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The End of an Era: Sony to Stop Physical PlayStation Discs by 2028

As gaming moves toward a digital-only future, gamers and retailers worry about ownership and the loss of classic titles.

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Summary · 摘要

Sony has announced that it will stop producing physical game discs for PlayStation consoles starting in January 2028. This move follows a massive shift in consumer habits, with digital sales now making up the vast majority of the market. While digital games offer convenience, many players are concerned about the loss of ownership and the inability to trade or lend games. Experts warn that this change could make it harder to preserve video game history in the long term. The decision also creates significant challenges for independent retailers who rely on physical sales.

索尼宣布自二零二八年一月起,將停止為 PlayStation 主機生產實體遊戲光碟。此舉反映了消費者習慣的巨大轉變,數位銷售現已佔據市場絕大多數份額。雖然數位遊戲提供了便利性,但許多玩家擔憂所有權的喪失,以及無法交易或借閱遊戲的問題。專家警告,此變革可能使長期保存電子遊戲歷史變得更加困難。這項決定也對依賴實體銷售的獨立零售商造成了重大挑戰。

Ongoing story · 追蹤中的新聞

This article follows earlier coverage on the same developing story.

  • The End of the Disc: Sony Announces Move to Digital-Only Games · 2026年7月2日

    Sony has announced that it will stop releasing new PlayStation games on physical discs starting in January 2028. While digital games are becoming more popular, this change has caused significant concern among gamers and industry experts. Critics warn that the move threatens the ability to own, share, and preserve video games for the future. The shift reflects a broader industry trend toward digital distribution. However, retailers and collectors argue that this decision negatively impacts consumer rights and the gaming market.

閱讀模式 ·

In a major change for the gaming world, Sony has announced that it will stop releasing new PlayStation games on physical discs beginning in January 2028. While players will still be able to buy games at stores, these will only contain digital codes rather than the discs that have been the standard for decades. This decision marks a final step in the industry’s move toward digital distribution, where games are downloaded directly to a console rather than played from a physical object.

According to BBC Technology, Sony explained that this shift is a natural reaction to changing consumer preferences. Data from Ars Technica shows that digital downloads accounted for 78 percent of full-game sales in the fiscal year ending in March 2026, a significant increase from previous years. The Guardian reports that experts like Piers Harding-Rolls of Ampere Analysis believe this trend is clear, noting that digital sales have grown from just 13 percent in 2013 to nearly 80 percent today. For many, digital games are more convenient because they allow for quick access, easy updates, and the ability to keep a large library on one device without needing physical storage space.

However, the announcement has been met with strong criticism from gamers and industry observers. Many are worried about the loss of "game ownership." As explained by Ars Technica, when a player buys a digital game, they are actually purchasing a personal license to use the product, not the product itself. This means that if a company decides to shut down its digital store or servers, players could lose access to games they have already paid for. The Verge highlights this issue by pointing to the closure of older digital stores, which makes certain games impossible to play or purchase again. Critics argue that this creates a "digital-only future" where games have an expiration date.

Beyond the issue of ownership, the move has sparked concerns about the secondhand market. Currently, gamers can sell their used discs or lend them to friends, a practice that helps those with lower incomes enjoy expensive new titles. With digital-only releases, this will no longer be possible. Vikki Blake, a gaming journalist, described the decision as a "body blow to consumer rights," noting that it hurts gamers who rely on trading games to keep up with high prices. The Verge also notes that this change makes it much harder to preserve video games for future generations, as digital storefronts are often temporary.

Retailers are also feeling the impact of this change. Independent shops, which have long relied on selling physical copies, face a difficult future. Lootbox Gaming, a retailer in Delaware, told the BBC that the move is an attack on everyone who cares about the right to own their purchases, including developers and distributors. Christopher Dring, editor of The Game Business, noted that while digital is the dominant way to buy games, millions of people still prefer physical goods. He warned that this is "tough news for retail."

This announcement follows other signs that the industry is moving away from discs. For example, Rockstar Games recently announced that the highly anticipated Grand Theft Auto VI will launch without a physical disc, providing only a code in a box. The Guardian reports that many industry experts believe this decision by Sony almost confirms that the next-generation PlayStation 6 console will be a digital-only machine.

Despite the pushback, Sony has stated that this change will not affect games that have already been released or those coming out before January 2028. The company has not yet commented on whether it will create a way for players to transfer ownership of digital games in the future. As the industry moves forward, the debate between the convenience of digital downloads and the importance of physical ownership is likely to continue. For now, gamers are left to wonder what this means for their collections and the future of the games they love.

選擇題練習 · Quiz

4

  1. 細節 Detail

    1.According to the article, what will be contained inside the physical boxes sold in stores after January 2028?

  2. 推論 Inference

    2.Based on the information provided, what can be inferred about the future of the PlayStation 6?

  3. 單字情境 Vocabulary

    3.In the fourth paragraph, what does the phrase 'body blow' mean in the context of Vikki Blake's statement?

  4. 主旨 Main Idea

    4.What is the central theme of the article?

請回答全部 4 題後再提交

易誤解詞彙 · Words to watch

這些字字面意思和文中用法不同,或是不常見的詞性/片語。

marks verb
To indicate or signify a particular stage or event in a process.
標誌著、象徵(某個階段或事件)。
💡 常見作名詞(分數、痕跡),這裡作動詞,表示一個階段的終結或開始。文中:This decision marks a final step in the industry’s move toward digital distribution, where games are downloaded directly to a console rather than played from a physical object.
accounted for phrasal verb
To make up a particular amount or proportion of something.
佔(比例、數量)。
💡 常見解釋為「解釋原因」,這裡指在統計數據中佔據的比例。文中:Data from Ars Technica shows that digital downloads accounted for 78 percent of full-game sales in the fiscal year ending in March 2026, a significant increase from previous years.
body blow idiom
A severe setback or a damaging event.
沈重的打擊。
💡 字面上是拳擊術語(擊中身體),這裡比喻對消費者權益的嚴重傷害。文中:Vikki Blake, a gaming journalist, described the decision as a "body blow to consumer rights," noting that it hurts gamers who rely on trading games to keep up with high prices.
tough adjective
Difficult, unpleasant, or hard to deal with.
艱難的、令人難受的。
💡 常見作「堅硬的」,這裡形容消息令人難以接受。文中:He warned that this is "tough news for retail."

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