Here's
Sony's most recent financial data. Look at page 12 for the data that the gaming media have been copy-pasting for clickbait articles. It does indeed show that 78% of full game sales (ie. not including DLC or microtransactions) were digital in the 2025 financial year, but there's no sub-division for paid vs free games. If you've ever downloaded a free-to-play game from PSN, you'll notice that you're emailed a receipt as if you purchased something. It's still counted as a sale, but it just happens to have a £0 value. Free-to-play games (with only a few exceptions ) typically don't have physical editions, so people aren't choosing digital for those games; it's the only option. Likewise, paid games that don't have physical editions (ie. most games that cost less than £40) don't indicate a customer preference for digital; it's just the only option.
It is definitely ambiguous whether free to play game downloads are included in those numbers you highlighted. My question would be:
if £0 game transactions are included in those numbers - wouldn't a user base of around 125m users generate more than 76.1m individual game sales over 3 months,
if that number did include all those £0 game purchases? I feel £0 purchases of Fortnite, Rocket League, etc, would mean that figure would be a lot bigger.
And I would ask - why aren't those games under £40 getting retail physical releases anymore? I would argue it's because printing physical copies at bulk for those tier of games isn't profitable anymore, as customer purchasing habits have changed. Same thing happened with the Blu-ray market when streaming first came along - then the boutique distributors came along and essentially created a new market for enthusiasts and collectors as the mainstream audience went toward streaming. And we already have that in the video game market with boutique labels like LRG, for example.
Look at the revenue table on the same page and it gets even muddier. The figures include the full yen value of first-party games, but only the royalties earned from third-party. This is significant because
Sony earns about double the royalty percentage from digital sales of a third-party game vs physical. So if the actual number of units of third-party games sold was, for example, a 50/50 split between digital and physical, that would mean Sony reporting double the revenue for digital vs physical. This is why it's in Sony's interest to kill the option of physical sales; they make more money per unit sold.
You're not wrong - Sony definitely have an interest in pushing digital games as they make far more profit from them compared to a physical game. I definitely agree with your point there.
However, the point that I would fall against is that it's the market/consumer that have given them the green light to do so. I'm not sure we can explain the massive gap between physical sales and digital sales with simply £0 F2P game transactions and indies. Even accounting for the messy definitions Sony uses and the third party royalties, the fact that it's around a gap of 8x between digital and physical suggests to me that there has definitely been a major shift.
And it's not just the numbers I see it in, as I said in my previous comment; retailers that sell physical video games are dying/are dead. Supermarkets stopped selling physical games, etc. So when I take everything in totality, I can't help but believe the market has genuinely shifted.
Another factor skewing sales in favour of digital is the short shelf life of physical games. Go onto a game retailer site like ShopTo that doesn't have a third-party marketplace, and look up a few AA games that released three or more years ago. Odds are they will be listed as either limited availability, on back order, or sold out. Unless you're buying AAA or buying in the first year, options to buy new physical copies from places that will count towards Sony's stats start to dry up quickly.
I think that's just the nature of how physical games sell though, and also how retailers operate. The vast bulk of most new game's sales will be in that first year and then sales will dry up. Retailers won't carry stock of physical games that are no longer selling.
I don't think the few thousand people who were "forced" to buy digital because ShopTo or TGC is no longer selling a physical copy would skew the 78%/85% statistic that much. Plus, physical buyers (at least in my case) would first check the second hand market (e.g., eBay, CEX, Vinted, etc) and buy a used physical copy of the game (if Amazon, TGC, ShopTo, etc, no longer stocked it) - which of course Sony can't track in their data.
So I don't think the relatively short shelf life of video games "forces" that many people to buy digital and inflate the numbers.
Platform holders are heavily incentivised to prefer digital sales over physical. Consumer preference isn't part of the equation.
Definitely agree that Sony and the like are incentivised to prefer digital sales over physical because of the higher profit margins. However, I'd say they can only move forward with stopping physical discs because of the change in consumer behaviour/preference - so consumer preference is part of the equation imo.
Go back to the launch of the PS4 and digital sales were nearly a non factor for Sony in their sales numbers. If the market had continued to show that same heavy preference for physical games/discs, then there's no way that Sony would be announcing they are stopping PS disc production.
Essentially, I think both things are true. Yes, Sony benefit from and are incentivised by an all-digital future. But also, the market/consumers at large have shifted toward digital games too (the same way the masses shifted from DVDs/Blu-ray to streaming) - giving Sony the green light to eventually scrap PS discs.