games
Sony Raises PlayStation Outlook on Software and Services Growth
Sony raised its full-year PlayStation sales and profit forecasts on November 5, 2026, reporting 9% revenue growth to ¥1.2085 trillion and an 83% operating-income jump to ¥220.1 billion at Game & Network Services in the quarter ended September 30, 2026, as software and network services offset lower hardware sales.
Sony now expects fiscal 2026 segment sales of ¥4.830 trillion, up 6% from its ¥4.540 trillion forecast in July 2026, and operating income of ¥700 billion, also 6% above the earlier ¥660 billion. Higher expected sales of non-first-party games drive the revenue revision, while third-party software, network services and improved costs support the profit upgrade. The profit revision also accounts for lower expected first-party software sales, mainly because of a change in one title’s release date.
That 83% quarterly profit increase reflects an easier year-earlier comparison. The prior-year quarter contained ¥31.5 billion of impairment losses against part of Bungie’s intangible and other assets and ¥18.3 billion of expenses from correcting previously capitalized development costs. Sony chief financial officer Lin Tao said in his prepared remarks that operating income rose 29% when the combined ¥49.8 billion of one-time losses was excluded, providing a clearer measure of the underlying improvement.
Software and Services Drive the Quarter
Software and services supplied the quarter’s commercial momentum. Sony’s supplemental figures put game software revenue at ¥708.5 billion, compared with ¥629.3 billion a year earlier, and network-services revenue at ¥218.3 billion, up from ¥182.7 billion. Sony defines the latter as PlayStation Plus and advertising revenue, excluding game software and therefore separating that income from full-game and add-on content sales.
Unit sales show the same strength in software. Sony reported 88.2 million full-game sales across PlayStation 4 and PlayStation 5, up from 80.3 million a year earlier, including 8.2 million first-party units against 6.3 million previously. Digital downloads represented 78% of full-game units, compared with 72% in the year-earlier quarter.
Marvel’s Wolverine added a specific first-party milestone. The PlayStation 5 title launched on September 15, 2026, and Sony estimated global sell-through at 2.4 million units as of November 4, 2026, its 50th day of release. Sony credited the game with contributing to the segment’s improved quarterly results.
Engagement also expanded. Lin said PlayStation monthly active users reached an estimated 127 million accounts in September 2026, up 7% year over year and a record for September, while total playtime for the quarter increased 4%. The audience metric counts estimated unique accounts that played games or used services online during the final month of the quarter.
Hardware Costs and the Next Platform
Hardware did not share in that growth. Sony reported PS5 sell-in of 2.6 million units, down from 4.0 million a year earlier, while hardware revenue declined to ¥219.7 billion from ¥230.9 billion.
Lin said Sony had offset higher memory prices through promotion and pricing adjustments and additional cost reductions, and expects current-year hardware profitability to remain on par with the previous fiscal year. Supplier discussions have also aligned on the quantity of memory needed for projected hardware unit sales in the next fiscal year.
Sony postponed God of War Laufey to the first quarter of the next fiscal year. Lin said development would continue to deliver a premium experience for the title’s fan base, and that Sony aims to strengthen engagement and monetization through strong releases and expanded services while progressing preparations for the next-generation platform.
The quarter leaves PlayStation with two distinct trends: software, services and player engagement are growing while PS5 unit sales decline. The upgraded outlook rests on third-party software, network services and cost improvements, making hardware profitability, the revised release schedule and next-generation preparation the operational issues attached to that stronger target.











