Difference between revisions of "Preventing game piracy: Digital Rights Management"

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==Description:==
==Description:==
The next generation game consoles are introducing a radical new anti-copying strategy: Digital Rights Management (=DRM). DRM is an umbrella term for any of several arrangements which allows a vendor of content in electronic form to control the material and restrict its usage in various ways that can be specified by the vendor. It is the science, art, and business of managing digital goods so that all of the participants in the digital goods chain win:
* '''Consumers''' win by getting a good, perhaps novel product or service at a reasonable price.
* '''Distribution and infrastructure''' providers win by getting paid to facilitate the distribution of goods, and perhaps by additional related interactions with their customers.
* '''Content owners''' win by getting fairly paid for their efforts, and by having new, innovative distribution channels available to them.


The theory behind DRM is that it tries to prevent illegal copies of a particular console game. But how should this work in practice? At first illegally copied games protected by the system work properly , but start to fall apart after the player has had just enough time to get hooked. As a result, the pirated discs actually encourage people to buy the genuine software, according to the developers. It also makes unauthorised copies of games slowly degrade, so that cars no long steer, guns cannot be aimed and footballs fly away into space. But by that time the player has become addicted to the game.


==Enablers:==
==Enablers:==

Revision as of 13:54, 16 March 2005

Here is a template to upload driving forces.

Description:

The next generation game consoles are introducing a radical new anti-copying strategy: Digital Rights Management (=DRM). DRM is an umbrella term for any of several arrangements which allows a vendor of content in electronic form to control the material and restrict its usage in various ways that can be specified by the vendor. It is the science, art, and business of managing digital goods so that all of the participants in the digital goods chain win:

  • Consumers win by getting a good, perhaps novel product or service at a reasonable price.
  • Distribution and infrastructure providers win by getting paid to facilitate the distribution of goods, and perhaps by additional related interactions with their customers.
  • Content owners win by getting fairly paid for their efforts, and by having new, innovative distribution channels available to them.

The theory behind DRM is that it tries to prevent illegal copies of a particular console game. But how should this work in practice? At first illegally copied games protected by the system work properly , but start to fall apart after the player has had just enough time to get hooked. As a result, the pirated discs actually encourage people to buy the genuine software, according to the developers. It also makes unauthorised copies of games slowly degrade, so that cars no long steer, guns cannot be aimed and footballs fly away into space. But by that time the player has become addicted to the game.

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Web Resources:

http://en.wikipedia.org/wiki/Digital_rights_management