Sony Interactive Entertainment recorded ¥4.69 trillion (~$31 billion) in Game & Network Services revenue during fiscal year 2025 and shipped 93.7 million PS5 consoles by March 2026. This article covers the latest Sony Interactive Entertainment statistics, including revenue, hardware sales, monthly active users, PlayStation Plus data, workforce numbers, and the FY2026 outlook.

Sony Interactive Entertainment Statistics 2026 — TL;DR

Sony’s G&NS division posted a record ¥463.3 billion in operating profit for FY2025, a 12% year-over-year increase.

PS5 lifetime shipments reached 93.7 million units as of March 31, 2026.

PlayStation Network had 132 million monthly active users in December 2025, an all-time high.

Sony recorded a ¥120.1 billion ($765 million) impairment loss on Bungie during FY2025.

FY2026 G&NS revenue is projected at ¥4.42 trillion, reflecting an expected decline in hardware sales.

How Much Revenue Does Sony Interactive Entertainment Generate?

Sony’s Game & Network Services segment generated ¥4.6857 trillion in revenue for fiscal year 2025 (April 2024 through March 2026). That was roughly flat year over year, with just a ¥15.6 billion increase over FY2024. Operating profit, however, climbed 12% to ¥463.3 billion — a new record for the division.

Sony Group Corporation as a whole posted ¥12.48 trillion in total sales from continuing operations during FY2025. That was a 4% increase year over year. Group operating income reached ¥1.4475 trillion, up 13%. The gaming division contributed roughly 37% of Sony’s total revenue and about 32% of its operating profit.

Fiscal YearG&NS Revenue (¥ Trillions)G&NS Operating Profit (¥ Billions)
FY20223.64250.0
FY20233.90290.2
FY20244.27414.9
FY20254.69463.3
FY2026 (Forecast)4.42

Source: Sony Group Corporation Earnings Reports (May 2026)

Sony Interactive Entertainment Revenue Breakdown by Segment

Add-on content — which includes DLC, season passes, and in-game purchases — accounted for the largest share of G&NS revenue in FY2024 at 29%. Hardware came second at 24%, followed by digital software at 20%. Network services, which includes PlayStation Plus and related subscriptions, made up 14%. Physical software continued to shrink, down to just 3%.

Digital game purchases reached 85% of total software sales by Q4 FY2025, up from 76% a year earlier. That shift away from disc-based games has been consistent for several years now, and it directly benefits Sony’s margins on software distribution.

Revenue CategoryShare of G&NS Revenue (FY2024)
Add-on Content29%
Hardware24%
Digital Software20%
Network Services14%
Other10%
Physical Software3%

Source: Sony Group FY2024 Supplemental Information

How Many PS5 Consoles Has Sony Interactive Entertainment Sold?

Sony shipped 93.7 million PS5 units worldwide as of March 31, 2026. During FY2025, the company moved 16 million consoles — down from 18.5 million in FY2024. The sharpest quarterly drop came in Q4 FY2025 (January–March 2026), where shipments fell to 1.5 million, nearly 50% below the 2.8 million shipped in the same quarter the prior year.

PS5 surpassed the PlayStation 3’s lifetime total of 87.4 million units in late 2025. It still trails the PS4, which sold 117.2 million units over its lifecycle. With GTA VI expected to land on PS5 and PS5 Pro hardware improvements rolling out, analysts expect the console to cross 100 million units within the next 12 months. Sony has said its FY2026 hardware volume will depend on memory component pricing.

ConsoleLifetime Units Sold (Millions)
PlayStation 2160.0
PlayStation 4117.2
PlayStation 1102.4
PlayStation 593.7
PlayStation 387.4

Source: Sony Interactive Entertainment Business Data (May 2026)

PS5 Annual Shipments by Fiscal Year

How Many Monthly Active Users Does PlayStation Network Have?

PlayStation Network hit a record 132 million monthly active users in December 2025. The number dropped to 125 million by March 2026, which follows a seasonal pattern — December typically peaks thanks to holiday activity. For comparison, December 2024 showed 129 million MAU, and December 2023 had 123 million.

Sony defines monthly active users as unique accounts that played games or used services during the last month of each quarter. PS5 and PS4 each accounted for roughly 49 million active accounts as of April 2024, with an additional 20 million users accessing PSN through PC. That PC number reflects Sony’s efforts to port PlayStation titles to Steam and other PC platforms, though the company pulled back from single-player PC releases in February 2026.

PeriodPSN Monthly Active Users (Millions)
December 2022112
December 2023123
December 2024129
March 2025124
June 2025123
December 2025132
March 2026125

Source: Sony Group Quarterly Supplemental Information

PlayStation Plus Subscriber Statistics

PlayStation Plus had approximately 50 million total subscribers as of FY2024. Sony stopped disclosing exact subscriber counts after March 2023 (when it reported 47.4 million), but internal breakdowns released in mid-2025 show the service still sits around that 50 million mark. What has changed is the tier mix.

As of March 2025, 22% of subscribers were on the Premium tier, 16% on Extra, and 62% on Essential. That means 38% of all PS Plus members now pay for the higher-priced tiers — up from 30% in FY2022. Sony raised prices globally during FY2023 and in select markets again in FY2024. Despite those increases, the churn rate dropped to 7.8%, which Sony attributed to better catalog quality and new loyalty rewards launched in March 2025. The service generates roughly $1.5 billion per quarter in revenue.

TierShare of Subscribers (March 2025)Share (FY2022)
Essential62%70%
Premium22%17%
Extra16%13%

Source: Sony Interactive Entertainment Business Segment Presentation (June 2025)

Sony Interactive Entertainment Software Sales

Combined PS4 and PS5 software sales reached 1.566 billion units as of December 31, 2025. During FY2024, Sony sold 303.3 million game copies across both platforms — a 5.9% increase from 286.4 million the previous year. First-party titles accounted for 28.9 million of those copies, or about 9.5% of the total.

The digital ratio keeps climbing. By Q4 FY2025, 85% of full game purchases were digital downloads. That is consistent with broader spending habit trends across gaming platforms, where physical media continues to lose ground. Sony’s decision to release a disc-less PS5 model and the PS5 Digital Edition has accelerated that shift.

Fortnite remained the most-played game on PlayStation in 2025 with over 5.2 billion hours of total playtime by Q2. Call of Duty followed at 3.9 billion hours. GTA V and Roblox also ranked in the top five. PlayStation users logged over 51 billion total gameplay hours across all platforms in FY2025.

Sony Interactive Entertainment Employees and Workforce

Sony’s Game & Network Services division had 12,100 employees as of March 31, 2025, down from 12,700 a year earlier. That was the first annual decline since Sony began reporting divisional headcount in 2020. PitchBook estimated SIE’s total headcount at approximately 10,200 as of early 2026.

The headcount drop followed layoffs announced in February 2024, when Sony cut about 900 positions (8% of SIE’s workforce) across all regions. Studio closures also contributed — Firewalk Studios, the developer behind Concord, was shut down in October 2024 after the game failed commercially. In March 2026, SIE made further cuts to its mobile games division, signaling a pullback from that market.

Sony Interactive Entertainment Bungie Impairment

Sony recorded a total impairment loss of ¥120.1 billion ($765 million) against Bungie during FY2025. That breaks down into ¥31.5 billion ($200 million) in Q2, tied to Destiny 2’s underperformance, and ¥88.6 billion ($565 million) in Q4, which coincided with the launch period of Marathon. The combined write-down erased over 20% of the $3.6 billion Sony paid to acquire Bungie in 2022.

Destiny 2’s player base has continued to shrink, and Marathon, Bungie’s extraction shooter, failed to meet internal targets after its March 2026 launch. The impairment covers intangible assets and is a non-cash charge, but it heavily weighed on G&NS profitability. Without the Bungie write-down, SIE’s gaming operating profit for FY2025 would have been substantially higher than the reported record.

Sony Interactive Entertainment Statistics: Demographics and Regional Data

North America generated 37% of PlayStation’s global revenue in FY2025, making it the largest regional market. Europe came second at 34%, followed by Asia-Pacific at 19%. The remaining 10% came from other regions. Among younger players, PlayStation’s share of the console market remains strong, particularly in the 18-to-34 age range.

On the user side, 51% of PlayStation users were under 35 as of 2025. Women represented 29% of the player base. The 25-to-34 age group accounted for the largest single segment at roughly 35% of all users. Average weekly playtime reached 9.6 hours per user in 2025, up from 9.2 hours the prior year. Those engagement numbers feed directly into Sony’s competitive gaming ecosystem and live-service revenue.

RegionShare of Global Revenue
North America37%
Europe34%
Asia-Pacific19%
Rest of World10%

Source: Sony Group Corporation Financial Reports

Sony Interactive Entertainment FY2026 Outlook and Tariff Impact

Sony projects G&NS revenue of ¥4.42 trillion for FY2026 — a ¥265.7 billion decrease from FY2025. The company expects hardware sales to decline as PS5 enters the second half of its lifecycle. Group-wide, Sony forecasts ¥12 trillion in consolidated revenue with ¥1.43 trillion in operating income.

U.S. tariffs are an active concern. Sony raised PS5 prices globally in April 2026 in response to trade policy changes. In Japan, the standard PS5 model now retails at ¥97,980 (roughly $613), a 23% increase. SIE disclosed $390,000 in lobbying spend during Q1 2026, focused on tariff impacts and video game industry issues. A 2026 industry survey found 38% of game business leaders reported being affected by U.S. tariffs, and one external study projected tariffs could trigger a 40% price increase for consoles and a 57% decline in purchases.

On the content side, SIE pulled back from publishing single-player PC ports in February 2026 after several titles underperformed. Bloomberg reported in March that planned PC ports of titles like Ghost of Yotei were canceled internally. Sony is also phasing out the “PlayStation Network” branding by September 2026, replacing it with a broader digital services label. The company’s 2026 game slate includes God of War: Sons of Sparta, Marathon, SAROS, and Marvel’s Wolverine, among others.

Sony Interactive Entertainment Key Leadership

Hideaki Nishino took over as President and CEO of Sony Interactive Entertainment on April 1, 2025. He succeeded the dual-CEO structure of Jim Ryan (who departed in March 2024) and Hermen Hulst, who now leads the PlayStation Studios Business Group. Hiroki Totoki was promoted to CEO of Sony Group Corporation at the same time. Lin Tao moved from SIE to become CFO of the parent company.

FAQ

How much revenue did Sony Interactive Entertainment make in FY2025?

Sony’s Game & Network Services segment generated ¥4.69 trillion in revenue and ¥463.3 billion in operating profit during fiscal year 2025, ending March 31, 2026.

How many PS5 consoles have been sold worldwide?

Sony shipped 93.7 million PS5 units worldwide as of March 31, 2026. The console surpassed PlayStation 3 lifetime sales but still trails the PS4’s 117.2 million units.

How many monthly active users does PlayStation have?

PlayStation Network reached a record 132 million monthly active users in December 2025. As of March 2026, the count was 125 million.

How many PlayStation Plus subscribers are there?

PlayStation Plus has approximately 50 million total subscribers. As of March 2025, 38% of them pay for the higher-priced Extra or Premium tiers.

How much did Sony lose on Bungie?

Sony recorded a ¥120.1 billion ($765 million) impairment loss on Bungie in FY2025, wiping over 20% of the original $3.6 billion acquisition price from its books.

Sources:

https://www.pushsquare.com/news/2026/05/sony-ships-93-7-million-ps5-consoles-but-recent-sales-down-by-almost-50percent

https://www.invenglobal.com/articles/21682/sony-posts-record-gaming-operating-profit-though-bungie-impairment-casts-a-shadow

https://www.gamespot.com/articles/sony-writes-off-another-565-million-impairment-loss-against-bungie/1100-6539855/

https://www.vgchartz.com/article/464999/more-ps-plus-subscribers-have-upgraded-to-higher-tiers-more-people-now-play-on-ps5-than-ps4/

Sheldon has spent over a decade immersed in retro gaming, from NES classics to arcade gems. He's deeply passionate about preserving gaming history and helping others rediscover these timeless titles. When he's not gaming, Shaun writes about the evolution of video games and their cultural impact.