PlayStation defends itself and claims that users do not own digital games in collective lawsuit

PlayStation has issued a scathing response to a lawsuit that questions clarity around digital game acquisitions. The company argues that consumers only purchase a revocable license for content, not full ownership of the titles in its online store. This answer was filed on August 21, 2026, in the Northern District Court of California.
The legal process, initiated on June 18, 2026, alleges that PlayStation does not explicitly inform, at the time of purchase, that transactions do not give consumers effective ownership of digital games. The accusation points out that this crucial information is relegated to less visible texts or separate contracts, which users are not required to read and recognize.
Before completing any purchase on the PlayStation digital platform, a message in smaller print appears stating: “By selecting [Confirm Purchase], you agree to complete your purchase in accordance with the PlayStation Terms of Service before using this content. You also acknowledge that the purchase of this digital product constitutes a license subject to the Software Product License Agreement.”
In its official defense, PlayStation argued that the company already takes sufficient measures to make it clear that customers only acquire a license, and not permanent possession of the game. This argument reinforces the position that users do not become owners of titles.
“As Plaintiffs admit, Section 1 of the SPLA also clarifies that ‘The Software is licensed to you, not sold.’ Author Jason Mendoza acquired Resident Evil Requiem on February 14, 2026 — because, in this scenario, Mr. Mendoza, and not Sony, would own the game,” the company stated in its document.
The statement generated a strong wave of discontent among gamers on social media, who were already expressing dissatisfaction with the company’s decision to stop manufacturing physical media from January 2028. For many, this position from Sony reinforces the concern that, in a completely digital scenario, consumers will not have real ownership of their titles, as digital licenses can be removed at any time by the company, directly affecting what it means to “own” a game in the modern era.






