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This article may have. Please help improve the article by merging similar sections and removing unneeded subheaders. (January 2017) Digital rights management ( DRM) is a set of technologies for restricting the use of proprietary hardware and works. DRM technologies try to control the use, modification, and distribution of copyrighted works (such as software and multimedia content), as well as systems within devices that enforce these policies. The use of digital rights management is not universally accepted.

Proponents of DRM argue that it is necessary to prevent from being copied freely, just as physical locks are needed to prevent personal property from being stolen, that it can help the copyright holder maintain, and that it can ensure continued revenue streams. Those opposed to DRM contend there is no evidence that DRM helps prevent copyright infringement, arguing instead that it serves only to inconvenience legitimate customers, and that DRM helps stifle innovation and competition.

Furthermore, works can become permanently inaccessible if the DRM scheme changes or if the service is discontinued. DRM can also restrict users from exercising their under the copyright law, such as backing up copies of CDs or DVDs (instead having to buy another copy, if it can still be purchased), lending materials out through a library, accessing works in the public domain, or using copyrighted materials for research and education under the, and under French law.

The (EFF) and the (FSF) consider the use of DRM systems to be an. Worldwide, many laws have been created which criminalize the circumvention of DRM, communication about such circumvention, and the creation and distribution of tools used for such circumvention.

Such laws are part of the United States', and the 's, (the French is an example of a member state of the European Union ('EU') implementing the directive). The term DRM is also sometimes referred to as ', 'technical protection measures', 'copy prevention', or 'copy control', although the correctness of doing so is disputed. Contents • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • Introduction [ ] The rise of digital media and analog-to-digital conversion technologies has vastly increased the concerns of copyright-owning individuals and organizations, particularly within the music and movie industries. While media inevitably lost quality with each, and in some cases even during normal use, digital media files may be duplicated an unlimited number of times with no degradation in the quality. The rise of as household appliances has made it convenient for consumers to convert media (which may or may not be copyrighted) originally in a physical, analog or broadcast form into a universal, digital form (this process is called ) for portability. This, combined with the and popular tools, has made (also called ) much easier.

In 1983, a very early implementation of Digital Rights Management (DRM) was the Software Service System (SSS) devised by the Japanese engineer. And subsequently refined under the name. The SSS was based on encryption, with specialized hardware that controlled decryption and also enabled payments to be sent to the copyright holder. The underlying principle of the SSS and subsequently of superdistribution was that the distribution of encrypted digital products should be completely unrestricted and that users of those products would not just be permitted to redistribute them but would actually be encouraged to do so. Common DRM techniques include restrictive: The access to digital materials, copyright and public domain is restricted to consumers as a condition of entering a website or when downloading software., scrambling of expressive material and embedding of a tag, which is designed to control access and reproduction of information, including backup copies for personal use. DRM technologies enable content publishers to enforce their own access policies on content, such as restrictions on copying or viewing. These technologies have been criticized for restricting individuals from copying or using the content legally, such as.

DRM is in common use by the (e.g., audio and video publishers). Many, such as 's, and publishers and vendors, such as OverDrive, also use DRM, as do cable and satellite service operators, to prevent unauthorized use of content or services. However, Apple dropped DRM from all iTunes music files around 2009. Industry has expanded the usage of DRM to more traditional hardware products, such as 's, ',, and 's. For instance, tractor companies try to prevent farmers from making under usage of DRM-laws as.

Technologies [ ] Computer games [ ] Limited install activations [ ] Computer games sometimes use DRM technologies to limit the number of systems the game can be installed on by requiring authentication with an online server. Most games with this restriction allow three or five installs, although some allow an installation to be 'recovered' when the game is uninstalled. This not only 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), but can also prove to be a problem if the user has to unexpectedly perform certain tasks like upgrading operating systems or reformatting the computer's hard drive, tasks which, depending on how the DRM is implemented, count a game's subsequent reinstall as a new installation, making the game potentially unusable after a certain period even if it is only used on a single computer. In mid-2008, the publication of marked the start of a wave of titles primarily making use of for DRM and requiring authentication with a server. The use of the DRM scheme in 2008's and there were protests, resulting in a considerable number of users seeking an unlicensed version instead.

This backlash against the three-activation limit was a significant factor in Spore becoming the most pirated game in 2008, with compiling a 'top 10' list with Spore topping the list. However, Tweakguides concluded that the presence of intrusive DRM does not appear to increase the cracking of a game, noting that other games on the list such as, and use DRM, which has no install limits and no online activation. Additionally, other video games that use intrusive DRM such as,, and Mass Effect, do not appear on the list. Persistent online authentication [ ]. Main article: Many mainstream publishers continued to rely on DRM throughout the later half of 2008 and early 2009, including,,, and, being a notable exception in the case of Electronic Arts.

Ubisoft broke with the tendency to use online DRM in late 2008, with the release of Prince of Persia as an experiment to 'see how truthful people really are' regarding the claim that DRM was inciting people to use illegal copies. Although Ubisoft has not commented on the results of the 'experiment', Tweakguides noted that two on had over 23,000 people downloading the game within 24 hours of its release.

Ubisoft formally announced a return to online authentication on 9 February 2010, through its online gaming platform, starting with,, and. Silent Hunter 5 was first reported to have been compromised within 24 hours of release, but users of the cracked version soon found out that only early parts of the game were playable. The Uplay system works by having the installed game on the local PCs incomplete and then continuously downloading parts of the game-code from Ubisoft's servers as the game progresses. It was more than a month after the PC release in the first week of April that software was released that could bypass Ubisoft's DRM in Assassin's Creed II. The software did this by emulating a Ubisoft server for the game.

Later that month, a real crack was released that was able to remove the connection requirement altogether. In early March 2010, the Uplay servers suffered a period of inaccessibility due to a large-scale, causing around 5% of game owners to become locked out of playing their game. The company later credited owners of the affected games with a free download, and there has been no further downtime.

Other developers, such as are also shifting to a strategy where most of the game logic is on the 'side' or taken care of by the servers of the game maker. Blizzard uses this strategy for its game and Electronic Arts used this same strategy with their reboot of, the necessity of which has been questioned. Software tampering [ ] have used a form of technology since, wherein if the game copy is suspected of being unauthorized, annoyances like guns losing their accuracy or the players being turned into a bird are introduced., the company that released in November 2011, implemented a different form of DRM wherein, instead of displaying error messages that stop the illicit version of the game from running, it causes a special invincible foe in the game to appear and constantly attack the player until he or she is killed. Product keys [ ] One of the oldest and least complicated DRM protection methods for computer and Nintendo NES games was when the game would pause and ask you to look up a certain page in the booklet that came with the game, if you did not have the book or entered the key wrong you could not continue. A, a typically alphanumerical used to represent a license to a particular piece of software. During the installation process or launch for the software, the user is asked to input the key; if the key correctly corresponds to a valid license (typically via internal algorithms), the key is accepted, then the user who bought the game can continue.

In modern practice, product keys are typically combined with other DRM practices (such as online 'activation'), as the software could be to run without a product key, or ' programs could be developed to generate keys that would be accepted. Documents [ ] Enterprise digital rights management ( E-DRM or ERM) is the application of DRM technology to the control of access to corporate documents such as,, and files, emails, and web pages rather than to the control of consumer media.

E-DRM, now more commonly referenced as IRM (), is generally intended to prevent the unauthorized use (such as or inadvertent release) of proprietary documents. IRM typically integrates with system software but corporations such as also develop their own custom DRM systems. DRM has been used by organizations such as the in its to permit worldwide access to substantial numbers of rare (and in many cases unique) documents which, for legal reasons, were previously only available to authorized individuals actually visiting the Library's document centre at Boston Spa in England. E-books [ ] read on a personal computer, or an or e-reader app typically use DRM technology to limit copying, printing, and sharing of e-books. E-books are usually limited to be used on a limited number of reading devices, and some prevent any copying or printing. Some commentors believe DRM makes e-book publishing complex.

As of August 2012, there were five main e-book formats:,,,, and Topaz. The uses KF8, Mobipocket, and Topaz; it also supports native PDF format e-books and native PDF files.

Other e-book readers mostly use EPUB format e-books, but with differing DRM schemes. [ ] There are four main e-book DRM schemes in common use today, one each from, Amazon,, and the Marlin Trust Management Organization (MTMO). • Adobe's DRM is applied to EPUBs and PDFs, and can be read by several third-party e-book readers, as well as (ADE) software. Uses a DRM technology provided by Adobe, applied to EPUBs and the older format e-books.

In October 2014, Adobe released version 4.0.1 of the software, which sends data to Adobe in a secure transmission (using HTTPS). • Amazon's DRM is an adaption of the original Mobipocket encryption and is applied to Amazon's.azw4, KF8, and Mobipocket format e-books. Topaz format e-books have their own encryption system. • Apple's DRM is applied to EPUBs and can currently only be read by Apple's app on devices and computers.

[ ] • The Marlin DRM was developed and is maintained in an open industry group known as the Marlin Developer Community (MDC) and is licensed by MTMO. (Marlin was founded by five companies,, Panasonic, Philips, Samsung, and Sony.) The online textbook publisher uses Marlin to protect e-books it sells in the EPUB format. These books can be read on the Kno App for and. In one instance of DRM that caused a rift with consumers, in July 2009, remotely deleted purchased copies of 's (1945) and (1949) from customers' after providing them a refund for the purchased products. Commentors have described these actions as and have compared Amazon to from Orwell's Nineteen Eighty-Four. After Amazon CEO issued a public apology, the wrote that this was just one more example of the excessive power Amazon has to remotely censor what people read through its software, and called upon Amazon to free its e-book reader and drop DRM. Amazon then revealed the reason behind its deletion: the e-books in question were unauthorized reproductions of Orwell's works, which were not within the and to which the company that published and sold them on Amazon's service had no rights.

Websites – such as (shut down by court order on 15 February 2012),,,, and Science Hub – have emerged which allow downloading e-books by violating copyright. Film [ ] An early example of a DRM system is the (CSS) employed by the on film circa 1996. CSS uses an to encrypt content on the DVD disc.

Manufacturers of DVD players must license this technology and implement it in their devices so that they can decrypt the encrypted content to play it. The CSS license agreement includes restrictions on how the DVD content is played, including what outputs are permitted and how such permitted outputs are made available.

This keeps the encryption intact as the video material is played out to a TV. In 1999, released an application called, which allowed a CSS-encrypted DVD to play on a computer running the operating system, at a time when no licensed DVD player application for Linux had yet been created. The legality of DeCSS is questionable: one of the authors has been the subject of a lawsuit, and reproduction of the keys themselves is subject to restrictions as. Also in 1999, Microsoft released, which read instructions from media files in a rights management language that stated what the user may do with the media. The language can define how many times the media file can be played, and whether or not it can be burned to a CD, forwarded, printed, or saved to the local disk. Later versions of Windows Media DRM also allow producers to declare whether or not the user may transfer the media file to other devices, to implement music subscription services that make downloaded files unplayable after subscriptions are cancelled, and to implement.

The Microsoft operating system,, contains a DRM system called the, which contains the Protected Video Path (PVP). PVP tries to stop DRM-restricted content from playing while unsigned software is running, in order to prevent the unsigned software from accessing the content. Additionally, PVP can encrypt information during transmission to the or the, which makes it more difficult to make unauthorized recordings.

(AACS) is a DRM system for and developed by the AACS Licensing Administrator, LLC (AACS LA), a that includes,,, Microsoft, (Panasonic), Sony,, and. In December 2006, published a process key online, which enabled unrestricted access to AACS-protected HD DVD content. After the cracked keys were revoked, further cracked keys were released. Is a technology that is developed and maintained in an open industry group known as the Marlin Developer Community (MDC) and licensed by the Marlin Trust Management Organization (MTMO). Founded in 2005, by five companies: Intertrust, Panasonic, Philips, Samsung, and Sony, Marlin DRM has been deployed in multiple places around the world. In Europe, Philips NetTVs implement Marlin DRM. Also in Europe, Marlin DRM is required in such industry groups as the and national initiatives such as HDForum in France, Tivu in Italy, and YouView in the UK, and which are starting to see broad deployments.

In Japan, the acTVila IPTV service uses Marlin to encrypt video streams, which are permitted to be recorded on a DVR in the home. Is a system invented by the, whose members represent information technology companies (e.g., and ), mobile phone network operators (e.g.,,,,, and ), mobile phone manufacturers (e.g.,,,, and ), mobile system manufacturers (e.g., and ). Music [ ] Audio CDs [ ] Discs with DRM schemes are not standards-compliant (CDs) but are rather media. Therefore, they all lack the CD logotype found on discs which follow the standard (known as ).

These CDs cannot be played on all or personal computers. Personal computers running sometimes even crash when attempting to play the CDs. In 2005, which installed DRM software on users' computers without clearly notifying the user or requiring confirmation. Among other things, the installed software included a, which created a severe security vulnerability others could exploit. When the nature of the DRM involved was made public much later, Sony BMG initially minimized the significance of the vulnerabilities its software had created, but was eventually compelled to recall millions of CDs, and released several attempts to patch the surreptitiously included software to at least remove the rootkit.

Several were filed, which were ultimately settled by agreements to provide affected consumers with a cash payout or album downloads free of DRM. Actually had only a limited ability to prevent copying, as it affected only playback on Windows computers, not on other equipment. Even on the Windows platform, users regularly bypassed the restrictions. And, while the Sony BMG DRM technology created fundamental vulnerabilities in customers' computers, parts of it could be trivially bypassed by holding down the 'shift' key while inserting the CD, or by disabling the feature. In addition, audio tracks could simply be played and re-recorded, thus completely bypassing all the DRM (this is known as the ). Sony BMG's first two attempts at releasing a which would remove the DRM software from users' computers failed.

In January 2007, stopped publishing audio CDs with DRM, stating that 'the costs of DRM do not measure up to the results.' Following EMI, was the last publisher to abolish DRM completely, and audio CDs containing DRM are no longer released by the four largest commercial record label companies. Internet music [ ] Many internet music stores employ DRM to restrict usage of music purchased and downloaded. • Prior to 2009, Apple's iTunes Store utilized the DRM system for music. Apple did not license its DRM to other companies, so only Apple devices and Apple's media player could play iTunes music.

In May 2007, EMI tracks became available in iTunes Plus format at a higher price point. These tracks were higher quality (256 kbit/s) and DRM free. In October 2007, the cost of iTunes Plus tracks was lowered to US$0.99. In April 2009, all iTunes music became available completely DRM-free. (Videos sold and rented through iTunes, as well as iOS Apps, however, were to continue using Apple's FairPlay DRM.) • offers a subscription-based approach to DRM alongside permanent purchases.

Users of the subscription service can download and stream an unlimited amount of music transcoded to while subscribed to the service. But when the subscription period lapses, all the downloaded music is unplayable until the user renews his or her subscription. Napster also charges users who wish to use the music on their portable device an additional $5 per month. In addition, Napster gives users the option of paying an additional $0.99 per track to burn it to CD or for the song to never expire. Music bought through Napster can be played on players carrying the logo (which, notably, do not include or even Microsoft's own ). As of June 2009, Napster is offering DRM free MP3 music, which can be played on iPhones and iPods.

• Wal-Mart Music Downloads, another music download store, charges $0.94 per track for all non-sale downloads. All Wal-Mart downloads are able to be played on any Windows PlaysForSure marked product. The music does play on the 's, for example, but must be copied to the player's. It cannot be played through the player's card slot, which is a problem that many users of the mp3 player experience.

• Sony operated a music download service called ' which used Sony's proprietary DRM technology. Music downloaded from this store (usually via Sony's software) was only playable on computers running Microsoft Windows and Sony hardware (including the and some phones). • is one of a few services offering a subscription-based pricing model. However, music downloads from the Kazaa website are DRM-protected and can only be played on computers or portable devices running Windows Media Player, and only as long as the customer remains subscribed to Kazaa.

The various services are currently not interoperable, though those that use the same DRM system (for instance the several Windows Media DRM format stores, including Napster, Kazaa and Yahoo Music) all provide songs that can be played side-by-side through the same player program. Almost all stores require client software of some sort to be downloaded, and some also need. Several colleges and, such as, have made arrangements with assorted Internet music suppliers to provide access (typically DRM-restricted) to music files for their students, to less than universal popularity, sometimes making payments from student activity fee funds. One of the problems is that the music becomes unplayable after leaving school unless the student continues to pay individually. Another is that few of these vendors are compatible with the most common portable music player, the Apple iPod. The (to HMG in the UK; 141 pages, 40+ specific recommendations) has taken note of the incompatibilities, and suggests (Recommendations 8—12) that there be explicit exceptions to copyright allowing libraries to copy and format-shift between DRM schemes, and further allowing end users to do the same privately.

If adopted, some acrimony may decrease. Although DRM is prevalent for Internet music, some such as,,, and, do not use DRM despite encouraging users to avoid sharing music. Major labels have begun releasing more music without DRM. Eric Bangeman suggests in Ars Technica that this is because the record labels are 'slowly beginning to realize that they can't have DRMed music and complete control over the online music market at the same time. One way to break the cycle is to sell music that is playable on any digital audio player.

EMusic does exactly that, and their surprisingly extensive catalog of non-DRMed music has vaulted it into the number two online music store position behind the iTunes Store.' Apple's called on the music industry to eliminate DRM in an open letter titled. Apple's iTunes Store will start to sell DRM-free 256 kbit/s (up from 128 kbit/s) encoded music from EMI for a premium price (this has since reverted to the standard price). In March 2007, Musicload.de, one of Europe's largest internet music retailers, announced their position strongly against DRM.

In an open letter, Musicload stated that three out of every four calls to their customer support phone service are as a result of consumer frustration with DRM. Mobile ring tones [ ] The created a standard for interoperable DRM on mobile devices. The first version of OMA DRM consisted of a simple rights management language and was widely used to protect mobile phone ringtones from being copied from the phone to other devices.

Later versions expanded the rights management language to similar expressiveness as Fairplay, but did not become widely used. Television [ ] The standard is used by cable television providers in the United States to restrict content to services to which the customer has subscribed.

The concept was developed by Fox Broadcasting in 2001, and was supported by the and the U.S. A ruling in May 2005, by a held that the FCC lacked authority to impose it on the TV industry in the US. It required that all HDTVs obey a stream specification determining whether a stream can be recorded. This could block instances of fair use, such as. It achieved more success elsewhere when it was adopted by the (DVB), a consortium of about 250 broadcasters, manufacturers, network operators, software developers, and regulatory bodies from about 35 countries involved in attempting to develop new digital TV standards. Nhl 2002 Ps2 Download Game. An updated variant of the broadcast flag has been developed in the Content Protection and Copy Management group under DVB (). Upon publication by DVB, the technical specification was submitted to European governments in March 2007.

As with much DRM, the CPCM system is intended to control use of copyrighted material by the end-user, at the direction of the copyright holder. According to Ren Bucholz of the, which paid to be a member of the consortium, 'You won't even know ahead of time whether and how you will be able to record and make use of particular programs or devices'. The DVB claims that the system will harmonize copyright holders' control across different technologies, thereby making things easier for end users. [ ] The normative sections have now all been approved for publication by the DVB Steering Board, and will be published by ETSI as a formal European Standard as ETSI TS 102 825-X where X refers to the Part number of specification. Nobody has yet stepped forward to provide a regime for the standard (though several are rumoured to be in development), so it is not presently possible to fully implement a system, as there is nowhere to obtain the necessary device certificates. Metadata [ ] Sometimes, is included in purchased media which records information such as the purchaser's name, account information, or email address. Also included may be the file's publisher, author, creation date, download date, and various notes.

This information is not embedded in the played content, like a watermark, but is kept separate, but within the file or stream. As an example, metadata is used in media purchased from Apple's iTunes Store for DRM-free as well as DRM-restricted versions of their music or videos.

This information is included as MPEG standard metadata. Watermarks [ ] exist since 1992. They are embedded within audio or video data during production or distribution. They can be used for recording the copyright owner, the distributor, the distribution chain or identifying the purchaser of the music. [ ] Watermarks are not complete DRM mechanisms in their own right, but are used as part of a system for copyright enforcement, such as helping provide prosecution evidence for legal purposes, rather than direct technological restriction. Some programs used to edit video and/or audio may distort, delete, or otherwise interfere with watermarks.

Signal/modulator-carrier chromatography may also separate watermarks from original audio or detect them as glitches. Additionally, comparison of two separately obtained copies of audio using simple, home-grown algorithms can often reveal watermarks. [ ] Streaming media services [ ] Since the late-2000s the trend in has been towards renting content using online streaming services, for example for music and for video content. Copyright holders often require that these services protect the content they licence using DRM mechanisms. The examples and perspective in this section may not represent a of the subject.

You may, discuss the issue on the, or, as appropriate. (November 2012) () The 1996 (WCT) requires nations to enact laws against DRM circumvention, and has been implemented in most member states of the. The implementation is the (DMCA), while in Europe the treaty has been implemented by the 2001, which requires member states of the to implement legal protections for technological prevention measures. In 2006, the lower house of the French parliament adopted such legislation as part of the controversial law, but added that protected DRM techniques should be made interoperable, a move which caused widespread controversy in the United States. The concluded in 2006, that the complete blocking of any possibilities of making private copies was an impermissible behaviour under French copyright law. China [ ] In 1998 'Interim Regulations' were founded in China, referring to the DMCA. China also has Intellectual Property Rights, which to the World Trade Organization, was 'not in compliance with the Berne Convention'.

The WTO panel 'determined that China's copyright laws do not provide the same efficacy to non- Chinese nationals as they do to Chinese citizens, as required by the Berne Convention'. And that 'China's copyright laws do not provide enforcement procedures so as to permit effective action against any act of infringement of intellectual property rights'. Because China has a form of DMCA and or copyright laws, it is assumed they are using some kind of technology to enforce those laws, however there is no mention of specific DRM technology.

[ ] European Union [ ] On 22 May 2001, the European Union passed the, an implementation of the 1996 WIPO Copyright Treaty, that addressed many of the same issues as the DMCA. On 25 April 2007, the European Parliament supported the first directive of EU, which aims to harmonize criminal law in the member states. It adopted a first reading report on harmonizing the national measures for fighting copyright abuse. If the European Parliament and the Council approve the legislation, the submitted directive will oblige the member states to consider a crime a violation of international copyright committed with commercial purposes. The text suggests numerous measures: from fines to imprisonment, depending on the gravity of the offense.

The EP members supported the Commission motion, changing some of the texts. They excluded patent rights from the range of the directive and decided that the sanctions should apply only to offenses with commercial purposes. Copying for personal, non-commercial purposes was also excluded from the range of the directive. In 2012, the Court of Justice of the European Union ruled in favor of reselling copyrighted games, prohibiting any preventative action that would prevent such transaction. The court said that 'The in the EU of a copy of a computer program by the copyright holder or with his consent exhausts the right of distribution of that copy in the EU.

A rightholder who has marketed a copy in the territory of a Member State of the EU thus loses the right to rely on his monopoly of exploitation in order to oppose the resale of that copy.' In 2014, the Court of Justice of the European Union ruled that circumventing DRM on game devices may be legal under some circumstances, limiting the legal protection to only cover technological measures intended to prevent or eliminate unauthorised acts of reproduction, communication, public offer or distribution. Israel [ ] As of 2014 Israel had not ratified the WIPO Copyright Treaty. Israeli law does not currently expressly prohibit the circumvention of technological measures used to implement digital rights management. In June 2012 The Israeli Ministry of Justice proposed a bill to prohibit such activities, but the did not pass it. In September 2013, the Supreme Court ruled that the current copyright law could not be interpreted to prohibit the circumvention of digital rights management, though the Court left open the possibility that such activities could result in liability under the law of unjust enrichment. United States [ ].

Main article: In May 1998, the Digital Millennium Copyright Act (DMCA) passed as an amendment to US, which criminalizes the production and dissemination of technology that lets users circumvent technical copy-restriction methods.(For a more detailed analysis of the statute, see.) Reverse engineering of existing systems is expressly permitted under the Act under the specific condition of a safe harbor, where circumvention is necessary to achieve interoperability with other software. See 17 U.S.C. Open-source software to decrypt content scrambled with the and other encryption techniques presents an intractable problem with the application of the Act. Much depends on the intent of the actor. If the decryption is done for the purpose of achieving interoperability of open source operating systems with proprietary operating systems, it would be protected by Section 1201(f) the Act. Cf., Universal City Studios, Inc. Corley, 273 F.3d 429 (2d Cir.

2001) at notes 5 and 16. However, dissemination of such software for the purpose of violating or encouraging others to violate copyrights has been held illegal. See Universal City Studios, Inc. Reimerdes, 111 F. 2d 346 (S.D.N.Y. The DMCA has been largely ineffective in protecting DRM systems, as software allowing users to circumvent DRM remains widely available.

However, those who wish to preserve the DRM systems have attempted to use the Act to restrict the distribution and development of such software, as in the case of DeCSS. Although the Act contains an exception for research, the exception is subject to vague qualifiers that do little to reassure researchers. Cf., 17 U.S.C. The DMCA has affected, because many [ ] fear that cryptanalytic research may violate the DMCA. Gold Rush Series Free Download here. In 2001, the arrest of Russian programmer for alleged infringement of the DMCA was a highly publicized example of the law's use to prevent or penalize development of anti-DRM measures. He was arrested in the US after a presentation at, and spent several months in jail.

The DMCA has also been cited as chilling to non-criminal inclined users, such as students of including, Professor Felten and students at; security consultants, such as Netherlands based, who declined to publish vulnerabilities he discovered in 's secure-computing scheme due to fear of being arrested under the DMCA when he travels to the US; and blind or visually impaired users of or other. International issues [ ] In Europe, there have been several ongoing dialog activities that are characterized by their consensus-building intention: • January 2001 Workshop on Digital Rights Management of the. • 2003 Participative preparation of the /Information Society Standardization System (CEN/ISSS) DRM Report. • 2005 DRM Workshops of, and the work of the High Level Group on DRM. • 2005 Gowers Review of Intellectual Property by the British Government from published in 2006 with recommendations regarding copyright terms, exceptions, orphaned works, and copyright enforcement. • 2004 Consultation process of the European Commission, DG Internal Market, on the Communication COM(2004)261 by the European Commission on 'Management of Copyright and Related Rights' (closed). • The project, a European Commission Integrated Project of the FP6, has as its main goal automating content production, copy protection, and distribution, to reduce the related costs, and to support DRM at both B2B and B2C areas, harmonizing them.

• The project is an ongoing dialogue on consumer acceptability of DRM solutions in Europe. It is an open and neutral platform for exchange of facts and opinions, mainly based on articles by authors from science and practice. Opposition [ ] Many organizations, prominent individuals, and computer scientists are opposed to DRM. Two notable DRM critics are, as expressed for instance, in his article ': How Big brother and big media can put the Internet genie back in the bottle', and in his article The Right to Read and in other public statements: 'DRM is an example of a malicious feature – a feature designed to hurt the user of the software, and therefore, it's something for which there can never be toleration'. Stallman also believes that using the word 'rights' is misleading and suggests that the word 'restrictions', as in 'Digital Restrictions Management', be used instead.

This terminology has since been adopted by many other writers and critics unconnected with Stallman. Other prominent critics of DRM include Professor of Cambridge University, who heads a British organization which opposes DRM and similar efforts in the UK and elsewhere, and, a writer and technology blogger.

There have been numerous others who see DRM at a more fundamental level. This is similar to some of the ideas in Michael H. Goldhaber's presentation about 'The Attention Economy and the Net' at a 1997 conference on the 'Economics of Digital Information'. (sample quote from the 'Advice for the Transition' section of that presentation: 'If you can't figure out how to afford it without charging, you may be doing something wrong.' ) The and similar organizations such as also hold positions which are characterized as opposed to DRM.

[ ] The has criticized DRM's effect as a from a perspective. The final version of the version 3, as released by the Free Software Foundation, has a provision that 'strips' DRM of its legal value, so people can break the DRM on GPL software without breaking laws like the. Also, in May 2006, the FSF launched a ' campaign against DRM.

Provides licensing options encouraging the expansion of and building upon creative work without the use of DRM. In addition, Creative Commons licenses have anti-DRM clauses, therefore the use of DRM by a licensee to restrict the freedoms granted by a Creative Commons license is a breach of the Baseline Rights asserted by the licenses. Bill Gates spoke about DRM at CES in 2006. According to him, DRM is not where it should be, and causes problems for legitimate consumers while trying to distinguish between legitimate and illegitimate users.

According to, Apple opposes DRM music after a public letter calling its music labels to stop requiring DRM on its iTunes Store. As of 6 January 2009, the iTunes Store is DRM-free for songs. Label proposed by the for DRM-free works In reaction to opposition to DRM, many publishers and artists label their works as 'DRM-free'.

Major companies that have done so include the following: • sold DRM content on their when it started 2003, but made music DRM-free after April 2007 and has been labeling all music as 'DRM-Free' since January 2009. The music still carries a to identify the purchaser. Other works sold on iTunes such as apps, audiobooks, movies, and TV shows continue to be protected by DRM. • Since 2014,, which distributes digital comics, has allowed rights holders to provide the option of a DRM-free download of purchased comics. Publishers which allow this include,,,, and.

• (formerly Good Old Games), a started in 2008, specializes in the distribution of. While most other digital distribution services allow various forms of DRM (or have them embedded), gog.com has a strict non-DRM policy. • All music sold on is DRM free. •, a major publisher of science fiction and fantasy books, started selling DRM-free in July 2012.

Smaller e-book publishers, such as and, had already forgone DRM previously. • is one of the publishers included in the 's DRM-free guide.

Shortcomings [ ] DRM server and Internet outages [ ] Many DRM systems require authentication with an online server. Whenever the server goes down, or a region or country experiences an Internet outage, it effectively locks out people from registering or using the material. This is especially true for a product that requires a persistent online authentication, where, for example, a successful on the server would essentially make all copies of the material unusable.

DRM bypass methods for audio and video content [ ] One simple method to bypass DRM on audio files is to burn the content to an audio CD and then it into DRM-free files. Some software products simplify and automate this burn-rip process by allowing the user to burn music to a CD-RW disc or to a Virtual CD-R drive, then automatically rip and encode the music, and automatically repeat this process until all selected music has been converted, rather than forcing the user to do this one CD (72–80 minutes worth of music) at a time. Many software programs have been developed that intercept the data stream as it is decrypted out of the DRM-restricted file, and then use this data to construct a DRM-free file. These programs require a decryption key. Programs that do this for Blu-ray Discs, DVDs, and HD DVDs include universal decryption keys in the software itself. Programs that do this for audio, songs, and ToGo recordings, however, rely on the user's own key – that is, they can only process content the user has legally acquired under his or her own account. Another method is to use software to record the signals being sent through the audio or video cards or plug analog recording devices into the analog outputs of the media player.

These techniques utilize the '. To bypass DRM technologies embedded in video-streaming services, hackers employ a variety of methods. Besides rerecording and redistributing video streams, they place links to video-streaming services in web pages owned by the hackers, sell legitimate users' data on the black market for other people's use, and legitimate users sharing their account with family or friends who intend not to pay for the service. Analog recording [ ]. Main article: All forms of DRM for audio and visual material (excluding interactive materials, e.g., videogames) are subject to the, namely that in order for a viewer to play the material, the digital signal must be turned into an analog signal containing light and/or sound for the viewer, and so available to be copied as no DRM is capable of controlling content in this form. In other words, a user could play a purchased audio file while using a separate program to record the sound back into the computer into a DRM-free file format.

All DRM to date can therefore be bypassed by recording this signal and digitally storing and distributing it in a non DRM limited form, by anyone who has the technical means of recording the analog stream. Furthermore, the analog hole cannot be overcome without the additional protection of externally imposed restrictions, such as legal regulations, because the vulnerability is inherent to all analog means of transmission.

However, the conversion from digital to analog and back is likely to force a loss of quality, particularly when using digital formats. Is an attempt to plug the analog hole, although it is largely ineffective. Released a soundcard which features a function called 'Analog Loopback Transformation' to bypass the restrictions of DRM. This feature allows the user to record DRM-restricted audio via the soundcard's built-in analog I/O connection. In order to prevent this exploit, there has been some discussions between copyright holders and manufacturers of electronics capable of playing such content to no longer include analog connectivity in their devices.

[ ] The movement, dubbed as 'Analog Sunset', has seen a steady decline in analog output options on most devices manufactured after 2010. [ ] General computing platforms [ ] Many of the DRM systems in use are designed to work on general purpose computing hardware, such as desktop PCs, apparently because this equipment is felt to be a major contributor to revenue loss from disallowed copying. [ ] Large commercial copyright infringers avoid consumer equipment, [ ] so losses from such infringers will not be covered by such provisions. Such schemes, especially software based ones, can never be wholly secure since the software must include all the information necessary to decrypt the content, such as the. An attacker will be able to extract this information, directly decrypt and copy the content, which bypasses the restrictions imposed by a DRM system. Purpose-built hardware [ ] Many DRM schemes use encrypted media which requires purpose-built hardware to hear or see the content.

This appears to ensure that only licensed users (those with the hardware) can access the content. It additionally tries to protect a secret decryption key from the users of the system. While this in principle can work, it is extremely difficult to build the hardware to protect the secret key against a sufficiently determined adversary. Many such systems have failed in the field. Once the secret key is known, building a version of the hardware that performs no checks is often relatively straightforward.

In addition user verification provisions are frequently subject to attack, being among the most frequented ones. A common real-world example can be found in commercial television systems such as and Malaysia's. The company uses tamper-resistant to store decryption keys so that they are hidden from the user and the satellite receiver.

However, the system has been compromised in the past, and DirecTV has been forced to roll out periodic updates and replacements for its smart cards. Watermarks [ ] can often be removed, although degradation of video or audio can occur. Undecrypted copying failure [ ] Mass redistribution of hard copies does not necessarily need DRM to be decrypted or removed, as it can be achieved by bit-perfect copying of a legally obtained medium without accessing the decrypted content. Additionally, still-encrypted can be distributed over the Internet and played on legitimately licensed players. Obsolescence [ ] When standards and formats change, it may be difficult to transfer DRM-restricted content to new media. Additionally, any system that requires contact with an authentication server is vulnerable to that server's becoming unavailable, as happened in 2007, when videos purchased from (mlb.com) prior to 2006, became unplayable due to a change to the servers that validate the licenses.

Microsoft Zune In 2006, when Microsoft introduced their media player, it did not support content that uses Microsoft's own DRM scheme they had previously been selling. The EFF calls this 'a raw deal'. MSN Music In April 2008, Microsoft sent an email to former customers of the now-defunct MSN Music store that read: 'As of 31 August 2008, we will no longer be able to support the retrieval of license keys for the songs you purchased from MSN Music or the authorization of additional computers. You will need to obtain a license key for each of your songs downloaded from MSN Music on any new computer, and you must do so before 31 August 2008. If you attempt to transfer your songs to additional computers after 31 August 2008, those songs will not successfully play.' However, Microsoft re-issued MSN Music shutdown statement on 19 June and allowed the users to use their licenses until the end of 2011: 'After careful consideration, Microsoft has decided to continue to support the authorization of new computers and devices and delivery of new license keys for MSN Music customers through at least the end of 2011, after which we will evaluate how much this functionality is still being used and what steps should be taken next to support our customers.

This means you will continue to be able to listen to your purchased music and transfer your music to new PCs and devices beyond the previously announced 31 August 2008 date.' Music Store On 23 July 2008, the Store emailed its customers to tell them it would be shutting down effective 30 September 2008, and the DRM license key servers would be taken offline.

Walmart In August 2007, 's online music division started offering (DRM-free) MP3s as an option. Starting in February 2008, they made all sales DRM-free. On 26 September 2008, the Walmart Music Team notified its customers via email they would be shutting down their DRM servers 9 October 2008, and any DRM-encumbered music acquired from them would no longer be accessible unless backed up to a recordable CDs (a non-DRM format) before that date. After bad press and negative reaction from customers, on 9 October 2008, Walmart decided not to take its DRM servers offline. Adobe Content Server 3 for Adobe PDF In April 2009, announced that as of 30 March 2009, the Adobe Content 3 server would no longer activate new installations of.

In addition, the ability to migrate content from Adobe Content Server 3 to Adobe Content Server 4 would cease from mid-December 2009. Anyone who failed to migrate their DRMed PDF files during this nine-month window lost access to their content the next time they had to re-install their copy of Adobe Acrobat or Adobe Reader. JManga e-book store In March 2013, announced that they were closing down and advised all customers that they would lose all access to their content in May 2013. Acetrax Video on Demand In May 2013, Acetrax announced they were shutting down.

Refunds were provided for purchases of HD movies, but for standard definition versions, the only option made available was a limited time option to download to a Windows PC, but the movie would then be locked to that particular installation of Microsoft Media Player. Non-Windows users lost access to their SD movies.

Diesel eBooks In March 2014, Diesel announced that their e-book store would be closing by the end of March 2014. Customers were advised to download all their e-books by month end as downloads will not be possible after this date. Barnes & Noble non-US/UK nook store In July 2015, Barnes & Noble announced that their non-US/UK e-book stores would be closing in August 2015, losing access to all ebooks purchases. Customers were advised to see if Microsoft would give them refunds for purchases bought through a Microsoft account. Barnes & Noble UK nook store In March 2016, Barnes & Noble announced that their UK e-book store would be closing by the end of May 2016, with accounts transferred to Sainsbury Digital Entertainment, but not all books in the accounts will be transferred.

Customers were advised to download all their e-books before the closing date, because not all books could be transferred. Books previously transferred to nook following the closure of Fictionwise were not transferred. Environmental issues [ ] DRM can accelerate hardware obsolescence, turning it into sooner: • DRM-related restrictions on capabilities of hardware can artificially reduce the range of potential uses of the device (to the point of making a device consisting of general-purpose components usable only for a purpose approved, or with “content” provided, by the vendor), limit and repairability.

Examples: • (applies to discs as well as DVD players and drives); • the removal of the feature from Sony PlayStation 3 game consoles; •, and similar. • Users may be forced to buy new devices for compatibility with DRM (i.e., through having to upgrade an operating system to one with different hardware requirements). Moral and legitimacy implications [ ] According to the EFF, 'in an effort to attract customers, these music services try to obscure the restrictions they impose on you with clever marketing.' DRM laws are widely flouted: according to Australia Official Music Chart Survey, copyright infringements from all causes are practised by millions of people. Relaxing some forms of DRM can be beneficial [ ] Jeff Raikes, ex-president of the Microsoft Business Division, stated: 'If they're going to pirate somebody, we want it to be us rather than somebody else'.

An analogous argument was made in an early paper by Kathleen Conner and Richard Rummelt. A subsequent study of digital rights management for e-books by and showed that relaxing some forms of DRM can be beneficial to digital rights holders because the losses from piracy are outweighed by the increases in value to legal buyers. Also, free distribution, even if unauthorized, can be beneficial to small or new content providers by spreading and popularizing content and therefore generating a larger consumer base by sharing and word of mouth. Several musicians have grown to popularity by posting their music videos on sites like YouTube where the content is free to listen to. This method of putting the product out in the world free of DRM not only generates a greater following but also fuels greater revenue through other merchandise (hats, T-shirts), concert tickets, and of course, more sales of the content to paying consumers. Can increase infringement [ ] While the main intent of DRM is to prevent unauthorized copies of a product, there are mathematical models that suggest that DRM schemes can fail to do their job on multiple levels.

Ironically, the biggest failure that can result from DRM is that they have a potential to increase the infringement rate of a product. This goes against the held belief that DRM can always reduce unauthorized distribution. There also seems to be evidence that DRM will reduce profits. The driving factor behind this is related to how many restrictions DRM imposes on a legal buyer.

An ideal DRM would be one which imposes zero restrictions on legal buyers but makes imposing restrictions on infringers. Even if an ideal DRM can be created and used, in certain cases, it can be shown that removing the DRM will result in less unauthorized copying. For the ideal DRM, the reason why profits can increase is because of the demand is elastic. When there are more people legally buying and few people sharing the product, more profits are going to be made.

The mathematical models are strictly applied to the music industry (music CDs, downloadable music). These models could be extended to the other industries such as the gaming industry which show similarities to the music industry model. There are real instances when DRM restrain consumers in the gaming industry. Some DRM games are required to connect to the Internet in order to play them. ' head of public relations and marketing, Trevor Longino, in agreement with this, believes that using DRM is less effective than improving a game's value in reducing video game infringement. However, TorrentFreak published a 'Top 10 pirated games of 2008' list which shows that intrusive DRM is not the main reason why some games are copied more heavily than others.

Popular games such as BioShock, Crysis Warhead, and Mass Effect which use intrusive DRM are strangely absent from the list. Alternatives [ ] Several business models have been proposed that offer an alternative to the use of DRM by content providers and rights holders. 'Easy and cheap' [ ] The first business model that dissuades illegal file sharing is to make downloading digital media easy and cheap. The use of noncommercial sites makes downloading digital media complex. For example, misspelling an artist's name in a search query will often fail to return a result, and some sites limit internet traffic, which can make downloading media a long and frustrating process. Furthermore, some [ ] illegal file sharing websites are host to viruses and malware which attach themselves to the files (see ). If digital media (for example, songs) are all provided on accessible, legitimate sites, and are reasonably priced, consumers will purchase media legally to overcome these frustrations.

Comedian made headlines in 2011, with the release of his as an inexpensive (US$5), DRM-free download. The only attempt to deter unlicensed copies was a letter emphasizing the lack of corporate involvement and direct relationship between artist and viewer. The film was a commercial success, turning a profit within 12 hours of its release. Some, including the artist himself, have suggested that file sharing rates were lower than normal as a result, making the release an important case study for the digital marketplace. Webcomic released a DRM-free PDF e-book on author R Stevens's 35th birthday, leading to more than 140,000 downloads in the first month, according to Stevens. He followed this with a DRM-free iBook specifically for the iPad, using Apple's new software, which generated more than 10,000 downloads in three days. That led Stevens to launch a project – 'ebook stravaganza 3000' – to fund the conversion of 3,000 comics, written over 12 years, into a single 'humongous' e-book to be released both for free and through the iBookstore; launched 8 February 2012, with the goal of raising $3,000 in 30 days, the project met its goal in 45 minutes, and went on to be funded at more than 10 times its original goal.

The 'payment optional' DRM-free model in this case was adopted on Stevens' view that 'there is a class of webcomics reader who would prefer to read in large chunks and, even better, would be willing to spend a little money on it.' Crowdfunding or pre-order model [ ] In February 2012, asked for an upcoming video game,, for on and offered the game DRM-free for backers. This project exceeded its original goal of $400,000 in 45 days, raising in excess of $2 million. In this case DRM freedom was offered to backers as an incentive for supporting the project before release, with the consumer and community support and media attention from the highly successful Kickstarter drive counterbalancing any loss through file sharing. [ ] Also, crowdfunding with the product itself as benefit for the supporters can be seen as or in which one motivation for DRM, the uncertainty if a product will have enough paying customers to outweigh the development costs, is eliminated. After the success of Double Fine Adventure, many games were crowd-funded and many of them offered a DRM-free game version for the backers.

Digital content as promotion for traditional products [ ] Many artists are using the Internet to give away music to create awareness and liking to a new upcoming album. The artists release a new song on the internet for free download, which consumers can download. The hope is to have the listeners buy the new album because of the free download.

A common practice used today is releasing a song or two on the internet for consumers to indulge. In 2007, Radiohead released an album named in Rainbows, in which fans could pay any amount they want, or download it for free. Artistic Freedom Voucher [ ] The Artistic Freedom Voucher (AFV) introduced by Dean Baker is a way for consumers to support “creative and artistic work.” In this system, each consumer would have a refundable tax credit of $100 to give to any artist of creative work. To restrict fraud, the artists must register with the government.

The voucher prohibits any artist that receives the benefits from copyrighting their material for a certain length of time. Consumers can obtain music for a certain amount of time easily and the consumer decides which artists receive the $100. The money can either be given to one artist or to many, the distribution is up to the consumer. See also [ ].