"Sharing Economy" has many interpretations from renting each other's tools, to recycling junk, to donating to Kickstarters, that are all revolving around the idea of maximizing access, and the communities generally supporting a type of work instead of depending on individual ownership. In my usage, it's closest to a classic "gift economy".
Ayways, you have the causality reversed. It's not that entertainment *is* a sharing economy and therefore it's somehow different from "any other product", it's that creating entertainment *is* different from creating rivalous goods, and therefore we can expect it naturally start moving closer and closer to a sharing economy.
For some time, games were sold in stores just like toothbrushes, shoes, and condoms. But now when they are strings of data, infinitely distributable on the net, pretty much only tradition and copyright law are holding together the system of commercializing them through virtual storefronts against all intuitive alternatives.
But even then, we are inevitably moving towards more and more Humble Bundles, Steam Summer Sales, piracy, crowdfunding, Early Access, Free to Play, adware, freeware, game jams, modding, etc. Whether or not they preserve the formality of charging money for accessing copies, each of these are moving in the direction of a gift economy where the gamers are primarily just expected to throw money in the general direction of creators, and the creators expected to throw games in the general direction of gamers (And just like the comic panel above demonstrates, sometime it's not even clear where one group ends and the other begins), with little care for each individual being equally charged for a copy as if they were "obtaining a product", and each creator being expected to provide the same efforst as a retail store offer.