A Member of the U.S. Congress: Buying Games Through Gaming Platforms Is Like Renting Them, Not Owning Them

⏱Estimated reading time: 6 min

U.S. lawmaker describes buying video games as disguised renting: “When you pay for the game, you should own it” 🎮⚖️

Article summary:
In light of the evolution of gaming operating systems and digital platforms, the issue of ownership rights for digital video games is emerging between players and developers. A U.S. lawmaker called for a reconsideration of the concept of buying digital games, arguing that current sales models are closer to renting. This controversy raises deep discussions about digital ownership, hardware compatibility, and the restrictions imposed by digital game stores and subscription services.


📢 Developments in the concept of digital video game ownership

The world of gaming platforms is undergoing rapid changes thanks to the major rise of digital stores and subscription services such as Steam, Epic Games Store and Xbox Game Pass, in addition to the spread of Cloud Gaming services that rely on playing over the internet instead of physical ownership. These changes have raised legal and technical concerns related to the concept of “owning the game.”

A member of the U.S. Congress criticized the current digital game purchase model, describing it as not granting the player true ownership rights, but rather giving them disguised rental dues. For players, they end up paying for the game, but they do not explicitly own the digital copy, especially in light of end-user license terms that give publishers the ability to control access to the game or even revoke validity.


⚙️ How does game ownership differ between digital and physical copies?

There are major differences between digital and physical game copies, and in this section we present the most important components of the game ownership system on platforms:

  • Physical copies:
    Buying a game on a disc or cartridge means physically owning the product, which grants freedom of use, resale, or even lending.
  • Digital copies:
    They are often released through digital stores where the player buys a limited license, subject to the terms of service (EULA) provided by publishers and platforms.
  • Subscription models:
    Such as Xbox Game Pass, which grants temporary access to game libraries in exchange for monthly fees, without the possibility of ownership.

These differences directly affect the user experience and impose technical and regulatory restrictions.


Why is this development important for players?
The issue of ownership raises questions about the right to keep the game indefinitely, the possibilities of reselling and exchanging games, as well as the effects of service outages or the closure of digital stores.


☁️ The impact of cloud gaming services on the concept of ownership

Cloud gaming services such as Google Stadia or NVIDIA GeForce Now allow players to access games over the internet from multiple devices, without the need to install the game locally.

These services focus on a subscription or digital purchase model with some fundamental technical differences:

  • Games are run on remote servers, and the video is displayed on the player’s device.
  • The player most often does not keep a copy of the game; access is tied to the service.
  • If the service is discontinued, the player loses access to all games linked to the account.

The model clearly points to a higher level of dependence on third-party services, and it once again highlights the issue of digital ownership and its subordination to terms of use.


🕹️ What are the technical and operational implications of this problem?

Gaming operating systems and digital platforms impose a complex infrastructure for managing Digital Rights Management (DRM) and hardware compatibility applications, and with the visible era of digital games, challenges emerge such as:

  • Restrictions on compatibility and control:
    Blocking the reinstallation of the game or running it without a permanent internet connection.
  • Losing games when services stop:
    If a digital store or user account is closed, access rights and associated benefits may be lost.
  • Content dependency on the operating environment:
    Where the game is linked to a specific operating platform (such as Windows Store, PlayStation Network), which prevents freedom of movement between platforms.

An important point for gaming enthusiasts
Modern gaming platforms provide the ability to diversify gaming experiences, but they have, in return, imposed restrictions on the player’s freedom to use their game library.


💻 Industry reactions and future challenges in gaming platforms

Game companies face a major challenge in balancing between:

  • Preserving intellectual property rights and protecting their investments.
  • Providing a smooth and suitable experience for users.
  • Responding to legal and social criticism regarding user ownership rights.

Amid increasing reliance on internet networks and cloud services, there is a need to develop new business models that include:

  • Improving the clarity of contractual terms for users.
  • Finding solutions to ensure true ownership rights.
  • Expanding hardware compatibility capabilities to facilitate transferring games between platforms.

☑️ Future trends in the gaming platform industry

The digital platforms sector is moving toward:

  • Strengthening the integrative role of Game Engines compatible with different operating environments, allowing game development to be unified.
  • Expanding subscription services that offer large, instantly playable libraries.
  • Investing in Cloud Gaming to ensure access to games from any device regardless of its technical specifications.
  • Developing more transparent DRM technologies that allow users real control over their digital products.

Summary about the platform
The debate over digital “ownership” constitutes one of the main knots in the evolution of gaming platforms in the short and medium term, with a direct impact on the experience of digital game players.


📝 Conclusion

In recent times, voices calling for a reconsideration of the concept of “purchase” within the world of digital gaming platforms have grown louder. This controversy calls for an in-depth examination of the legal and technical relationships between players and companies, especially regarding whether the games we buy are truly for “ownership” or merely “temporary access permits.”

As gaming operating systems, digital game stores, subscription services, and cloud gaming continue to evolve, the industry’s commitment to providing solutions that balance the interests of all parties remains a future necessity. Players are waiting for greater clarity in terms of rights and ownership, and this may become the next driving force behind important changes in the digital operating environment for games.


The article reflects the latest legal and technical developments in the digital gaming platform sector up to mid-2024.


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