Playtest Games

Disc or Download? What You Actually Own When You Buy a Game

A disc you can lend, trade and resell. A download you cannot. The legal reason for the split is a single word in a contract, and it changes the price.

Playtest Editorial Updated October 9, 2026

Two copies of the same game, sitting a shelf apart, can have completely different legal properties. One you can lend to a friend, sell for twenty dollars when you finish it, and keep playing if the store closes. The other you can do none of those things with — not because the store is being difficult, but because of one word that appears in almost every digital purchase agreement and almost never in a disc sale.

That word is license.

Understanding it is worth ten minutes, because it is the reason the two versions are priced differently, the reason “my account got banned and I lost everything” happens, and the reason the same game can cost more as a download than it does as a disc.

The word that decides everything

Buy a game on a disc from a shop, and you own a thing — the plastic, the data on it, the box. The copyright in the game still belongs to the publisher, but the physical copy that has been lawfully made is yours to do with as you like. This is not a gray area or a store’s choice; it is a statute. 17 U.S.C. § 109(a), the first-sale doctrine, provides that the owner of a particular copy lawfully made under this title is entitled, without the copyright owner’s authority, to sell or otherwise dispose of the possession of that copy. That single sentence is what makes a lawful used-game market possible, why you can lend a game to a friend, and why a used copy can be sold at all.

Buy the same game as a download, and the agreements say something different. Here is Steam’s, nearly verbatim:

The Content and Services are licensed, not sold. Your license confers no title or ownership in the Content and Services.

PlayStation’s terms go out of their way to close the same door from the other direction, and they address the buyer’s intuition directly. They state that use of the words own, ownership, purchase, sale, sold, sell, rent or buy in the agreement does not mean or imply any transfer of ownership of any content, data or software. In the store section, PlayStation adds that when you buy from the PlayStation Store you buy a personal license for private, non-commercial use, that the license is not transferable unless your local law says it must be, and that this means you can use the product but do not own the product.

Microsoft’s services agreement uses the same construction — the software is “licensed, not sold,” and Microsoft reserves all rights not expressly granted — and goes on to prohibit circumventing any technological protection measure in the software. Nintendo’s terms grant a license for personal use that “does not include any resale or commercial use.”

Four companies, four documents, one identical clause. It is not a coincidence of drafting; it is the entire commercial architecture of digital distribution.

Why the download cannot be resold — even to yourself

The interesting question is not whether the contract forbids resale, but why the law permits the contract to work. After all, a book bought on a Kindle is a copy you own, and the first-sale doctrine is law.

The answer is that the first-sale doctrine protects a particular copy, and the act of moving a digital file from one place to another involves making a new copy. A court said so directly in Capitol Records v. ReDigi (2d Cir. 2018). ReDigi built a service that let users resell digital music files they had bought. The company’s process broke the file into blocks and transferred them to its servers, so the file never existed simultaneously on the seller’s device and the server. Even on that careful design, the Second Circuit held that the transfer reproduced the music file, violating the copyright owner’s exclusive reproduction right under 17 U.S.C. § 106(1) — and that the reproduction was not a fair use, because a resale market competes with the rights holder’s own sales. The district court had awarded $3,500,000 in damages and enjoined the operation.

Read that carefully, because it explains the whole layout. Nobody sold the user’s original file. The problem was that the mechanics of digital transfer necessarily create a copy, and the thing you own — the one particular copy — cannot be split into a seller’s copy and a buyer’s copy without one of them being an unauthorized reproduction. There is no such problem with a disc, because there is only ever one disc.

So the two limits stack. The contract says you hold a license, not ownership. And even if a court were to look past the contract, the technology of transfer reproduces the work. That is why “digital resale” keeps being proposed and keeps failing.

What the split changes for you, in practice

Once you see the license underneath, four everyday things stop being surprising.

  • Lending. A disc can be handed to a friend, traded, or given away; a download generally cannot. This is the difference most people feel first, and it is not a limitation the store invented.
  • Account loss. Because the games are attached to a license held by your account, a ban, a compromised account, or a platform shutting down can take the library with it. That is not the same as a disc, which keeps working when a service does not.
  • Price. A used disc has to compete with the new one, and a completed game can be sold to recover part of its cost. A download has no secondary market, so its price does not have to fall as fast — which is part of why a physical copy can undercut the download of the same game within months of release.
  • Delisting. When a publisher pulls a game from a store, the usual practice is that already-installed copies keep working and remain reinstallable — but that is practice, not a legal guarantee, and the distinction matters. Sony has removed films and television that users had already bought from PlayStation libraries before (in 2022 in Germany and Austria, and in the US in 2023, where a backlash produced a licensing extension). Games have not been treated that way so far, but a disc sidesteps the question entirely: the copy in your hand does not depend on anyone’s server staying up.

The honest case for buying the download anyway

None of the above means a download is a bad purchase. It means you should know which of two things you are buying. The license form has real advantages and they are frequently worth more than resale value:

  • Convenience and availability. No disc to lose, no drive to keep working, no trip — and you can start playing at midnight, on any supported device.
  • Account-wide access. A digital purchase is available on every console you sign into, which for a household with two systems is genuinely better than one disc.
  • Discounts and sales. Digital storefronts discount deeply and often; a game that holds its price on a disc can sit at half off in a seasonal sale. The absence of resale can be offset by the sale price, if you buy patient.
  • Updates and long-term access. A live-service game that patches constantly is arguably better owned as a download, since the disc copy becomes a launcher anyway.

The trade, stated plainly: a disc buys you an asset you can dispose of; a download buys you a service you can access. If you finish games once and move on, the asset has value and the disc usually wins on total cost. If you return to a handful of games for years, or you value never having to find the case, the service is the better instrument.

How to decide, per game

Here is the procedure that follows from all of the above. It takes about a minute per game, and it is worth doing once for the games you care about.

  1. Will you finish it once? If yes, a disc is usually the cheaper instrument, because part of its cost comes back when you sell it. If you keep games for years, that recovered money is worth less than the convenience.
  2. Is it a live-service title you will play for hundreds of hours? A download is fine and often better; the disc becomes a key that unlocks a download anyway.
  3. Would losing it hurt? A game with a strong single-player story you plan to replay is a candidate for the disc, for the same reason people keep books they love.
  4. Is the disc even a full game? This is the trap of the last several years, and it is no longer hypothetical: the physical editions of some major releases now contain only a download code, with no disc in the box. Rockstar confirmed that the boxed Standard Edition of Grand Theft Auto VI ships a code rather than a disc, so the “physical” copy needs an internet connection to become a game and, once the code is redeemed, cannot be lent or resold at all. Read the listing for language about a download requirement before assuming the disc is the safe choice. When the disc version is only a voucher, you have paid the physical premium for a license — the worst of both columns.
  5. Does it cost more as a download right now? Compare the actual numbers rather than assuming. The gap is frequently the other way.

The regulators have started to notice

For years the license-versus-ownership gap lived entirely in the fine print, and the fine print was the point. That is changing, and the change is the most useful thing to know about this subject right now.

In April 2024 the Federal Trade Commission published a consumer alert titled Do you really own the digital items you paid for? and answered its own question bluntly: when you click “buy” on a digital product, what you often get is “merely a license to access the content,” a fact disclosed only in terms of service the seller can usually change at will. The Commission is the agency that polices deceptive advertising, and it was describing the divergence this article has been walking through.

Then a state turned it into a rule. California’s AB 2426 added Section 17500.6 to the Business and Professions Code, and it took effect on January 1, 2025. It makes it unlawful to advertise or sell a digital good using the words “buy” or “purchase” — or any term a reasonable person would read as conferring unrestricted ownership — unless the seller either takes a separate acknowledgment that the buyer is receiving a license, or shows a clear statement before checkout that “buying” is a license, with a link to the full terms. The disclosure has to be separate and distinct from the rest of the terms, and violations are punishable under the state’s false-advertising law. There are carve-outs: subscriptions, free goods, and anything the buyer can keep permanently offline are exempt — which, if you have been following, means the maker of a genuinely offline-capable download is not affected while the maker of a revocable license is.

The practical effect is already visible on storefronts. Steam updated its checkout to say a purchase is a license, and other stores have been adjusting the same language. This is why the article you are reading can point at the word “license” and quote it: the sellers are, increasingly, required to say it out loud. Note that this is a state law — it applies to sales in California, and other states and the federal rulemaking have not moved in lockstep, so what a checkout says still varies by state and by store. The direction, though, is one-way.

Where the two versions are heading

The long-term direction is one-way, and it is worth naming without dressing it up. Digital distribution gives publishers control over pricing, no manufacturing cost and no used-market leakage. Physical distribution gives them none of that, and the numbers have followed the incentives: US consumer spending on new physical games fell 11% in 2025 to about $1.5 billion, an all-time low since the tracking began in 1995 and a further step down from a 28% drop in 2024, according to the industry tracker Circana. Sony has gone further and put a date on it: it has said it will stop producing discs for new PlayStation releases from January 2028, with games released before then unaffected. A Microsoft console without a disc drive and a PlayStation without one in the box already shipped as standard.

That makes the physical copy a shrinking exception rather than a permanent option, and it is the reason to buy the disc now for the games where it matters to you: it is a form of ownership that is being priced out and phased out, not one that is going to come back.

None of this is an argument that one form is honest and the other is a trick. It is an argument for reading the one clause that separates them, and knowing which one you bought, before the money leaves.

Sources

  1. Steam Subscriber Agreement (store.steampowered.com/subscriber_agreement) — the Licenses section, which states that Content and Services are licensed, not sold, and that the license confers no title or ownership in the Content and Services; and that the license ends when the Agreement or the Subscription that includes it terminates
  2. PlayStation Network Terms of Service (playstation.com/en-us/legal/terms-of-service) — the section on Content License and Restrictions, which states that use of the words own, ownership, purchase, sale, sold, sell, rent or buy does not mean or imply any transfer of ownership; and the No Resale or Commercial Use clause, which states that a purchase is a personal, non-transferable license unless local law requires transferability
  3. Microsoft Services Agreement (microsoft.com/en-us/servicesagreement) — the terms stating that the software is licensed, not sold, and that Microsoft reserves all rights not expressly granted, including a prohibition on circumventing technological protection measures
  4. Nintendo Terms of Use (nintendo.com/us/terms-of-use) — the Limited License section, which grants a non-sublicensable license for personal use that does not include any resale or commercial use of the Services or the Materials
  5. 17 U.S.C. § 109(a) — the first-sale doctrine: the owner of a particular copy lawfully made under this title is entitled, without the copyright owner's authority, to sell or otherwise dispose of the possession of that copy; this is what makes a physical disc resellable
  6. Kirtsaeng v. John Wiley & Sons, Inc., 568 U.S. 519 (2013) — holding that the first-sale doctrine applies to copies lawfully made abroad and contains no geographic limit, so a physical copy bought anywhere can be resold in the United States
  7. Capitol Records, LLC v. ReDigi Inc., No. 16-2321 (2d Cir. Dec. 12, 2018) — affirming that transferring a digital file for resale reproduces it in violation of the copyright owner's exclusive reproduction right under 17 U.S.C. § 106(1); the district court had awarded $3,500,000 in damages and enjoined the service
  8. Circana (the US games-industry tracker) — analyst Mat Piscatella's 2025 figures, reported March 2026: US consumer spending on new physical video games fell 11% year over year in 2025 to about $1.5 billion, an all-time low since the series began in 1995, after a 28% fall in 2024
  9. Sony Interactive Entertainment — PlayStation Blog announcement, July 1, 2026: the company will stop producing physical discs for new PlayStation game releases from January 2028, with titles released before that date unaffected
  10. Rockstar Games — Grand Theft Auto VI pre-order and edition details (rockstargames.com support, June 2026): the physical Standard Edition contains a download code and no disc; this is the code-in-box case the article warns about
  11. Federal Trade Commission — consumer alert, Do you really own the digital items you paid for? (April 2024): states that clicking buy on a digital product often gives merely a license to access the content, explained only in terms of service the seller can usually change at will
  12. California Business and Professions Code § 17500.6, added by AB 2426 and effective January 1, 2025: makes it unlawful to offer a digital good for sale with the terms buy or purchase without a separate license acknowledgment or a clear pre-transaction statement that the transaction is a license; exempts subscriptions, goods offered for no monetary consideration, and goods the buyer can access permanently offline
  13. Federal Trade Commission — business guidance on advertising and disclosure, and the consumer guidance pages on digital purchases; the Commission brings cases against deceptive statements about what a purchase conveys
#physical games#digital games#first sale doctrine#licensing#buying decisions