Key takeaways
- Xbox and EA have stopped sharing digital sales data with tracking firm Circana, eliminating visibility on major publishers' performance in the U.S. market.
- The departures force market analysts to rely on estimates rather than confirmed numbers, while Sony and other platforms prepare to eliminate physical discs by 2028.
- As digital sales replace physical retail, gaming companies gain greater control over public narratives about their products by withholding transparent sales data.
Major video game data tracking firm Circana has lost two significant contributors to its monthly reporting on U.S. game sales. Xbox stopped participating in Circana’s digital data sharing panel in July 2026, and Electronic Arts has also withdrawn from the program, timing its departure with its transition to private ownership. The departures create substantial blind spots in industry sales tracking and raise questions about market transparency moving forward.
Circana publishes monthly reports analyzing which titles and hardware platforms are performing strongest in the American market. These reports serve dual purposes: they provide crucial intelligence for industry professionals making strategic decisions, and they offer the gaming public a window into the mechanics of game production, distribution, and consumption patterns. When major publishers and platform holders stop providing data, the accuracy and completeness of those reports deteriorates significantly.
The Data Sources Behind Monthly Reports
How Physical Sales Get Tracked
Physical game sales tracking has established infrastructure. Circana collects point-of-sale information from retailers across the nation, creating a comprehensive picture of disc and cartridge sales. This method works well for boxed products moving through traditional retail channels.
The Digital Data Problem
Digital storefronts like the PlayStation Store, Microsoft Store, Nintendo eShop, and publisher-specific platforms present a different challenge. Nobody except the platform owner or the selling publisher possesses complete information on how many copies moved. Unlike physical retail, there is no shared point-of-sale system, no universal scanner network, no common database that captures every digital transaction across platforms.
Circana’s Panel Approach
To address this gap, Circana established a “digital data sharing panel” where publishers voluntarily report their own sales figures. Participating companies provide transparency on software sold through their storefronts or distribution channels. This voluntary reporting framework has provided, until recently, a reasonably complete picture of major publishers’ digital performance.

Why Xbox Leaving Matters More Than Typical Publisher Departures
Xbox’s withdrawal represents a more severe loss than when other publishers have stepped back from reporting in the past. The platform owner shares data about games sold on the Microsoft Store, creating visibility into first-party titles and third-party releases distributed through Xbox’s digital storefront. Without Xbox contributing data, major franchises like Call of Duty—historically the most consistent annual blockbuster across the entire industry—disappear from transparent sales reporting in the United States.
The departure also creates cascading transparency problems. Circana could previously infer something about publishers like Ubisoft and EA by seeing how their games performed on Xbox’s storefront, even when those publishers themselves weren’t sharing direct data. With that source gone, visibility on those companies’ performance shrinks considerably.
When Take-Two Interactive and Ubisoft previously left the panel, the situation was manageable because Circana could still observe their games’ digital performance through other storefronts. Now, with both Xbox and EA absent, analysts have fewer vantage points to estimate the market segment not actively reporting.
The Immediate Impact on Monthly Charts
The practical consequence shows up directly in Circana’s monthly reporting. The software charts for the current month are, by the firm’s own analysis, substantially reliant on educated guesswork rather than confirmed numbers. This doesn’t represent a failure on Circana’s part—the analytical team conducts rigorous data-driven work with the information available—but it reflects the fundamental problem of working with incomplete source material.
Analysts make intelligent estimates based on physical sales patterns, remaining digital sources, and historical trends, but estimates are not confirmations. For gaming journalists and industry observers trying to understand actual market dynamics, the distinction matters. A game could be genuinely underperforming, or it could simply be generating most of its sales through an unreported channel, creating an inaccurate public perception.
The Looming Structural Problem
The situation will likely worsen in the years ahead because digital distribution is growing while physical sales are declining. PlayStation is scheduled to end disc production entirely by 2028. Xbox has already begun winding down physical game production, with its disc sales already lower than competitors. When these platform holders stop manufacturing physical copies entirely, the only source of sales data becomes the platform itself—unless those companies continue voluntarily reporting to tracking firms.
The incentive structure cuts the other direction. When Nintendo, PlayStation, and Xbox all stop sharing data, Circana would have no way to track first-party sales from these three major publishers. Game publishers could easily look at Xbox’s decision and follow suit, deciding that public data transparency doesn’t serve their corporate interests. The shift toward digital also means that services like Steam and Blizzard’s Battle.net—which currently share zero sales data with Circana—represent an increasingly large portion of the total market, yet remain completely opaque to public analysis.
Publishers Still Contributing to Circana’s Panel
The remaining active contributors represent a solid roster, but they don’t cover the entire industry landscape:
- Bandai Namco
- Capcom
- Crystal Dynamics
- Disney Interactive Studios
- Eidos
- Konami
- Plaion
- Sega
- Sony
- Square Enix
- Take-Two Interactive
- Warner Bros.
These companies account for significant market share, but their collective absence of coverage creates meaningful gaps. Major independent publishers and smaller studios don’t appear on the panel at all. The names still reporting are predominantly large, legacy publishers—the traditional guard of the industry. Emerging publishers, indie labels, and mid-market developers remain invisible to Circana’s tracking system.
Broader Questions About Industry Transparency
Behind the immediate data problem lies a larger concern about market control. Game publishers and platform holders maintain powerful leverage over public perception when concrete numbers remain hidden. A company claiming a game underperformed can justify layoffs or cancellations without evidence available for scrutiny. Publishers can paint a product as more successful than reality if accurate metrics stay proprietary.
For players themselves, the erosion of transparency indirectly matters. When decisions about game development, franchise continuation, and studio staffing get justified or explained with numbers that nobody can verify, players lose the ability to push back with facts. The gaming industry controls narratives about its own health more effectively when information remains corporate property rather than public knowledge.
The shift also concentrates power. Multibillion-dollar corporations already control what gets made, funded, marketed, and preserved. The additional ability to control what information exists about those decisions—the commercial success, the audience size, the actual performance—tilts the entire system further in their favor and away from the people engaging with the medium.
What Comes Next
Circana’s analysts will continue producing monthly reports, and their work remains analytically sound. The option is either educated guessing based on available data, or abandoning the effort entirely. Choosing data-informed estimates over nothing serves the industry and audience better than silence. Additional reporting suggests Xbox may have also withdrawn from Game Sales Data (GSD), the comparable tracking service for European markets, though official confirmation is still pending. If true, the transparency loss extends beyond the U.S. market.
The underlying trend points toward less overall visibility into the industry. As digital sales become virtually all sales, and major platform holders decide information sharing doesn’t serve their strategic interests, the gaming public will have access to fewer confirmed numbers about market performance. The decision Xbox and EA made individually reflects a broader pattern: corporations tightening control over publicly visible information about their own products and market position.
Frequently Asked Questions
Why does Circana's data matter?
Circana publishes monthly reports on U.S. game sales that help industry professionals make strategic decisions and give the public insight into how games are produced, distributed, and sold.
How does Circana track digital sales?
Digital sales data comes from platform owners like Xbox and Sony, or from publishers themselves through Circana's voluntary digital data sharing panel. Without these sources, the firm must rely on estimates.
What happens when PlayStation ends physical disc production in 2028?
When PlayStation stops making physical games, Circana will depend entirely on PlayStation sharing digital sales data to track performance, giving the platform holder complete control over how much information becomes public.