Digital Asset Markets - Let's Know Things
Description
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.
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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-making features for online multiplayer games, serves as a sort of library for gamers, so all their games are launchable from one place, and it serves as a digital rights management hub, which basically means it helps game companies ensure users aren’t playing with pirated software—if you want to use steam to store and launch your games, they have to be legit, purchased games, not pirated ones.
As of early 2025, it was estimated that Steam claimed somewhere between 75-80% of the PC gaming market, compared to competitors like the Epic Game Store, which was founded by the folks behind the wildly successful game, Fortnite, which can only claim something like 5%.
And Counter-Strike is one of Valve’s, and Steam’s crown jewels. It’s a free-to-play game that was originally developed as a mod, a free add-on to another game Valve owns called Half-Life, but Valve bought up the rights to that mod and developed it into its own thing, releasing the initial entry in the series in 2000, several main-series games after that in subsequent years, and then Counter-Strike 2 came out in 2023, to much acclaim and fanfare.
Counter-Strike 2 often has around a million players online, playing the game at any given moment, and its tournaments can attract closer to 1.5 million. As of early 2024, it was estimated that Counter-Strike 2 pulled in around a billion dollars a year for Valve, primarily via what are called Case Keys, which allow players to open in-game boxes, each key selling for $2.50. Valve also takes a 15% cut of all player-to-player sales of items conducted on the Steam Community Market, which is a secure ebay- or Amazon-like component of their platform where players can sell digital items from the game, which are primarily aesthetic add-ons, like skins for weapons, stickers, and clothing—things that allow players to look different in the game, as opposed to things that allow them to perform better, which would give players who spent the most money an unfair advantage and thus make the game less competitive and fun.
Because this is a free game, though, and by many estimates a really balance and well-made one, a lot of people play it, and a lot of people want to customize the look of their in-game avatar. So being able to open in-game boxes that contain loot, and being able to buy and sell said loot on the Steam Community Market, has led to a rich secondary economy that makes that component of the game more interesting for players, while also earning Valve a whole lot of money on the backend for those keys and that cut of sales between players.
In late-October of 2025, Valve announced a change in the rules for Counter-Strike 2, now allowing players to trade-up more item types, including previously un-trade-up-able items like gloves and knives, into higher-grade versions of the same. So common items could be bundled together and traded in for less common items, and those less common items could be bundled together and traded up for rare ones.
This seems like a small move from the outside, but it roiled the CS2 in-game economy, by some estimates causing upwards of $2 billion to basically disappear overnight, because rare gloves and knives were at times valued at as much as $1.5 million; again, these are just aesthetic skins that change the look of a player’s avatar or weapons, but there’s enough demand for these things that some people are willing to pay that much for ultra-rare and unique glove and knife skins.
Because of that demand, some players had taken to spending real money on these ultra-rare items, treating their in-game portfolios of skins as something like an investment portfolio. If you can buy an ultra-rare glove skin for $40,000 and maybe sell it later for twice that, that might seem like a really good investment, despite how strange it may seem to those not involved in this corner of the gaming world to spend $40,000 on what’s basically just some code in a machine that tells the game that the gloves on your avatar will look a certain way.
This change, then, made those rarer gloves and knives, which were previously unattainable except by lottery-like chance, a lot more common, because people could trade up for them, increasing their chances of getting the ultra-rare stuff. The market was quickly flooded with more of these things, and about half the value of rare CS2 skins disappeared, initially knocking about $6 billion of total value from the market before stabilizing to around $1.5-2 billion.
Volatility in this market continues, and people who invested a lot of money, sometimes their life savings, and sometimes millions of dollars into CS2 in-game skins, have been looking into potential legal recourse, though without much luck; Valve’s user agreements make very clear that players don’t own any of this stuff, and as a result, Valve can manipulate the market however they like, whenever they like.
Just like with ebooks and movies we “buy” from Amazon and ot



















