The History and Future of Digital Ownership - eviltoast

I’d like to get the community’s feedback on this. I find it very disturbing that digital content purchased on a platform does not rightfully belong to the purchaser and that the content can be completely removed by the platform owners. Based on my understanding, when we purchase a show or movie or game digitally, what we’re really doing is purchasing a “license” to access the media on the platform. This is different from owning a physical copy of the same media. Years before the move to digital media, we would buy DVDs and Blu-Rays the shows and movies we want to watch, and no one seemed to question the ownership of those physical media.

Why is it that digital media purchasing and ownership isn’t the same as purchasing and owning the physical media? How did it become like this, and is there anything that can be done to convince these platforms that purchasing a digital copy of a media should be equivalent to purchasing a physical DVD or Blu-Ray disc?

P.S. I know there’s pirating and all, but that’s not the focus of my question.

  • CaptainSpaceman@lemmy.world
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    11 months ago

    Tbh, the best use case for NFTs in games is IN games. Items, weapons, skins etc would be amazing if they were x-platform and interoperable with many diff games. Imagine using Stormbreaker in Elden Ring without mods, just by importing a weapon OBJ file.