize money

position player Result Merits
1 Kevin Well -21 $ 1,188,000
T2 Chris Kirk -20 $ 587,400
T2 Joaquin Niemann -20 $ 587,400
T4 Webb Simpson -19 $ 277,750
T4 Marc Leishman -19 $ 277,750
T4 Brendan Steele -19 $ 277,750
T7 Collin Morikawa -18 $ 200,475
T7 Patton Kizzire -18 $ 200,475
T7 Billy Horschel -18 $ 200,475
T7 Daniel Berger -18 $ 200,475
T11 Matt Jones -17 $ 153,450
T11 Nick Taylor -17 $ 153,450
T11 Russell Henley -17 $ 153,450
T14 Carlos Ortiz -16 $ 113,850
T14 Nick Hardy -16 $ 113,850
T14 Keith Mitchell -16 $ 113,850
T14 Peter Malnati -16 $ 113,850
T14 Charley Hoffman -16 $ 113,850
T19 Kyoung-Hoon Lee -15 $ 78,210
T19 Charles Howell III -15 $ 78,210
T19 Kramer Hickok -15 $ 78,210
T19 Mackenzie Hughes -15 $ 78,210
T19 Hideki Matsuyama -15 $ 78,210
T19 Stewart Cink -15 $ 78,210
T25 Sepp Straka -14 $ 50,710
T25 Hudson Swafford -14 $ 50,710
T25 Michael Thompson -14 $ 50,710
T25 Vaughn Taylor -14 $ 50,710
T25 Si Woo Kim -14 $ 50,710
T25 Robby Shelton -14 $ 50,710
31 Cameron Davis -13 $ 43,230
T32 Kevin Kisner -12 $ 34,577
T32 Brice Garnett -12 $ 34,577
T32 Harris English -12 $ 34,577
T32 Ryan Armor -12 $ 34,577
T32 Mark Hubbard -12 $ 34,577
T32 Jim Herman -12 $ 34,577
T32 Wesley Bryan -12 $ 34,577
T32 Pat Perez -12 $ 34,577
T32 Harry Higgs -12 $ 34,577
T41 Ryan Palmer -11 $ 24,090
T41 Lanto Griffin -11 $ 24,090
T41 Brendon Todd -11 $ 24,090
T41 James Hahn -11 $ 24,090
T41 Adam Scott -11 $ 24,090
T41 Aaron Baddeley -11 $ 24,090
T47 Sergio Garcia -10 16,903 USD
T47 Austin Cook -10 16,903 USD
T47 Mike Weir -10 16,903 USD
T47 Brian Stuard -10 16,903 USD
T47 Jim Furyk -10 16,903 USD
T47 Emiliano Grillo -10 16,903 USD
T47 Scott Brown -10 16,903 USD
T47 Nelson Lauta Ledesma -10 16,903 USD
T47 Martin trainer -10 16,903 USD
T56 Brian Harman -9 $ 15,048
T56 Jason Kokrak -9 $ 15,048
T56 Troy Merritt -9 $ 15,048
T56 Satoshi Kodaira -9 $ 15,048
T56 Sungjae Im -9 $ 15,048
T56 Chris Baker -9 $ 15,048
T62 Cameron Smith -8th $ 14,454
T62 Anirban Lahiri -8th $ 14,454
T62 Zach Johnson -8th $ 14,454
T65 Sebastian Munoz -7 $ 14,124
T65 Michael Kim -7 $ 14,124
T67 At Reavie -6 $ 13,728
T67 Ryosuke Kinoshita -6 $ 13,728
T67 Jamie Lovemark -6 $ 13,728
T67 Robert Streb -6 $ 13,728
71 KJ Choi -5 $ 13,398
72 Brian Gay -3 $ 13,266
73 Jerry Kelly E. $ 13,134


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