1.95 physical vs 4.68 digital in Japan is crazy.
Guess the weekly physical japanese sales threads might run into a problem this year of being almost irrelevant?
Dawntrail went up for pre-order like 2 days before the cutoff. I doubt that was a relevant amount of digital sale units. Most of the sales would be at launch/early access anyways.
DQX did have a major expansion in March which may be a good boost but this is still a substantial overall increase.
For Japan, DQX would likely be a bigger contributor than FFXIV anyway. The expansion would definitely be a major digital driver in the region this FY, likely the biggest looking at the rest of SE's lineup.
Also DQM3 was heavily supply constrained at launch likely leading to much higher than usual digital sales over the New Year's holiday. It was also SE's biggest Japanese seller this FY so that probably made a substantial impact. SO2R was supply constrained as well, at least on Switch and initially PS5, though it was a much less major title.
Console versions of the FF Pixel Remasters also likely lean heavy digital and there's a question as to how they might be counted (6 digital SKUs vs 1 physical). There were some other notable digital only late ports this FY too (Live A Live PC/PS, DQ Builders PC, FFXIV Xbox) but none of them seem like especially big sellers for Japan specifically.
FFXVI and Rebirth had ample supply so likely the usual digital ratio for single player AAAA massmarket stuff (ballpark 30-40% based on Sony's own games globally). Foamstars and Dai both megabombed so those are pretty much out of consideration either way.
Taito also had multiple consumer releases this FY and while they're relatively niche (Ray'z Arcade Chronology, Taito LD Collection, Puzzle Bobble Everybubble, Taito Milestones 2, etc) they also lean heavy digital. Same for SE Europe with some late Switch ports (Life is Strange Collection, Circuit Superstars) and multiple Powerwash Simulator DLCs. None of these likely had a huge impact on Japan.