This is quite interesting, but while the logic is clear in attempting to draw a comparison between DRM function in entertainment media and that of a chair, the point of the comparison is lost when you compare the respective areas specifically.
Computer software is programming and computer gaming usually includes systems to facilitate gaming, this means that the more systems that support a game are connected to central servers, the software becomes more and more like a service, than a specific product. Publishers are catching onto this and are trying to take gaming towards being a service, so they can engage in consumer subscription and microtransation impulse. This is a smart business move, since service based practice has a time span defined by the provider, the publisher in this case, the span of the service dependent on the condition and whims of the publisher.
The chair used in this video is what can be considered a product, when you purchase a chair, you buy that model of, or a specific chair for your own use. More advanced purchases simply include more chairs. While agreements can accompany products, these agreements are usually services within themselves and only include support for the product. This ultimately means that time span of a product is defined by the consumer, limited only by the condition of the product.
Gaming publishers really had two choices in the face of online 'piracy' the first being to sabotage their products to ensure that more units would be sold, or to develop a protection system to ensure high quality and continous delivery of the product. Unfortunately, a term of service for a product is not appropriate for a publisher, since they wouldn't be able to properly define the time span of that supporting service for their product, if the product itself was not a service.
In my opinion, they took the safest route, publishers are now encompassing their services around the former product of gaming and attempting to turn gaming into a service itself. With gaming becoming a service, the publisher will be able to define the time span of use for their service and ensure that the condition of their service is dependent on the status and whims of the company. This is safer for the company because having the capacity to determine their service means they do not have to suffer the whims of the consumer.
If gaming was still a product, companies would rise and fall to the chaotic likes and dislikes of the consumer, having to go with the tide in order to simply stay alive in their industry. Having control over the service of gaming does let publishers define the whims of a consumer, making highly profitable franchises such as call of duty or final fantasy that they can just continually extend because people will just keep on buying into this service.
I believe at this point that the existance of DRM already means that this process has been completed by publishers and gaming is now a service. Whether consumers like it or not, they're now buying into something they cannot control. As such, I think that consumers should just get used to the likes of EA bending them over and extracting the sweet, sweet profit margins that sustain this type of process, since the only way any of this can be changed now is by a change in legislation. Eventually, governments around the world will start to want some of that profit publishers have been making and will force them to give them some, maybe then we'll see DRM being used differently.
Until then, be used to having to pay £20 a month for Call of Battlefield 13: Modernly Futuristic Nerf Fights.