Contrast that with how Valve handled Steam. Valve set no restriction on game publishers. Publishers were never forced into taking advantage of digital distribution at all. They were able to preserve all of their retail distribution contracts by screwing the customer. Digital distribution is profoundly cheaper, enables release of games a week sooner, could rely on Steams DRM without needing third party extra DRM, etc. These are all things Valve could have required publishers to take advantage of to benefit customers. But they didn't. They gave publishers carte blanche and let them do absolutely anything they wanted. If another company had been the one to become the dominant platform, it could have been more like the iTunes situation.
This is also the thing which guarantees Steams eventual downfall. Music publishers considered, and a couple even tried, building their own digital distribution service. But, the publishers were incapable (because of institutional restrictions) of building a competent competitor that would be appealing to consumers. The publishers board wouldn't permit things like individual track sales, 99 cent price caps even for popular singles, etc. Steam is a different story. Since there are literally no restrictions on publishers at all, there is also no reason for publishers to refrain from building their own separate platforms and cutting out Valve's cut of the sale. Gamers have established that they are more than willing to install and use however many launchers as necessary, so there is almost no reason for big publishers to use Steam rather than just building their own.