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The purchase of digital copies of generally physical property is so simple and convenient that most of us do not think about it. We do not have to carry books, handle flimsy DVDs, or search for cartridges every time we want to change gaming. But depending on where you bought this digital content, the only thing you can do is change the game. buying can not mean exactly what you think. It was the bitter truth that a Canadian iTunes user learned when Apple quietly removed the content that he had already bought because the items were no longer sold on his digital content store.
Anders G da Silva turned to Twitter to reveal his exchange with an iTunes Store technical support representative regarding the sudden disappearance of his purchased videos. The only explanation that he received was that the content provider of these videos had released the movies from the iTunes Store. In exchange, he received credits to rent, not buy, other films.
da Silva contested the action and even the "repair", explaining that he had already bought these films and that they had to stay, regardless of the content provider. Customer Support explained that iTunes is only a showcase and has no control over this aspect of the business. He also increased the rental credits offered.
This situation, however, is not entirely new and has in fact been at the heart of all digital rights management, especially in the field of music and gaming. It's the question of who really owns the content you "buy". The words "buy" and "buy" imply that you buy them and that they are yours, but digital distribution has upset that definition.
In this particular case, what you actually buy from Apple, Amazon and even Google are actually licenses to access digital content. You do not have the content and Apple either. If a publisher decides to withdraw their products for one reason or another, you are practically screwed up.
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