Observed Signal · Oct 18, 2026 · Policy Update · Source: Cord Cutters News · Impact: 2/5 · Sentiment: Neutral
New Bill Would Let Gamers Resell Digital Games and Keep Playing After Shutdowns
Congressman Ritchie Torres (D-NY) has proposed the 'Power To The Players Act', which would direct the Federal Trade Commission (FTC) to establish rules protecting consumers' rights to own, resell, and continue accessing digital video games they purchase. The legislation aims to give buyers ownership rather than a license, enable resale or transfer of digital games, and mandate offline modes before servers shut down. The announcement cites NBA 2K25 as an example, which will be delisted in October 2026 and its servers shut down in December 2026. The bill has not yet been introduced formally, and no bill number or full text is available. The proposal addresses growing concerns about long-term access to digital purchases, echoing similar issues with digital movies and TV shows.
This proposed legislation, if enacted, could impact the digital gaming market and its advertising ecosystems by altering ownership and access models, but it is currently only a proposal and unlikely to have immediate effects on AdTech.
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Key Takeaways & Evidence Grounding
- Congressman Ritchie Torres (D-NY) announced the 'Power To The Players Act' on 2026-10-18
- The bill would direct the FTC to establish rules for digital game ownership, resale, and offline access
- NBA 2K25 cited as example: delisted from stores on October 30, 2026; servers shut down on December 31, 2026
- Sony plans to stop producing physical discs for new PlayStation games beginning January 2028
- A July 2026 YouGov survey found 51% of U.S. console gamers prefer discs, 81% citing permanent ownership as reason
Connected Companies & Entities
3 Entities mapped“Sony plans to stop producing physical discs for new PlayStation games beginning in January 2028.”
“A recent proposed class-action lawsuit against Amazon challenges how the e-commerce giant markets digital movies and TV shows as 'purchases'...”
Ontology Mapping & Concepts
Related Market Signals & Shifts
Recent verified developments and strategic activity across this market segment.
Mobile experts debate game ownership and preservation
PocketGamer.biz gathered views from mobile‑industry professionals about what players actually own when they buy games and how games should be preserved after their commercial life ends. Contributors highlighted problems caused by server‑dependent titles becoming unplayable, called for clearer lifecycle transparency from publishers, and suggested practical preservation routes such as strengthening game museums/archives, community hosting, escrow or licensing frameworks. The Stop Killing Games campaign has amplified the debate and may push regulatory scrutiny, but several respondents cautioned that blanket rules could impose heavy costs on developers—especially indies—and that technical, legal and commercial complexities (e.g., MMOs, third‑party services, GDPR) require nuanced solutions.
Gaming's Future Mirrors Streaming: Ownership vs Access
The gaming industry is shifting from ownership toward access, driven by rising console prices, subscription services, free-to-play models, and cloud gaming. LDShop analysis and cited data show U.S. physical game sales fell from 292 million units in 2009 to 37 million in the year ending June 2026, while physical-game spending still reached $1.6 billion. Sony plans to stop producing physical PlayStation discs in January 2028, and console prices have risen (standard PS5 to $649.99; PS5 Pro $899.99; average PS5 paid $672 in May, up 33% YoY). Microsoft has also raised Xbox prices. A July 2026 YouGov survey cited by LDShop finds many gamers still prefer discs for permanent ownership. The article argues this trend is creating two consumer segments—those who pay for access and those who pay a premium to own—which has implications for how games are sold, preserved, and monetized.
EU cracks down on video game virtual currencies
The EU's Consumer Protection Cooperation (CPC) network has initiated coordinated actions against nine video game companies over virtual in-game currencies. The investigation focuses on price transparency, withdrawal rights, purchase mechanisms, and protection of young or vulnerable players. The CPC network had previously issued guidelines in 2025 for transparency and fairness in virtual currencies, but after a dialogue with the industry that yielded insufficient results, a market review led to these actions. A separate measure targets Activision Blizzard UK Limited regarding Diablo Immortal and Call of Duty Mobile. The EU aims to pressure business models relying on virtual currencies and microtransactions, not to ban them, but to ensure compliance with EU consumer law. Key issues include clear price information, explanations of the 14-day withdrawal right, and better protection for minors.
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