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What Sony’s Digital Future Means for Games and Copyright

What Sony’s Digital Future Means for Games and Copyright

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What Sony’s Digital Future Means for Games and Copyright

By Despoina Farmaki 20 July 2026 5 min read

Sony’s decision to stop producing physical discs for new PlayStation games from 2028 is about much more than changing how one buys games. It signals another step in a much broader shift from owning digital content to merely accessing it—a change with important implications for copyright, consumer rights, and the future preservation of games.

For decades, buying a physical game meant owning a copy that could be kept indefinitely, lent to friends, resold, donated, or preserved long after a console generation had ended. Physical ownership also created a degree of independence from publishers and platform operators. Once a game was on your shelf, it was largely yours to enjoy.

Digital distribution changes that relationship. Although consumers still “buy” games through online storefronts, what they usually receive is a licence to access the software under terms determined by the platform. Continued access may depend on servers remaining online, digital stores continuing to operate, and licences not being withdrawn or altered. In other words, the experience is more like “long-term access”.

In their announcement, Sony argues that the move simply reflects consumer behaviour. Digital sales have grown steadily for years, downloads are more convenient, and eliminating discs reduces manufacturing and distribution costs. Yet the announcement has prompted a strong reaction from players, preservation groups, and consumer advocates who see the disappearance of physical media as removing an important safeguard for consumers.

One of the most prominent voices to join the debate was Hideo Kojima ( Metal Gear Solid and Death Stranding creator), who in response to Sony’s announcement, described an all-digital future as “frightening”. Whether discussing games, films or music, his comments capture a growing unease with digital ecosystems in which access can be changed—or even removed—by the platform itself.

That concern is reflected in the rapid growth of the “Don’t Kill the Disc” campaign , which has already attracted well over 225,000 signatures. The campaign argues that consumers should retain the choice to purchase physical copies and that games should remain playable and preservable even after publishers move on. At a time when digital storefronts are regularly closed and online services discontinued, these concerns are no longer hypothetical.

Despite the backlash, it seems unlikely (for the time being) that Sony will reverse course. The commercial incentives are simply too strong. A fully digital ecosystem gives platform holders greater control over pricing, distribution, and the secondary market, while reducing production costs and increasing profit margins. From a business perspective, the strategy makes sense. From a consumer perspective, however, it raises difficult questions about how much control purchasers really have over the works they have paid for.

The concerns have not been confined to gamers or industry figures. French politician Jean-Luc Mélenchon described – in a post on X – video games as cultural goods rather than mere commercial products.

These concerns are now moving from public criticism into legal action. In the Netherlands, consumer foundation Stichting Massaschade & Consument, supported by Milberg Amsterdam, has launched a collective claim against Sony under Dutch and EU competition law, arguing that Sony has created a closed digital marketplace in which PlayStation users c…