According to analysis firm Ampere, Marvel’s Wolverine sold 2.16 million units by September 30, 2026, having launched on September 15. This figure includes both physical copies, such as boxed games, and digital downloads. The report highlights that 35% of these sales were made through physical editions, with a notable difference in regional preferences. In Europe, the share of physical sales reached 51%, with France reporting more than two-thirds of sales through physical copies. This suggests that European consumers, particularly in France, continue to favor purchasing games in physical form despite the growing trend of digital distribution. Other recent major releases also showed significant physical sales, indicating that the demand for physical copies remains strong in certain markets. For example, Silent Hill: Townfall had 45% of its sales through physical editions, The Blood of Dawnwalker had 36%, and Onimusha: Way of the Sword had 30%. These numbers suggest that while digital sales are dominant overall, physical games still hold a considerable place in the market, especially in regions like Europe. Sony, a major player in the gaming industry, recently announced plans to end its physical sales of games, a move that has sparked debate among gamers and industry observers. However, the figures from Ampere provide concrete data that could influence discussions around this decision. The data shows that a significant portion of the market still relies on physical copies, which may challenge the effectiveness of such a policy. The impact of Sony’s announced end of physical sales remains unclear, though the figures provide data for those opposing the move. With many consumers, especially in Europe, still preferring physical editions, the decision could affect consumer satisfaction and market dynamics. The gaming industry continues to watch closely as it navigates the balance between digital convenience and the enduring appeal of physical media.