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Digital rights management

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Digital rights management is a systematic approach to copyright protection for digital media. This approach includes the use of technologies that control the use, modification, and distribution of copyrighted works, such as software, music, and movies. Various industries employ these systems to protect intellectual property and enforce licensing agreements, though the practice has sparked significant debate regarding user rights and innovation.

Overview

The primary goal is to prevent unauthorized redistribution and restrict the ways consumers can copy content they have purchased. Systems often integrate encryption, license keys, and access control mechanisms to enforce these restrictions. Major corporations like Microsoft, Apple Inc., and Sony have developed and deployed various platforms. These systems are applied across numerous media formats, affecting products from the iTunes Store to video games on the Xbox platform. The implementation is governed by laws such as the Digital Millennium Copyright Act in the United States and the Copyright Directive in the European Union.

History

Early forms of protection emerged with the rise of software piracy in the 1980s, using simple methods like copy protection on floppy disks for systems like the Commodore 64. The term gained prominence in the late 1990s as the music industry, represented by bodies like the Recording Industry Association of America, sought to control digital distribution after the rise of Napster. The enactment of the Digital Millennium Copyright Act in 1998 provided a legal framework for prohibiting circumvention. The early 2000s saw high-profile deployments, such as the protection on Sony BMG music CDs, which led to the Sony BMG copy protection rootkit scandal.

Technologies and methods

Common technologies include encryption, which scrambles content, requiring a specific key for access. This is often paired with authentication protocols that verify a user or device, such as those used by Adobe Systems for PDF files. Watermarking, both visible and invisible, embeds information into the media to identify the source of leaks. Always-online authentication, used by platforms like Ubisoft for certain games, requires a persistent connection to a server. Other methods involve hardware-based enforcement, as seen in High-bandwidth Digital Content Protection for connections like HDMI.

Legislation in many jurisdictions provides the backbone for enforcement. The Digital Millennium Copyright Act makes it illegal to circumvent technological measures that control access to copyrighted works. Similar laws exist under the European Union Copyright Directive. International agreements, such as the World Intellectual Property Organization Copyright Treaty, establish minimum standards for member states. Court cases, like Universal City Studios, Inc. v. Corley involving the DeCSS software, have tested and upheld these laws. Conversely, some legal challenges have succeeded, such as in RealNetworks, Inc. v. DVD Copy Control Association, Inc..

Controversies and criticisms

Critics, including organizations like the Electronic Frontier Foundation, argue that these systems often infringe on fair use rights, such as making personal backups or format-shifting. The technologies have been criticized for being overly restrictive, potentially hindering innovation and interoperability between devices. High-profile incidents, like the Sony BMG copy protection rootkit scandal, raised major security and privacy concerns. Some implementations have also been accused of violating consumer protection laws, leading to lawsuits and settlements. Scholars like Edward Felten of Princeton University have demonstrated vulnerabilities, arguing they can create a false sense of security.

Industry applications

The music industry widely adopted these systems in the early 2000s on platforms like the iTunes Store, though many services later shifted to DRM-free music. The film and television industry uses robust systems like Advanced Access Content System for Blu-ray Disc and streaming services such as Netflix. The software industry employs activation keys and online validation, common in products from Microsoft and Adobe Creative Suite. The video game industry uses always-online requirements, platform-locking on stores like Steam, and anti-cheat software. E-book publishers, including Amazon and Barnes & Noble, use formats that restrict copying and sharing between devices.

Category:Copyright law Category:Computer access control Category:Cryptography