Sean Rayden, former chairman of SIE Worldwide Studios (now PlayStation Studios), shared his views on the importance of physical game copies in an interview on the YouTube channel “The Expansion Pass.”
Does phasing out physical copies risk alienating the most dedicated customers!?
Sean Layden joined Sony in 1987 and, after serving as an assistant to founder Akio Morita, transferred to Sony Computer Entertainment in 1996.He subsequently served as CEO of SCEA and Chairman of SIE Worldwide Studios, and played a key role in greenlighting titles such as *Horizon* and the 2018 *God of War*, making him a long-standing pillar of the PlayStation franchise.

Around the 1-hour, 6-minute mark of this interview, Mr. Raiden was asked about physical game discs. He stated clearly that he knew nothing about the factors behind SIE’s decision to discontinue the production of physical discs, but noted that it was likely a decision based on cost and profitability.
However, Mr. Raiden pointed out that while customers who purchase physical copies at retail stores are a minority in the overall market, they represent a highly valuable customer segment.
He stated, “Probably 80% of people download games, while 20% do not. However, that 20% is extremely important. You could say they are the most loyal fan base. Those people often buy two copies of any given game, don’t they? They keep one copy in its shrink-wrap packaging and play the other.”
In recent years, digital versions have accounted for about 82% of full-game software sales for the PlayStation, and at Capcom, approximately 90% of game sales are now digital. On the other hand, physical copies still account for a certain percentage of total sales.
Mr. Raiden likened the user base that purchases boxed copies to avid collectors, pointing out that “collecting” is one of gamers’ fundamental desires. “We are curious people with a collecting habit, and we like to show off what we own,” he said.
Mr. Raiden also expressed concerns regarding game ownership. Regarding digital versions, he remarked, “If you can’t sell something, that means you don’t own it. And if you don’t own it, what exactly are you buying?” He added, “To be honest, buying access rights doesn’t sound very appealing.”
Based on these points, Mr. Raiden argued that “the elimination of physical editions would deal a major blow to brand image and reputation,” and expressed his opposition to doing away with physical editions.
Although supporters of physical editions are becoming a minority in the overall market, Mr. Raiden views them as a crucial customer base with high brand loyalty and is concerned about the impact that phasing out discs will have on the brand’s image and reputation. As the digitization of games continues to advance, how will his arguments—including the debate surrounding “ownership”—be received?







