Earlier quoted context omitted.
MDY v Blizzard [1] already set an (absurd, unconscionable) precedent that people who purchased World of Warcraft did not own their copy of the digital work, but were licensees -- regardless of whether they ever agreed to the EULA or the service's Terms of Use. Further, the court held that copying a digital work into in-system memory by any program not 'unauthorized' by the rights-holder constituted infringement and t…
That's not unreasonable - you don't own World of Warcraft you own a license to play it. If you owned it you could reuse the characters in your own game, produce your own movie of the game and so on - not bad for a $50 investment. Think of the same with a book - you don't own the IP in the book and paying $0.99 on amazon doesn't give you the right to produce your own HP movie franchise. Redigi's business model is exac…
The distinction being made here is not between holding copyright and holding a license. It is between owning a copy and holding a license.