Steam Clarifies That Users Are Acquiring a “License” to Access Games, Rather Than Owning the Games Themselves

Steam Clarifies That Users Are Acquiring a "License" to Access Games, Rather Than Owning the Games Themselves

Steam Clarifies That Users Are Acquiring a “License” to Access Games, Rather Than Owning the Games Themselves


# The Truth About Digital Ownership: Valve’s Revised Checkout Terminology and California’s AB2426 Legislation

For numerous long-time Steam players, a moment of contemplation arises: *What will happen to my games if my account is terminated, compromised, or if I simply pass away?* It’s a disconcerting thought, particularly when considering the extensive collection of unplayed titles that may never get the chance to be enjoyed. Even more alarming is the acknowledgment that, in most respects, you do not truly *own* any of these games.

This is a truth that numerous digital buyers have been contending with for years. The idea of ownership in the digital era is muddled at best, and recent changes in California legislation have brought this topic to light. Valve, the firm behind Steam, has now taken measures to clarify this for its users, seemingly in response to California’s recent law targeting the marketing of digital products.

## Valve’s Revised Checkout Terminology: A License, Not Possession

Recently, Steam customers may have observed a subtle yet significant alteration in the wording on the platform’s checkout interface. When acquiring a game, users are now made aware that they are not technically purchasing the game in the conventional sense. Instead, they are granted a *license* to utilize the product on Steam. This revision is accompanied by a link to the Steam Subscriber Agreement, which delineates the terms and conditions associated with this license.

The revised language is likely a reaction to California’s **AB2426 law**, which was enacted by Governor Gavin Newsom on September 26, 2024. This law strives to counter “false advertising” of digital products by ensuring that consumers fully understand what they are truly buying. Specifically, it prohibits sellers of digital items from using terms like “buy” or “purchase” in a manner that implies complete ownership unless the product can be permanently downloaded and employed offline without relying on an internet connection.

## What Does California’s AB2426 Law Entail?

California’s **AB2426** law represents a noteworthy advancement in regulating the digital marketplace. It excludes specific categories of digital goods, including subscription-only services, free games, and digital products that can be permanently downloaded to external storage and used offline. However, for all other digital offerings, the law stipulates that sellers must clearly convey that the consumer is acquiring a *license* to utilize the product, rather than the product itself.

The law also necessitates that this information be presented in straightforward language and in a noticeable manner. Sellers are required to provide a link to the terms and conditions governing the license, ensuring that consumers are completely informed regarding the nature of their purchase.

### Key Aspects of AB2426:
– **Exclusions**: The legislation does not apply to subscription services (such as Netflix or Xbox Game Pass), free-to-play games, or digital products that allow a permanent offline download to external storage.
– **Language Obligations**: Sellers cannot employ expressions such as “buy” or “purchase” in a way that suggests unrestricted ownership unless the product satisfies the criteria for permanent offline use.
– **Transparency**: Sellers must clearly indicate that the digital object is a license and provide a link to the relevant terms and conditions.

## The Consequences for Digital Consumers

The establishment of AB2426 and Valve’s reaction to it underscore a fundamental dilemma in the digital economy: the distinction between *ownership* and *licensing*. When you purchase a physical item, like a book or a DVD, you own it outright. You can lend it to someone, sell it, or retain it indefinitely. However, when you “buy” a digital item, you are usually only acquiring a license to use that item under specific stipulations.

This differentiation has substantial consequences for consumers. For instance, if your Steam account is ever banned, hacked, or otherwise compromised, you could lose access to all the games you’ve “acquired.” Likewise, if a game is removed from the Steam storefront, you might no longer be able to download it, even if you’ve purchased it. Essentially, your ability to access your digital library hinges on the ongoing existence of the platform and your adherence to its terms of service.

### What Occurs After You Pass Away?

Another troubling question emerges: *What becomes of your digital library once you pass away?* Unlike tangible items, which can be inherited, digital goods are often non-transferable. Steam’s terms of service, for example, prohibit account transfers, implying that your digital library may remain in legal uncertainty posthumously. Your heirs may lack the legal entitlement to access or utilize the games you’ve amassed over the years.

This concern is escalating as more aspects of our lives—and possessions—transition into the digital space. While some services, like Apple and Google, have launched limited options for transferring digital assets, the matter largely remains unresolved within the gaming sector.

## The Future of Digital Ownership

The arrival of AB2426 is a