View Full Version : DRM-Digital Rights

05-08-2009, 11:24 PM
From Wikipedia HERE (http://en.wikipedia.org/wiki/Digital_rights_management) to read more.

Digital rights management (DRM) is a generic term that refers to access control technologies that can be used by hardware manufacturers, publishers, copyright holders and individuals to impose limitations on the usage of digital content and devices. The term is used to describe any technology which makes the unauthorized use of such digital content and devices technically formidable, but generally doesn't include other forms of copy protection which can be circumvented without modifying the file or device, such as serial numbers or keyfiles. It can also refer to restrictions associated with specific instances of digital works or devices. Digital rights management is being used by companies such as Sony, Apple Inc., Microsoft and the BBC.

The use of digital rights management is controversial. Advocates argue it is necessary for copyright holders to prevent unauthorized duplication of their work to maintain artistic integrity [1] and to ensure continued revenue streams.[2] Some opponents, such as the Free Software Foundation, maintain that the use of the word "rights" is misleading and suggest that people instead use the term Digital Restrictions Management. Their position is essentially that copyright holders are attempting to restrict use of copyrighted material in ways not covered by existing laws.[3] The Electronic Frontier Foundation, and other opponents, also consider DRM systems to be anti-competitive practices.[4]

In practice, all widely-used DRM systems have been defeated or circumvented when deployed to enough customers.[5] Restricting the copying of audio and visual material is especially difficult due to the existence of the analog hole, and there are even suggestions that effective DRM is logically impossible for this reason.

Computer games
Computer games sometimes use DRM technologies to limit the number of systems the game can be installed on. Most games with this restriction allow three or five installs. This limits users who have more than three or five computers in their homes (Seeing as the rights of the software developers allow them to limit the number of installations). These technologies tend to benefit publishers from blocking sales in the second hand market more than stopping piracy. In 2008 the DRM scheme backfired and a large number of users decided not to pay for the game, seeking a pirated version instead. The most prominent cases involving the DRM technology SecuROM include Spore, BioShock, Mass Effect and Gears Of War. The backlash against SecuROM was a significant factor in Spore becoming the most pirated game in 2008.[18][19]

10-06-2009, 10:29 AM
Hey, That’s MY Game! Intellectual Property Protection for Video Games
by Steve Chang, Ross Dannenberg

So you’ve created a video game. Naturally, you’re proud of the result after months of all-nighters spent programming and debugging the source code. Your game includes ideas, puzzles, game concepts, and user interfaces that no game has ever had. You’ve created artwork and graphics that are sure to enthrall even the most skeptical of gamers. Your game is most assuredly destined to be Game of the Year!

Too bad someone stole it and published it before you did. All your “guaranteed” profits gone in a flash....

Read the full article here: http://www.gamasutra.com/view/feature/3546/hey_thats_my_game_intellectual_.php