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December 9, 2025 13 mins

This week we talk about in-game skins, investment portfolios, and Counter-Strike 2.

We also discuss ebooks, Steam, and digital licenses.

Recommended Book: Apple in China by Patrick McGee

Transcript

Almost always, if you buy an ebook or game or movie or music album online, you’re not buying that ebook, or that game, or whatever else—you’re buying a license that allows you access it, often on a specified device or in a specified way, and almost always in a non-transferrable, non-permanent manner.

This distinction doesn’t matter much to most of us most of the time. If I buy an ebook, chances are I just want to read that ebook on the device I used to buy it, or the kindle attached to my Amazon or other digital book service account. So I buy the book, read it on my ebook reader or phone, and that’s that; same general experience I would have with a paperback or hardback book.

This difference becomes more evident when you think about what happens to the book after you read it, though. If I own a hard-copy, physical book, I can resell it. I can donate it. I can put it in a Little Free Library somewhere in my neighborhood, or give it to a friend who I think will enjoy it. I can pick it up off my shelf later and read the exact same book I read years before. Via whichever mechanism I choose, I’m either holding onto that exact book for later, or I’m transferring ownership of that book, that artifact that contains words and/or images that can now be used, read, whatever by that second owner. And they can go on to do the same: handing it off to a friend, selling it on ebay, or putting it on a shelf for later reference.

Often the convenience and immediacy of electronic books makes this distinction a non-issue for those who enjoy them. I can buy an ebook from Amazon or Bookshop.org and that thing is on my device within seconds, giving me access to the story or information that’s the main, valuable component of a book for most of us, without any delay, without having to drive to a bookstore or wait for it to arrive in the mail. That’s a pretty compelling offer.

This distinction becomes more pressing, however, if I decide I want to go back and read an ebook I bought years ago, later, only to find that the license has changed and maybe that book is no longer accessible via the marketplace where I purchased it. If that happens, I no longer have access to the book, and there’s no recourse for this absence—I agreed to this possibility when I “bought” the book, based on the user agreement I clicked ‘OK’ or ‘I agree’ on when I signed up for Amazon or whichever service I paid for that book-access.

It also becomes more pressing if, as has happened many times over the past few decades, the publisher or some other entity with control over these book assets decides to change them.

A few years ago, for instance, British versions of Roald Dalh’s ‘Matilda’ were edited to remove references to Joseph Conrad, who has in recent times been criticized for his antisemitism and racist themes in his writing. Some of RL Stine’s Goosebumps books were edited to remove references to crushes schoolgirls had on their headmaster, and descriptions of an overweight character that were, in retrospect, determined to be offensive. And various racial and ethnic slurs were edited out of some of Agatha Christie’s works around the same time.

Almost always, these changes aren’t announced by the publishers who own the rights to these books, and they’re typically only discovered by eagle-eyed readers who note that, for instance, the publishers decided to change the time period in which something occurred, which apparently happened in one of Stine’s works, without obvious purpose. This also frequently happens without the author being notified, as was the case with Stine and the edits made to his books. The publishers themselves, when asked directly about these changes, often remain silent on the matter.

What I’d like to talk about today is another angle of this distinction between physically owned media and digital, licensed versions of the same, and the at times large sums of money that can be gained or lost based on the decisions of the companies that control these licensed assets.

Counter-Strike 2 is a first-person shooter game that’s free-to-play, was released in 2023, and was developed by a company called Valve.

Valve has developed all sorts of games over the years, including the Counter-Strike, Half-Life, DOTA, and Portal games, but they’re probably best known for their Steam software distribution platform.

Steam allows customers to buy all sorts of software, but mostly games through an interface that also provides chat services and community forums. But the primary utility of this platform is that it’s a marketplace for buying and selling games, and it has match-mak

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