Steam Clarifies Game Purchases Are Licenses, Not Ownership - Could Blockchain Solve This?
In response to California’s AB 2426 law, set to take effect in 2025, Steam recently updated its platform to clarify a crucial point: when you buy a game, you’re not purchasing ownership of it, but rather a license to access it. This distinction between ownership and licensing has long been present in digital media, but many consumers may not have been aware of it. Essentially, the games you buy don’t actually belong to you, and your access could be restricted or revoked under certain circumstances.
Interestingly, other platforms like GOG.com have hinted at similar updates, but Steam has been the first major player to take action. Platforms such as Xbox, PlayStation, Nintendo Switch, and Epic Games Store have yet to follow suit.
This raises an interesting question: What if we rethought game ownership altogether? Imagine a decentralized Web3 version of Steam, powered by blockchain technology, where players actually own the games they buy.
Blockchain has the potential to transform digital ownership. With non-fungible tokens (NFTs), players could verifiably own their games, giving them more control over their purchases. In this scenario, a torrent-like system could exist where access to games is tied to ownership verified by NFTs. Want to download a game? You’d need the corresponding NFT to prove you own it, much like a digital key.
This kind of decentralized system could give players true ownership and control over their digital assets. We already have the technology - it’s just a matter of combining blockchain with the digital distribution systems we use today. A decentralized gaming platform could be a game-changer, giving power back to players in an era where digital ownership feels increasingly like a myth.