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"You can request a refund for nearly any purchase on Steam - for any reason. Maybe your PC doesn't meet the hardware requirements; maybe you bought a game by mistake; maybe you played the title for an hour and just didn't like it. It doesn't matter, Valve will, upon request via help.steampowered.com, issue a refund for any reason, if the request is made within 14 days of purchase, and the title has been played for less than two hours. You will be issued a full refund for your purchase within a week of approval. You will receive the refund in Steam Wallet funds or through the same payment method you used to make the purchase."
Valve, the company that created and operates Steam, obviously has set some pretty strict guidelines for how refunds will work. When I first heard about this, I was worried that people would quickly take advantage of it, by buying a game and completing it, only to demand their money back, effectively playing a game for free. However, it is apparent that Valve has crafted a fair way to allow gamers with legitimate complaints to get their money back. I only wonder if this marks the beginning and end of digital refunds for games, or if it represents the first step in massively changing the way digital games are sold and distributed.
As a gamer, I typically stick to buying physical copies of games, unless of course they are digital-only. I do this mainly so that I can trade them back in when I want to get a new one and not have to pay full price. There have been ideas and rumors floating around about the trade or sale of used digital games since they became readily available. In my opinion, allowing refunds for digital games is probably as far as gaming companies are going to go in regards to the sale of second-hand digital-only products. The idea of a "used" digital game makes very little sense to me. For instance, if I purchase a physical copy of a game, it comes with a case, a slipcover, and a game disc. Like many other physical things, the minute it reaches my hands it begins to depreciate. It no longer holds the same value as it did when it was brand-new.
Because digital games are intangible objects, they cannot obtain or show wear and tear, nor can (or should) they depreciate in value. They do not have cases or discs, and exist exclusively as a digital entity that cannot be seen or touched. If I buy a game for $15 right now, it should still be worth $15 years from now (unless of course it goes on sale or is reduced in price). Allowing someone to buy a digital game for $30 instead of $60 because it is "used" breaks the whole digital distribution system. Why would anyone in their right mind pay $60 for a digital version of a game when they could get it for $30, especially considering that both versions are in exactly the same condition?
If digital game trade were to work, developers would remove certain features or functions from the game (like multiplayer) to reduce its value. Still, as it is right now, the trade of digital games does not seem like something that would work. However, Steam and Vale have the right idea. The process and rules they have set up allow people to receive refunds for digital purchases without being able to take advantage of their services. As far as I am concerned, this is as far as refunds/trades will get for digital games, but who knows what the future has in store.