Game ownership and the companies against it: Difference between revisions

Gobi491 (talk | contribs)
The battle over game ownership pits corporate control, piracy concerns, and subscription-based revenue models against consumer rights, cultural preservation, and long-term accessibility. With both sides entrenched, the future of how we “own” games will depend on a combination of legal action, market demand, and the ongoing push from players and preservationists who believe that games, once bought, should remain ours to keep.
 
Emanuele (talk | contribs)
m article heavily relies on AI notice
 
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The gaming industry is one of the largest entertainment sectors in the world, generating hundreds of billions of dollars annually. In 2025, industry projections placed its worth between $236.9 billion and $522.5 billion, with expectations to exceed $600 billion by 2030. Alongside this massive growth, debates around game ownership have intensified, especially as digital distribution, subscription models, and online authentication have reshaped the way players access and keep games.
The gaming industry is one of the largest entertainment sectors in the world, generating hundreds of billions of dollars annually. In 2025, industry projections placed its worth between $236.9 billion and $522.5 billion, with expectations to exceed $600 billion by 2030. Alongside this massive growth, debates around game ownership have intensified, especially as digital distribution, subscription models, and online authentication have reshaped the way players access and keep games.