Sony's decision to ditch discs was practically inevitable, data shows

Ars Technica News

Summary

Data from Circana shows that physical game disc sales have been declining for 16 years, and a majority of current console hardware sales are digital-only, making Sony's decision to drop discs a logical business move.

<p>Many gamers have been lamenting Sony's <a href="https://arstechnica.com/gaming/2026/07/sony-will-stop-making-physical-copies-of-playstation-games-in-2028/">recently announced decision to halt sales of physical game discs</a> in 2028. However, new data revealed by Circana analyst Mat Piscatella highlights how years of stark economic trends helped lead Sony to that decision.</p> <p>In <a href="https://bsky.app/profile/matpiscatella.bsky.social/post/3mrd2e3owds2l">a social media thread Thursday morning</a>, Piscatella shared insights into Circana's tracking data on physical game sales in the US dating back to 2003. <a href="https://bsky.app/profile/matpiscatella.bsky.social/post/3mrd2dzqyvk2l">A graph of those trends</a> shows physical sales peaking in the 12 months ending June 2009, when 297 million units were sold across the US. Those physical unit sales have been on a steady downward trajectory since then, leading to just 37 million physical units selling in the US in the last 12 months.</p> <p>The newly revealed data follows on <a href="https://bsky.app/profile/did:plc:bhqrrxt7yyfpwguioa7rwa7x/post/3mr3tijrlts2w">an earlier post from Piscatella</a> highlighting that only seven PlayStation games had sold over 100,000 physical units so far in 2026. Today, Piscatella <a href="https://bsky.app/profile/matpiscatella.bsky.social/post/3mrd2dzqyvk2l">followed up on that stat with a graph</a> showing how this baseline used to be common; 100 PlayStation games sold at least 100,000 physical units in 2008. The ceiling for physical PlayStation game sales isn't all that impressive these days either; Piscatella shared that the top-selling physical PlayStation game has only sold a paltry 275,000 units in the US so far this year.</p><p><a href="https://arstechnica.com/gaming/2026/07/the-playstation-game-disc-was-dying-long-before-sony-pulled-the-plug/">Read full article</a></p> <p><a href="https://arstechnica.com/gaming/2026/07/the-playstation-game-disc-was-dying-long-before-sony-pulled-the-plug/#comments">Comments</a></p>
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# Sony's decision to ditch discs was practically inevitable, data shows Source: [https://arstechnica.com/gaming/2026/07/the-playstation-game-disc-was-dying-long-before-sony-pulled-the-plug/](https://arstechnica.com/gaming/2026/07/the-playstation-game-disc-was-dying-long-before-sony-pulled-the-plug/) ## The beginning of the end Looking back, it’s easy to see why sales of physical games seemed to peak in the late 2000s\. At that time, services like[Xbox Live Arcade](https://arstechnica.com/gaming/2008/06/xbox-live-arcade-wednesday-a-safari-of-destruction-edition/),[PSN](https://arstechnica.com/gaming/2008/05/game-review-echochrome-psn/)and[WiiWare](https://arstechnica.com/gaming/2008/05/wiiware-review/)were already showing console gamers’ willingness to pay for downloads of smaller indie games, and the concept was expanding to downloadable versions of major releases like*Infamous*and*LittleBigPlanet*\. [![](https://cdn.arstechnica.net/wp-content/uploads/2026/07/circana3.webp)](https://cdn.arstechnica.net/wp-content/uploads/2026/07/circana3.webp) The slight uptick in physical game revenues last year can’t make up for 16 years of consistent, sharp declines\. The slight uptick in physical game revenues last year can’t make up for 16 years of consistent, sharp declines\.Credit:[Mat Piscatella / Circana](https://bsky.app/profile/matpiscatella.bsky.social/post/3mp4ddpzqns2o) By the time[the PlayStation Vita launched in 2012](https://arstechnica.com/gaming/2012/02/a-new-standard-in-design-in-depth-with-the-playstation-vita/), Sony required that all publishers that make physical game cartridges also offer a downloadable option\. Subsequent consoles like the Wii U, PS4, and Xbox One continued that trend, and by the end of the 2010’s[physical\-exclusive console releases were practically nonexistent](https://arstechnica.com/gaming/2022/02/fewer-and-fewer-console-games-are-seeing-a-physical-release/)\. In recent years, some big\-budget games have been[skipping a retail release altogether](https://arstechnica.com/gaming/2023/05/alan-wake-2-and-the-death-of-disc-based-video-games/)or offering “download in a box” retail options like[Switch 2’s Game Key Cards](https://arstechnica.com/gaming/2025/04/nintendo-switch-2s-gameless-game-key-cards-are-going-to-be-very-common/)or[*Grand Theft Auto VI*‘s printed download codes](https://www.digitalfoundry.net/news/2026/06/physical-editions-of-gta-6-will-come-with-a-download-code-inside-the-box-pre-loads-begin-on-november-12th)\. Over the last 15 years or so, console gamers have overwhelmingly voted with their wallets in favor of all these digital download options, preferring the convenience of not leaving the house to purchase a game \(or leaving the couch to switch to a new title\) over the permanence of games on discs and cartridges\. The shift has been so strong that many of today’s console gamers are fine skipping the disc drive entirely; Piscatella[shared today](https://bsky.app/profile/matpiscatella.bsky.social/post/3mrcvwrunmk2a)that 27 percent of all PS5 hardware and 52 percent of all Xbox Series hardware sold in the US so far has been “Digital Only” editions\. None of this data will be of much comfort to the small but passionate group of console gamers who still buy games they can hold in their hands\. But the numbers pretty clearly explain why Sony doesn’t seem worried about losing what is, financially speaking, a rather small segment of its current gaming business\.

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