Sony has shipped 93.7 million PlayStation 5 consoles on a cumulative sell-in basis as of March 31, 2026, and 125 million accounts played on PlayStation in June 2026. Those two figures describe very different things. The install-base number counts consoles shipped to retailers, so it measures channel supply rather than households. The user number counts active accounts across PlayStation 4 and PlayStation 5 combined, which is why it runs higher than PlayStation 5 sales alone.
The sections below track both series quarter by quarter, alongside the segment’s revenue split and Sony’s forward guidance. Every figure comes from Sony Group Corporation’s own quarterly disclosures rather than third-party estimates, which matters because Sony has revised several of them after first publishing.
Key Takeaways
- PlayStation 5 shipments slowed to 16.0 million units in FY2025, down from 18.5 million the year before.
- PlayStation set a June record at 125 million monthly active users while total quarterly playtime fell 4% year on year.
- Add-on content generated ¥1,359.6 billion in FY2025, more revenue than console hardware at ¥944.4 billion.
- Digital downloads accounted for 78% of full-game units in FY2025, up from 76% a year earlier.
- Sony raised its FY2026 operating income guidance for the segment to ¥660 billion while still forecasting sales below the FY2025 result.
- Sony restated two quarters of PlayStation 5 unit figures and revised its FY2025 year-end user count upward by 1 million.
Editor’s Choice
- PlayStation 5 cumulative sell-in: 93.7 million units as of March 31, 2026.
- Monthly active users: 125 million accounts in June 2026.
- Segment sales: ¥4,685.7 billion in FY2025.
- Add-on content revenue: ¥1,359.6 billion in FY2025.
- Full-game software units: 317.9 million sold in FY2025.
- Quarterly operating income: ¥202.0 billion in Q1 FY2026.
PlayStation 5 Installed Base
- PlayStation 5 reached 93.7 million cumulative sell-in units as of March 31, 2026, six fiscal years after launch.
- Sony Group Corporation discloses hardware units on a sell-in basis, which counts shipments into the retail channel rather than consoles in players’ homes.
- Sony’s FY2025 fourth-quarter supplement shows the console passed 59.2 million cumulative units by March 2024 and 77.7 million by March 2025.
- Sony added 16.0 million units to the cumulative total across FY2025, the smallest annual addition since the supply-constrained first full year.
- The sell-in basis is the single most misread detail in PlayStation coverage, because it makes the headline number a shipping statistic rather than an ownership one.
Where These PlayStation Statistics Come From
Every figure here is compiled from three Tier 1 primary sources, all published by Sony Group Corporation between May and July 2026: the FY2025 fourth-quarter supplement, the Q1 FY2026 supplement, and the Q1 FY2026 earnings handout. Only Sony’s own disclosures qualified. Figures are reviewed when Sony publishes a new quarterly supplement.
| As of March 31 | Cumulative PlayStation 5 sell-in (million units) |
|---|---|
| 2021 | 7.8 |
| 2022 | 19.3 |
| 2023 | 38.4 |
| 2024 | 59.2 |
| 2025 | 77.7 |
| 2026 | 93.7 |
Source: Sony Group Corporation FY26.1Q Supplemental Information, July 2026
The curve flattens most clearly when the same data is read one quarter at a time.
PlayStation 5 Quarterly Hardware Shipments
- PlayStation 5 shipments, per Sony Interactive Entertainment’s segment disclosure, totaled 16.0 million units across FY2025, against 18.5 million units in FY2024.
- The fourth quarter of FY2025 fell to 1.5 million units, the weakest quarter in the series.
- Sony shipped 1.6 million units in Q1 FY2026.
- Sony Group Corporation attributed part of the quarter’s flat segment sales to a decrease in hardware sales due to a decrease in unit sales.
- Sony also corrected the record, noting that the PlayStation 5 hardware figures for Q2 and Q3 FY2025 were previously erroneously disclosed as 3.9 and 8.0 and have been revised.
Is PlayStation declining in sales?
Hardware unit sales are declining, and software is not. PlayStation 5 shipments fell from 18.5 million units in FY2024 to 16.0 million in FY2025, while full-game software units rose to 317.9 million from 303.3 million. Console sales decline as a platform matures; the attach rate is the metric that signals real trouble, and it moved the other way.
Recent Developments
- July 31, 2026: Sony reported Q1 FY2026 operating income of ¥202.0 billion for Game and Network Services, a ¥54.1 billion increase of 37%.
- July 2026: Sony raised its full-year segment guidance, lifting operating income from ¥600 billion in the May forecast to ¥660 billion.
- June 2026: According to Sony Interactive Entertainment’s segment commentary, PlayStation Network reached 125 million monthly active users, up 2% year on year and a record high for the month of June.
- Q1 FY2026: Total playtime across the platform decreased 4% year on year.
- July 2026: Sony’s Q1 FY2026 earnings handout flagged rising costs, including investments for the next-generation platform and restructuring costs.
- May 8, 2026: Sony published FY2025 full-year results showing segment sales of ¥4,685.7 billion.
PlayStation Network Monthly Active Users
- Per Sony Group Corporation’s Q1 FY2026 handout, PlayStation Network counted 125 million monthly active users in June 2026, a record high for the month of June.
- The all-time high in the disclosed series is 133 million accounts at the end of Q3 FY2025.
- Sony Interactive Entertainment defines the metric as an estimated total number of unique accounts that played games or used services online on PlayStation during the last month of the quarter, based on company research.
- Sony revised its FY2025 year-end reading from 125 million in the May 2026 supplement to 126 million in the July 2026 supplement.
- The base has grown slowly: Q1 FY2024 stood at 116 million accounts.
Key finding: Sony reported a June record of 125 million monthly active users in Q1 FY2026 while total playtime across the platform fell 4% year on year. The account base is setting highs and the hours behind each account are thinning, a split Sony attributes to a prior-year quarter boosted by season updates and new hit titles.
How many people play PlayStation?
Sony counts accounts, not people. The 125 million figure is an estimate of unique accounts active in the final month of the quarter, so a household running three profiles does not map cleanly to three players. Account totals and hardware totals stay separate series in the console market share statistics for the same reason.
PlayStation Revenue Mix by Category
- Add-on content was the largest single revenue line in FY2025 at ¥1,359.6 billion.
- Console hardware generated ¥944.4 billion, below both add-on content and digital software at ¥1,055.7 billion.
- Add-on content out-earned hardware by roughly 1.4 times in FY2025.
- Add-on content is one of the Game Software revenue lines Sony discloses separately in the quarterly supplement.
- Physical software has shrunk to ¥125.1 billion, the smallest line in the segment after other software at ¥100.6 billion.
The razor-and-blades framing that dominates console commentary now understates the case. Hardware is not a loss leader propping up game sales so much as the smallest of three comparable pillars, and the microtransaction line is the one carrying the segment. The same pattern shows up in the Roblox player data, where in-experience spending long ago outgrew any access fee.
PlayStation Store Add-On Content Revenue
- Add-on content peaked at ¥418.1 billion in Q3 FY2025, the holiday quarter.
- The line held up in the most recent quarter at ¥293.2 billion in Q1 FY2026.
- The add-on content line moves with player spending across the store rather than with full-game sales.
- Digital software, the full-game download line, ran ¥192.0 billion in Q1 FY2026.
- Add-on content revenue is separate from Network Services, which Sony defines as PlayStation Plus revenue plus advertising.
Digital Share of PlayStation Full-Game Sales
- Digital downloads reached 85% of full-game units in Q4 FY2025, the highest quarterly ratio disclosed.
- Across the full year, the ratio was 78% in FY2025, against 76% in FY2024.
- The ratio sat at 82% in Q1 FY2026.
- Sony calculates it by dividing PlayStation 4 and PlayStation 5 full game software units sold via digital transactions by total full game software units.
- The ratio swings seasonally, dipping to 72% in Q2 FY2025 as boxed holiday stock ships into retail.
A disc-less quarter is now the norm rather than the exception, which reframes every hardware revision debate about whether an optical drive still earns its bill of materials. PC storefronts crossed this line years earlier, as the Steam platform data shows.
PlayStation Software Unit Sales
- Full-game software units reached 317.9 million in FY2025, up from 303.3 million in FY2024.
- The strongest quarter was 97.2 million units in Q3 FY2025.
- Sony sold 66.1 million full-game units in Q1 FY2026.
- Software unit sales include PlayStation 4 and PlayStation 5 software, including software bundled with PlayStation consoles and PlayStation VR in all regions.
- Sony flagged a decrease in sales of non-first-party game software titles as a drag on Q1 FY2026 segment sales.
By the numbers: PlayStation software volume grew even as hardware slipped. Full-game units rose from 303.3 million in FY2024 to 317.9 million in FY2025, per Sony Group Corporation, while console shipments fell from 18.5 million to 16.0 million. Software volume is now decoupled from console sales.
PlayStation First-Party Software Output
- Sony’s own studios sold 32.1 million first-party full-game units in FY2025, up from 28.9 million in FY2024.
- First-party volume concentrates in the holiday quarter, reaching 13.2 million units in Q3 FY2025.
- The opening quarter of FY2026 delivered 6.0 million first-party units.
- First-party titles accounted for roughly 10% of full-game units in FY2025.
- A tenth of unit volume from in-house studios is a modest share, and it explains why third-party software softness moves the segment more than any single exclusive does.
| Period | First-party full-game units (million) | Total full-game units (million) |
|---|---|---|
| FY2024 | 28.9 | 303.3 |
| FY2025 | 32.1 | 317.9 |
| FY2026 Q1 | 6.0 | 66.1 |
Source: Sony Group Corporation FY25.4Q and FY26.1Q Supplemental Information, 2026
PlayStation Plus and Network Services Revenue
- Network Services revenue reached ¥208.6 billion in Q1 FY2026, the highest quarterly figure in the disclosed series.
- Across FY2025, the line totaled ¥763.1 billion.
- Sony defines Network Services as revenue recognized through PlayStation Plus and advertising revenue, excluding Game Software revenue.
- The line grew every quarter of FY2025, from ¥172.6 billion in Q1 to ¥208.5 billion in Q4.
- Sony does not publish a PlayStation Plus subscriber count in the quarterly supplement, so the Network Services line is where PlayStation Plus revenue sits in the disclosures.
Best-Selling PlayStation First-Party Games
- God of War leads Sony’s disclosed sell-through table at 23.0 million combined units across PlayStation hardware and PC.
- Horizon Zero Dawn follows at 20.0 million combined units.
- The strongest PlayStation-only figure is God of War Ragnarok at 15.0 million units after 375 days in release.
- Marvel’s Spider-Man 2 reached 10.0 million units in 107 days.
- Sony notes these are estimates by Sony Interactive Entertainment that do not include add-on content.
Four of the eight best-selling entries count PC alongside console, which tells you how far the exclusivity model has already moved. Cross-platform release has become the default rather than the concession, a shift traced in our cross-platform gaming data.
Game and Network Services Operating Income
- Segment operating income reached ¥202.0 billion in Q1 FY2026, up ¥54.1 billion or 37%.
- Segment sales were essentially flat at ¥937.1 billion against ¥936.5 billion a year earlier.
- Sony credited the impact of U.S. tariff refunds and a positive impact of foreign exchange rates for the income jump.
- Foreign exchange contributed ¥81.7 billion to sales and ¥19.1 billion to operating income.
- Across FY2025, the segment delivered operating income of ¥463.3 billion.
| Metric | Q1 FY2025 (¥ billion) | Q1 FY2026 (¥ billion) |
|---|---|---|
| Segment sales | 936.5 | 937.1 |
| Operating income | 148.0 | 202.0 |
| Adjusted OIBDA | 177.9 | 228.1 |
Source: Sony Group Corporation FY26.1Q Earnings Handout, July 2026
Why it matters: Sony’s own commentary credits U.S. tariff refunds and currency movement for the 37% operating income jump in Q1 FY2026, with segment sales essentially flat at ¥937.1 billion. The profit headline and the underlying business moved in different directions, which is the distinction most coverage of the quarter dropped.
Sony’s FY2026 PlayStation Forecast
- Sony now forecasts segment sales of ¥4,540 billion for FY2026, raised from ¥4,420 billion in the May forecast.
- Operating income guidance rose to ¥660 billion from ¥600 billion.
- The sales forecast still sits below the ¥4,685.7 billion the segment delivered in FY2025.
- Group-wide, Sony lifted consolidated operating income guidance to ¥1,720 billion from ¥1,600 billion.
- Sony raised the segment sales forecast by ¥120 billion and operating income by ¥60 billion against the May forecast.
| Metric | FY2025 actual | May forecast | July forecast |
|---|---|---|---|
| Segment sales (¥ billion) | 4685.7 | 4420 | 4540 |
| Segment operating income (¥ billion) | 463.3 | 600 | 660 |
| Consolidated sales (¥ billion) | 12479.6 | 12300 | 12500 |
| Consolidated operating income (¥ billion) | 1447.5 | 1600 | 1720 |
Source: Sony Group Corporation FY26.1Q Earnings Handout, FY2026 forecast
Guidance that raises profit while lowering revenue describes a margin story, not a growth one. Sony is telling investors the segment will earn more from a smaller top line, and the disclosed cost pressure sits on next-generation hardware. Microsoft’s console business has been making a comparable trade, as the Xbox platform figures set out.
How many PS Plus subscribers are there?
Sony no longer publishes one. The quarterly supplement reports Network Services revenue, which Sony defines as revenue recognized through PlayStation Plus and advertising revenue, with no member count attached. No member count appears alongside it in the captured supplement, so the revenue line is the honest substitute for a subscriber figure.
That line reached ¥208.6 billion in Q1 FY2026 and ¥763.1 billion across FY2025, and it grew in every quarter of FY2025. Rising revenue on an unpublished member base can mean more members or higher prices, and Sony’s disclosure does not let anyone tell those two apart.
How do I check my PlayStation stats?
Sony surfaces per-account play data through the PlayStation App and the console’s own profile screens, where trophy progress, recently played titles and play-time totals sit under a player’s profile. Those personal figures are separate from the platform totals reported here, which come from Sony’s investor disclosures rather than from any player-facing dashboard.
The distinction matters for anyone comparing their own numbers against published totals. Sony’s monthly active user count is an estimate of unique accounts active in the last month of the quarter, based on company research, so it is not a sum of individual profile stats. Players tracking playtime across services often cross-reference community platforms too, and the Discord community data covers how those sit alongside first-party tools.
Conclusion
PlayStation ended its most recent reported quarter with 93.7 million cumulative PlayStation 5 units shipped as of March 31, 2026, and 125 million monthly active users in June 2026, on a segment that turned ¥4,685.7 billion of sales in FY2025. The composition matters more than the totals: hardware shipments fell year over year, software units rose, and add-on content out-earned consoles outright.
For players weighing platform longevity, the useful signal is the software and network lines rather than the console count, because those are what fund continued support. For developers sizing an addressable base, the account figure is the ceiling and the playtime trend is the discount applied to it. Sony’s own guidance points at a smaller top line with higher earnings this year, and the disclosed cost line names next-generation hardware, so the current numbers describe a platform in its late maturity rather than its peak. Nintendo’s trajectory offers the nearest contrast, tracked in our Nintendo console data.




















































