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On 21 August, Sony filed its response to a class action brought by four PlayStation customers in the U.S. District Court for the Northern District of California. The plaintiffs’ complaint, filed in June, is narrow and unglamorous: the PlayStation Store puts a button on the screen that says Buy Now, and another that says Confirm Purchase, and what you actually receive is a revocable licence. California’s AB 2426, in force since January 2025, says that is not allowed without adequate disclosure.

Sony’s answer is the interesting part. Its filing argues that “no reasonable consumer believes they own the digital games they pay for.” Not that the disclosure was adequate. That the belief itself is unreasonable.

TL;DR

  • Sony is defending its “Buy Now” button by arguing that digital games cannot be owned at all, and that no reasonable consumer thinks otherwise.
  • Its sharpest argument is that two plaintiffs bought the same game eleven days apart, so the thing was never exclusive enough to be property.
  • That is the double-spend problem, restated as a legal defence. It is the exact problem blockchains were invented to solve in 2008.
  • Sony has also announced a dollar-denominated stablecoin for its digital ecosystem, which is a digital object whose entire value depends on exclusive possession.
  • On-chain gaming does not fix digital game ownership. It fixes something narrower and more useful: a prize you hold at your own address is not a row in an operator’s entitlement database.

The eleven-day argument

Buried in Sony’s filing is a genuinely clever line. Two of the plaintiffs bought the same game eleven days apart. If the first one had owned it, Sony reasons, the second could not have bought it. Ownership implies exclusivity. Nothing was excluded. Therefore nothing was owned.

This is not a lawyer’s trick. It is a real claim about the nature of digital goods, and on its own terms it is correct. Property law grew up around rival goods, things only one person can hold at a time, and a copied file is non-rival by construction. Sony’s terms of service have said so for years in the flat language of “licensed to you, not sold.” The button says one thing, the ledger behind it says another, and the terms reconcile the two in the operator’s favour.

What makes the argument remarkable in 2026 is that the industry Sony is about to join answered it eighteen years ago.

Satoshi already replied to this filing

The eleven-day argument is the double-spend problem wearing a suit. A digital object that can be held by two people at once is not a thing; it is a copy. The entire contribution of the 2008 whitepaper was a method for making a digital object that behaves like an object, one that can only sit in one place at a time, enforced by consensus rather than by a company’s promise to maintain a database honestly.

That is not a philosophical dodge. It is a working mechanism with seventeen years of adversarial testing behind it. When a token moves to your address, it is not at anyone else’s. Nobody has to interpret a button or reconcile marketing copy with a licence agreement. The state change is the record.

So when Sony tells a federal judge that exclusive digital possession is implausible, it is not describing a limit of technology. It is describing a limit of the architecture it chose: a permissioned entitlement list that Sony operates and Sony can edit.

The tell is the stablecoin

Sony has announced plans for a dollar-denominated stablecoin for purchases across its digital ecosystem. Set aside whether that is a good product. Consider only what it is: a digital object whose entire reason for existing is that when a unit is yours, it is not simultaneously someone else’s.

So Sony is arguing in court that digital exclusivity is too implausible for any reasonable consumer to believe in, while telling its investors it is shipping exactly that. It also plans to end physical disc production by January 2028, removing the last version of a PlayStation game anyone could call a possession. Both are legitimate business decisions. Alongside the filing, they describe a company that understands digital ownership perfectly well and argues it is impossible in the one venue where the answer costs money.

The half nobody is litigating

The second move in Sony’s filing has drawn far less attention than the ownership line, and it is the more consequential one. Sony’s primary request is not to win. It is to send the dispute to private arbitration, individually, under the arbitration clause and class action waiver in the PlayStation terms of service.

So there are two questions here, not one. What do you hold, and where do you get to argue about what you hold? Almost all consumer anger goes into the first. The second was decided in advance, by the counterparty, in a document you accepted at the moment you pressed the button whose meaning is now in dispute. The venue for challenging the terms was set by the terms.

That circularity is worth noticing, because it is the same structure that governs every gambling platform running on a database. A casino is a machine for making claims about who is owed what. If the entitlement lives in the operator’s records, the question of who owns the winnings ends precisely where the operator’s discretion begins, and the complaints procedure is one the operator wrote. Voided bets, closed accounts, withheld payouts, retroactive rule changes: these are not exotic failures. They are the standard complaint, and they all live in that gap.

What on-chain actually fixes, stated narrowly

When a Satoshie raffle settles, the winner is selected by Chainlink VRF, with the proof verified on-chain before the number is usable. The prize then moves by transfer. There is no purchase button whose meaning has to be reconciled with a licence agreement, because there is no licence. There is a balance, and it is at your address.

We cannot revoke it. Not as a policy, as a matter of what functions exist. An asset in a wallet you control is not a row we maintain about you, and no support ticket changes that. Which also means no arbitration clause decides where you go to argue, because there is nothing to argue about. The transfer either happened at a block height or it did not, and a hostile stranger can check which in four years without our cooperation.

And the part we will not oversell

On-chain does not make you the owner of a game. It makes you the owner of a token. If the game that token points to runs on a company’s servers, that company can still switch the experience off, and you are left holding a perfectly verifiable claim on nothing. Web3 gaming spent an entire cycle pretending otherwise, selling land deeds to worlds a studio could unplug on a Tuesday. Ownership of an asset is not ownership of an experience, and anyone claiming a blockchain closed that gap is selling something.

Which is why the narrow claim is the honest one. A Satoshie prize is a fungible asset whose value does not depend on our servers staying up, our company staying solvent, or our lawyers staying friendly. We did not solve digital game ownership. We declined to build a product where the prize is a licence we control.

Here is the test, and it works on any platform including ours. Ask what happens to the thing you “own” if the company behind it disappears tomorrow morning. If the honest answer is that it goes away with them, you did not buy it. You rented it, from a button that said Buy.

Sony’s defence is that everyone already knew that. It may well be right. The uncomfortable part is that it has been true for twenty years, the fix has existed for eighteen, and the button shipped anyway.

📷 Photo by Federico Vitale on Unsplash

Valentina Ní Críonna

Author Valentina Ní Críonna

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