Death of the Disc: PlayStation and the Current State of the Entertainment Industry (Opinion Editorial)

Review By: James Francis, Student Intern | BCS Chronicle


What You Need To Know:

  • PlayStation has made several industry-changing announcements that have seen significant consumer backlash

  • There are significant pricing increases across the gaming industry.

  • Sony’s actions are strengthening their control while limiting competition and hurting certain communities within the industry.

  • Other industries, such as streaming platforms, are becoming less consumer-friendly.


On July 1, 2026, PlayStation’s senior director of content communications, Sid Shuman, announced that the company will no longer provide physical discs for new games starting in 2028. 

PlayStation claims the decision was made in order to “adapt to consumer trends as the general preference for digital media significantly outpaces physical discs.” 

Despite this, the decision has seen significant backlash from the gaming community, with online chatter surging about the importance of consumer rights and the death of ownership in the modern media landscape. 

Notable studios such as Rockstar Games have supported PlayStation’s announcement by stating that they will only be releasing digital copies of the upcoming GTA 6. 

In May, PlayStation also announced that they will no longer port their single-player console games over to PC, thus isolating consumers even further to prioritize digital console profits.  The combination of these initiatives will allow PlayStation even more dominion over prices, as the PS digital store will be the only way to buy PlayStation titles, thus strengthening fears about the continued rise of prices amidst the gaming community.

In a market where digital copies are the only access point, ownership will be at an all-time low in the industry. Without discs, all purchases are essentially a rental of digital licensing to play a game, meaning if those licenses ever change or expire, access to the title can be removed from a player’s library entirely. 

While acquiring physical discs can be deemed less convenient, they allow for a more consumer-powered ecosystem, as once a game is purchased, it’s the customer’s forever. 

This industry change to pure digital consumption will start to impact several different communities within the PlayStation sphere. 

The days of sharing discs with friends and collecting physical titles are soon to be a distant memory as console and game prices continue to exponentially rise. For several decades, gamers have resold physical copies of games as an alternative to direct purchase from the PlayStation Digital Store. This market will see a significant drop as it’s impossible to sell console games digitally as a third party. Retail stores like Best Buy, Target, or GameStop will also not have access to physical versions of new PlayStation titles following this transition. They will only sell digital access codes to the game itself, meaning less agency in the market outside of Sony itself. Healthy competition will be significantly reduced as retailers are a major source of trading and discounted prices. Collectors will also suffer from this change as accessing certain titles will be made even more difficult if licensing expires and consoles move to the next generation. 

In previous console generations, prices have decreased as demand began to slowly fizzle out over time. However, the PS5 and Xbox Series X generation have pioneered a new trend where the console price (currently $649.99) for a standard disc drive PS5 edition is higher than it was at launch ($499.99) all the way back in 2020.  A significant cause of this price increase can be attributed to RAM shortages caused by the sudden rise of AI and Data Centers. Data centers require significantly higher amounts of RAM to function, more than any gaming platform. This means consoles are being manufactured in fewer numbers and at higher costs, resulting in a direct consumer price impact.

In an industry where RAM shortages dominate prices, and reduced competition presents fewer incentives to increase affordability, gaming is slowly becoming a luxury rather than a hobby. 

All of this follows the recent entertainment trend of companies prioritizing pure profits over maintaining a happy customer base, similarly seen in other industries like streaming platforms' continued rise in subscription prices despite the introduction of advertisements countering their previous selling point to switch over to streaming from cable's commercial-ridden landscape. This begs the question of how far companies can go before entire audiences begin to lose interest altogether. 

How far is too far for the modern consumer?