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Sony's biggest games still earn nearly half their revenue from physical copies

Figures from Alinea Analytics show six of seven major first-party Sony titles sold between 32% and 47% of copies through physical retail.

Sony's biggest games still earn nearly half their revenue from physical copies
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Senior Tech Reporter
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TL;DR: Alinea Analytics data shows six of seven major first‑party Sony games since 2022 sold 32-47% of copies at physical retail, contributing sizable revenue (e.g., Marvel's Spider‑Man 2: $1.2B with 35% physical). Only Helldivers II was mostly digital (91.7%), raising questions about Sony's all‑digital shift.
Voice: Hassam Nasir
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This year has not really been PlayStation's year. The console's exclusive lineup has struggled to make the kind of impact Sony needed, with Wolverine drawing mixed responses and failing to offer what IGN described as "an occasional middle ground." The bigger controversy, though, has been Sony's speedy march toward an all-digital future. While the company has made it clear that no amount of backlash is changing that decision, new data raises a fair question about whether it should.

Figures from Alinea Analytics show the revenue split for first-party Sony games since 2022, and the numbers make a strong case that physical media is still pulling its weight. All but one of the seven titles covered sold between 32% and 47% of copies through physical retail.

Marvel's Spider-Man 2 generated $1.2 billion in total revenue, with 35% coming from physical sales. Ghost of Yotei brought in $400 million, with nearly 40% from discs. A similar split played out across GOTY winner Astro Bot, Stellar Blade, Death Stranding 2, and others in the dataset.

The one outlier was Helldivers II, where physical sales accounted for just 8.3% of its $235 million in revenue, with 91.7% coming digitally. That gap is not surprising. Multiplayer games tend to find their audiences through digital storefronts, where updates, patches, and friends lists live in one place. Single-player titles are a different story, and the data suggests that gamers are more keen to own physical copies as collector's items for their favourite story-driven games. That also explains why so many gamers are disappointed with GTA 6 not having a physical disc version at launch.

Sony's biggest games still earn nearly half their revenue from physical copies 1

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How do physical and digital sales splits differ between Sony's single-player games and Helldivers II?

Question #2

What does Alinea Analytics' data suggest about Sony's push toward an all-digital future?

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What does this data imply about the demand for a physical disc version of GTA 6?

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What the data makes harder to dismiss is Sony's reasoning for abandoning discs entirely, especially since physical sales are not a rounding error here and represent a meaningful slice of revenue on some of the company's biggest releases. The question worth sitting with is whether Sony jumped the gun or the writing was always on the wall.

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About the author

Senior Tech Reporter

Hassam is a veteran tech journalist and editor with over eight years of experience embedded in the consumer electronics industry. His obsession with hardware began with childhood experiments involving semiconductors, a curiosity that evolved into a career dedicated to deconstructing the complex silicon that powers our world. From benchmarking PC internals to stress-testing flagship CPUs and GPUs, Hassam specializes in translating high-level engineering into deep, unbiased insights for the enthusiast community.

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