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Home » Gaming

PlayStation Statistics 2026: Install Base, Players and Revenue

Published on: May 2025 • Last Updated: September 24, 2026
Robert A. Lee
Senior Editor • 464 Articles
Robert A. Lee is a journalist at SQ Magazine who unpacks the fast-moving worlds of gaming and internet trends. He tracks everything from maj...
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This report has been updated 2 times. Last updated on September 24, 2026

  • Sep 2026: Refreshed the entire data spine from Sony Group Corporation’s own quarterly filings, covering all 8 quarters through Q1 FY2026.
  • Sep 2026: Updated the PlayStation 5 install base to 93.7 million cumulative sell-in units as of March 31, 2026.
  • Sep 2026: Updated monthly active users to 125 million for June 2026 and added the full eight-quarter user series.
  • Sep 2026: Added Sony’s FY2025 revenue split, showing add-on content at ¥1,359.6 billion against hardware at ¥944.4 billion.
  • Sep 2026: Added Sony’s revised FY2026 guidance, which raises Game and Network Services operating income to ¥660 billion.
  • Sep 2026: Revised 2 FY2025 quarterly PlayStation 5 unit figures and the FY2025 Q4 user count in line with Sony’s own restatements.
  • Sep 2026: Replaced the previous PlayStation Plus subscriber estimate with the Network Services revenue line at ¥763.1 billion for FY2025, because no member count appears in the captured quarterly supplement.
  • PS5 total sales increased from 63 million to 92.2 million units globally (Feb 2026).
  • Monthly active users updated from 119 million to a record 132 million accounts (Dec 2025).
  • Sony revenue reporting upgraded from $11.4 billion quarterly to ¥1.61 trillion (Q3 FY2025), with a full-year forecast of ¥4.63 trillion.
  • Operating income is newly added at ¥140.8 billion (Q3 FY2025) with a forecast of ¥510 billion for the full year.
  • PS5 Pro enhancements introduced, improving 50+ titles via PSSR upgrades.
  • PlayStation Plus monthly updates added, including 3 titles and catalog expansion with 4 main titles + 1 Premium title.
  • New 2026 game launch pipeline introduced with 3 major March releases.
  • Console market share section added, showing PlayStation at 45%, Nintendo 27%, and Xbox 23%.
  • Market concentration insight added, with the top three brands controlling 95% of the market.
  • Subscription and financial trends updated with ¥168.1 billion operating income and 16% YoY revenue growth.
  • PS5 sales progression expanded with 75.1 million units by Dec 2025 and 9.5 million units in quarterly sales.
  • Digital sales share highlighted at 74% of full game software sales.
  • PS5 lifetime sales updated to approximately 82.53 million units, narrowing the gap with older consoles.
  • Gamer demographics section added, including 68% Gen Z/Millennials and 36% using cloud or Remote Play weekly.
  • The most played games section was introduced, with Fortnite at 72,378 hours and GTA V at 68,619 hours.

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 31Cumulative PlayStation 5 sell-in (million units)
20217.8
202219.3
202338.4
202459.2
202577.7
202693.7

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.

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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.
PLAYSTATION 5 UNITS SHIPPED (MILLION) · Source: Sony Group Corporation FY25.4Q and FY26.1Q Supplemental Information, 2026 PLAYSTATION 5 UNITS SHIPPED (MILLION) · SQ MAGAZINE ANALYSIS Quarter by PlayStation 5 units shipped (million) Sony Group · 2026 10 7.5 5 2.5 0 3.8 FY2024 Q2 9.5 FY2024 Q3 2.8 FY2024 Q4 2.5 FY2025 Q1 4.0 FY2025 Q2 7.9 FY2025 Q3 1.5 FY2025 Q4 1.6 FY2026 Q1 SOURCE Sony Group Corporation FY25.4Q and FY26.1Q Supplemental Information, 2026

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.
MONTHLY ACTIVE USERS (MILLION) · Source: Sony Group Corporation FY25.4Q and FY26.1Q Supplemental Information, 2026 MONTHLY ACTIVE USERS (MILLION) · SQ MAGAZINE ANALYSIS Quarter by Monthly active users (million) Sony Group · 2026 150 120 90 60 30 0 FY2024 Q2: FY2024 Q2 FY2024 Q3: FY2024 Q3 FY2024 Q4: FY2024 Q4 FY2025 Q1: FY2025 Q1 FY2025 Q2: FY2025 Q2 FY2025 Q3: FY2025 Q3 FY2025 Q4: FY2025 Q4 FY2026 Q1: FY2026 Q1 FY2024 Q2 FY2024 Q3 FY2024 Q4 FY2025 Q1 FY2025 Q2 FY2025 Q3 FY2025 Q4 FY2026 Q1 SOURCE Sony Group Corporation FY25.4Q and FY26.1Q Supplemental Information, 2026

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.
SHARE OF FY2025 REVENUE (¥ BILLION) · Source: Sony Group Corporation FY26.1Q Supplemental Information, FY2025 full year SHARE OF FY2025 REVENUE (¥ BILLION) · SQ MAGAZINE ANALYSIS Revenue category Sony Group 29% ADD-ON CONTENT Add-on content 29% Digital software 23% Hardware 20% Network services 16% Others 7% Physical software 3% Other software 2% SOURCE Sony Group Corporation FY26.1Q Supplemental Information, FY2025 full year

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.
ADD-ON CONTENT REVENUE (¥ BILLION) · Source: Sony Group Corporation FY26.1Q Supplemental Information, 2026 ADD-ON CONTENT REVENUE (¥ BILLION) · SQ MAGAZINE ANALYSIS Quarter by Add-on content revenue (¥ billion) Sony Group · 2026 500 375 250 125 0 292.6 FY2025 Q1 299.8 FY2025 Q2 418.1 FY2025 Q3 349.1 FY2025 Q4 293.2 FY2026 Q1 SOURCE Sony Group Corporation FY26.1Q Supplemental Information, 2026

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.
DIGITAL SHARE OF FULL-GAME UNITS (%) · Source: Sony Group Corporation FY25.4Q and FY26.1Q Supplemental Information, 2026 DIGITAL SHARE OF FULL-GAME UNITS (%) · SQ MAGAZINE ANALYSIS Quarter by Digital share of full-game units (%) Sony Group · 2026 100 80 60 40 20 0 FY2024 Q2: FY2024 Q2 FY2024 Q3: FY2024 Q3 FY2024 Q4: FY2024 Q4 FY2025 Q1: FY2025 Q1 FY2025 Q2: FY2025 Q2 FY2025 Q3: FY2025 Q3 FY2025 Q4: FY2025 Q4 FY2026 Q1: FY2026 Q1 FY2024 Q2 FY2024 Q3 FY2024 Q4 FY2025 Q1 FY2025 Q2 FY2025 Q3 FY2025 Q4 FY2026 Q1 SOURCE Sony Group Corporation FY25.4Q and FY26.1Q Supplemental Information, 2026

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.
FULL-GAME SOFTWARE UNITS SOLD (MILLION) · Source: Sony Group Corporation FY25.4Q and FY26.1Q Supplemental Information, 2026 FULL-GAME SOFTWARE UNITS SOLD (MILLION) · SQ MAGAZINE ANALYSIS Quarter by Full-game software units sold (million) Sony Group · 2026 100 75 50 25 0 77.7 FY2024 Q2 95.9 FY2024 Q3 76.1 FY2024 Q4 65.9 FY2025 Q1 80.3 FY2025 Q2 97.2 FY2025 Q3 74.6 FY2025 Q4 66.1 FY2026 Q1 SOURCE Sony Group Corporation FY25.4Q and FY26.1Q Supplemental Information, 2026

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.
PeriodFirst-party full-game units (million)Total full-game units (million)
FY202428.9303.3
FY202532.1317.9
FY2026 Q16.066.1

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.
NETWORK SERVICES REVENUE (¥ BILLION) · Source: Sony Group Corporation FY26.1Q Supplemental Information, 2026 NETWORK SERVICES REVENUE (¥ BILLION) · SQ MAGAZINE ANALYSIS Quarter by Network Services revenue (¥ billion) Sony Group · 2026 250 200 150 100 50 0 FY2025 Q1: FY2025 Q1 FY2025 Q2: FY2025 Q2 FY2025 Q3: FY2025 Q3 FY2025 Q4: FY2025 Q4 FY2026 Q1: FY2026 Q1 FY2025 Q1 FY2025 Q2 FY2025 Q3 FY2025 Q4 FY2026 Q1 SOURCE Sony Group Corporation FY26.1Q Supplemental Information, 2026

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.
CUMULATIVE SELL-THROUGH (MILLION UNITS) · Source: Sony Group Corporation FY26.1Q Supplemental Information, July 2026 CUMULATIVE SELL-THROUGH (MILLION UNITS) · SQ MAGAZINE ANALYSIS Title by Cumulative sell-through (million units) Sony Group · 2026 God of War 23.0 Horizon Zero Dawn 20.0 God of War Ragnarok 15.0 Marvel’s Spider-Man 13.2 Ghost of Tsushima 13.0 Helldivers 2 12.0 Marvel’s Spider-Man 2 10.0 Uncharted 4: A Thief’s End 8.7 0 5 10 15 20 25 PlayStation and PC PlayStation SOURCE Sony Group Corporation FY26.1Q Supplemental Information, July 2026

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.
MetricQ1 FY2025 (¥ billion)Q1 FY2026 (¥ billion)
Segment sales936.5937.1
Operating income148.0202.0
Adjusted OIBDA177.9228.1

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.
MetricFY2025 actualMay forecastJuly forecast
Segment sales (¥ billion)4685.744204540
Segment operating income (¥ billion)463.3600660
Consolidated sales (¥ billion)12479.61230012500
Consolidated operating income (¥ billion)1447.516001720

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.

This article has been reviewed and fact-checked by Barry Elad. SQ Magazine follows strict Publishing Principles and a documented Fact-Check Policy to ensure accuracy, transparency, and editorial independence across all content. Our statistics are verified using a documented Research Process.

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References

  • Sony Group Corporation: Supplemental Information for the Consolidated Financial Results for the First Quarter Ended June 30, 2026
  • Sony Group Corporation: Supplemental Information for the Consolidated Financial Results for the Fourth Quarter Ended March 31, 2026
  • Sony Group Corporation: Q1 FY2026 Results by Segment Presentation
Robert A. Lee

Robert A. Lee

Senior Editor


Robert A. Lee is a journalist at SQ Magazine who unpacks the fast-moving worlds of gaming and internet trends. He tracks everything from major game launches to the viral trends shaping how we connect, play, and share online. With a keen eye for the intersections of technology, entertainment, and community, Robert translates the noise of digital life into stories that spark curiosity and insight.

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Table of Contents

  • Key Takeaways
  • Editor’s Choice
  • PlayStation 5 Installed Base
  • Where These PlayStation Statistics Come From
  • PlayStation 5 Quarterly Hardware Shipments
  • Recent Developments
  • PlayStation Network Monthly Active Users
  • PlayStation Revenue Mix by Category
  • PlayStation Store Add-On Content Revenue
  • Digital Share of PlayStation Full-Game Sales
  • PlayStation Software Unit Sales
  • PlayStation First-Party Software Output
  • PlayStation Plus and Network Services Revenue
  • Best-Selling PlayStation First-Party Games
  • Game and Network Services Operating Income
  • Sony’s FY2026 PlayStation Forecast
  • How many PS Plus subscribers are there?
  • How do I check my PlayStation stats?
  • Conclusion

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Gaming Statistics 2026: Market Size, Players, Revenue, and Platforms
Roblox vs Minecraft Statistics
Roblox vs Minecraft Statistics 2026: Players, Revenue, Creators
Online Gambling Regulations Statistics
Online Gambling Regulations Statistics 2026: Global Compliance and Enforcement Data
Fantasy Sports Statistics
Fantasy Sports Statistics 2026: Users, Revenue & Trends
Apex Legends Statistics 2026: Players, Revenue, and Esports
Apex Legends Statistics 2026: Players, Revenue, and Esports
Cryptocurrency
How Many Bitcoins Are There
How Many Bitcoins Are There in 2026? Supply, Mined and Remaining Statistics
Stablecoin Usage Statistics
Stablecoin Usage Statistics 2026: Explosive Growth
Cryptocurrency Adoption Statistics
Cryptocurrency Adoption Statistics 2026: Shocking Trends Now
Coinbase Wallet Statistics
Coinbase Wallet Statistics 2026: Users, Security
Dogecoin Statistics 2026: Circulating Supply, Inflation Rate and ETFs
Dogecoin Statistics 2026: Circulating Supply, Inflation Rate and ETFs
BONK Coin Statistics Supply Holders Price and Treasury Data
BONK Coin Statistics 2026: Supply, Holders, Price and Treasury Data
Categories
  • Artificial Intelligence
  • Cybersecurity
  • Technology
  • Internet
  • Cryptocurrency
Artificial Intelligence
Google Launch Synthid Checker Tool
Google Opens SynthID Detector to Public for AI Media Checks
Nano Banana 2 1 Launched Ai Search
Nano Banana 2.1 Lands in Google Search With Big Upgrades
Amazon Strands Deciders 2b Ai Model Jev Killer
Amazon’s Strands Decider 2B Model Targets Faster AI Agents
Gemini 4 Argon Launch
Gemini 4 Argon Launched by Google With Cybersecurity Features
Meta Dispute Muse Private Message Read Claim
Meta Disputes Claim Muse AI Read Private Messages
Openai Dots Gpt 6 1 Sol Launched
OpenAI Launches Dots Agents and GPT-6.1 Sol at DevDay 2026
Cybersecurity
Asos Data Breach Confirmed By Company
ASOS Hack Warning: Customers Urged to Watch for Phishing
Libreoffice Java Malicious Spreadsheets Flaw Patch
LibreOffice Fixes Silent RCE Vulnerability, OpenOffice Still Exposed
Gmo And Mrmax Data Breach
GMO Research & AI Breach Hits 948,500 infoQ Members
Gitlab Cybersecurity Patch Alert
GitLab Warns of Critical RCE Flaw in Self-Hosted AI Gateway
Microsoft X Account Hacked Clippy Crypto
Microsoft X Hackers Push Unauthorized Clippy Crypto Token
Dell Cybersecurity Infrastructure Alert
Dell Patches Two CVSS 10 Container Storage Modules Flaws
Technology
Apple Autumn Launch Surprise
Apple Eyes Surprise Late-October Launch for New Macs
Microsoft Windows Deployment Service Deprecation
Microsoft Will Deprecate Windows Deployment Services After Server 2025
Youtube Custom Feeds With Gemini Ai
YouTube’s AI Feed Builder Changes Video Discovery
Iphone 18 Pro Face Id Bug Reboot Crash
New iPhone 18 Pro Bug Makes Face ID Crash and Reboot
Googlebook With Gemini Ai Launched
Googlebook’s Bold Laptop Launch Starts at $899 in the US
New Samsung Patent Reveals Galaxy Watch Glucose Tracking
New Samsung Patent Reveals Galaxy Watch Glucose Tracking
Internet
Meta Launched Meta One Subscription
Meta One Bundles Instagram, Facebook, WhatsApp Into One AI Subscription
Apple Wallet Ids Launch In Oklahoma
Apple Wallet IDs Launch in Oklahoma in Major Expansion
Meta to Pay 18 Billion in Landmark Teen Safety Deal
Meta to Pay $18 Billion in Landmark Teen Safety Deal
Whatsapp Brings Passkeys 2fa
WhatsApp Hits 1 Billion Passkey Users, Adds 2FA Passwords
Apple Eu App Store Fee Reduction
Apple Sets New EU App Store Fees, Effective October 1
Github Outage Aug 2026
GitHub Down: Outage Hits Thousands of Users Worldwide
Cryptocurrency
Sonic Labs Launch Ussd Stablecoin
Sonic Launches USSD Stablecoin Backed by US Treasuries
Bhutan Moves 12m In Bitcoins
Bhutan Moves $12 Million in Bitcoin from Primary Wallets
Curve Finance Accuses Pancakeswap For Code Stealing
Curve Accuses PancakeSwap of Copying StableSwap Code
Strike Receives Bitlicense In New York
Strike Gets New York BitLicense for Bitcoin Financial Services
Scotiabank Multi Crypto Etf 3iqlogos
Scotiabank Launches Multi Crypto ETF With 3iQ in Canada
Nyse Parent Invests In Okx Crypto Exchange
ICE Invests in OKX to Bridge Crypto and Traditional Finance
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