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I often think of DRM as a purely evil thing, but it does have some valid uses. Problem is, it's being used today in inappropriate ways, the implementors often not having thought through the implications of the form their DRM takes, and thinking too much how to prevent the piracy (yeah, like that's possible) while forgetting the honest user.
I'll use Spore as the first example. From the gaming podcasts I've been listening to it was the most pirated game of 2008. So, did DRM really help it? I think not. Mostly because the methods of distribution of un-DRM'ed games/music/films are so easy to use now. Joe User just needs a torrent program and broadband. EA can try to put incredibly intricate DRM on their product, but it only needs one hacker group to crack it, upload it to a torrent site, and any average-joe who's set up for torrents is now able to collect it.
You haven't made it any harder for people to pirate it ..because the people downloading the cracked version aren't dealing with your DRM at all. It's aready been removed from your product before it hit the torrent sites.
In the case of Spore, all they will manage to do is punish the honest user. I've bought Spore, (hypothetically) installed it on my PC, installed it on the kids PC (not for use on both at once, but so I can get use of my PC sometimes) :) ..within a year I will have re-installed the OS on both machines because of how much kids and multiple game install can screw-up windows, and now I'm told I've only got one install left. What? I thought I bought the game? I really only have it for a 'limited time'? You never f--ing told me about this EA!
Do you think I'm going to want to buy EA products again? Hell no!
So the pirate gets the better deal. The honest user gets frustrated. (And possibly learns how to pirate when the DRM gets in the way.) This seems to imply EA might be shooting itself in the foot here.
The main problem here is the usage of honest buyers hasn't been properly considered. How is a limited number of installs going to prevent piracy? Joe User can still install it on his and his mates machine. No problem: 3 installs still left, he thinks.
Now, if you consider another method, such as Steam. You can buy a title, download it on Steam ..download it on as many machines as you want. Re-install, re-download .. shift to another country, download it again, and it just keeps working. Main thing is I have to be logged in with *my* username. So if I'm playing Half-Life on my work PC, steam can't be logged in from another machine so my kids or best mate can play my copy. It can only be played in one place at a time. ..I have a login (that I'm encouraged to protect) that ties the game to *me*, not a machine, not an arbitrary number of installs. This method of DRM has been thought through well. I'm not punished. I actually enjoy being freed from physical posession of the disc and those horrid install serial numbers.
Well thought-out methods of DRM can actually allow for new methods of delivery, and more flexible models such as time-locked rentals. Things can be rented and I'm not relied on to return a physical product before the rental period expires, it just stops working automatically.
Overall, I'd really like for DRM not to exist at all. But peoples willingness to pirate software and digital music/films with abandon has kind of made DRM a necessary evil IMHO. It just has to be thought through properly. Tailor it to the persons actual use of the product, not arbitrary numerical limits that will just aggrivate the honest user. The big companies should keep in mind that they're also competing with the torrent sites ..make the product more appealing than a pirated download: put cool trinkets in the game-box, put a cool booklet in there with info about the song-writer, lyrics, photos, etc, add interesting online content tied to the buyers login. And whatever you do, do your very best *not* to punish them for using the product normally, because people really remember it when you burn them.
Source(s):
It's a personal passion of mine, so I've kept myself informed about it for a long time now.
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One success story in the piracy market has been Valve Software. Their source code for Half-Life 2 was stolen and in response Valve delayed the game, and created Steam. Steam has become the most easy to use form of DRM. Most users don't consider it DRM. Steam allows users to join a robust community and buy games off the internet.
I personally think more people would be using legal copies of software if it came in the form of a Steam-like client. This only pertains to gaming of course.
The bottom line though is that many of the techniques used by companies to protect their content often have a detrimental effect on users who buy them legitimately (as in the Sony rootkit). The solution for that music, again, seems to be services like iTunes.
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spoon
DRM does not work this way in practice however, and its implementation to date has probably forever doomed it in the hearts and minds of consumers. DRM is really nothing more than proactive copyright enforcement. While some people, myself included, feel there are issues with intellectual property law in the United States and elsewhere, the underlying notion that an inventor or artist should have the right to profit from their work, and the means to defend that profit, is a legitimate case in my view.
DRM falls apart because of the pricing structure of content, and the inefficiency of the content distribution channels (meaning the production houses and companies). Let me suggest an alternate theory of DRM, a passive, "tracking" version. You pay $0.60 for a song* and download it once. For every copy you make of that song you pay an additional nickel, because it has internally embedded DRM (we assume some technical miracle to make that happen) which tracks copies made of your instance of the song. You can listen to it on your PC for free. But it will cost you $0.05 more to burn it onto a CD for yourself, or a friend, of $0.50 cents more for 10 friends. If you have 5 MP3 devices that you absolutely have to synchronize for some reason, you should simply count on every song costing an addition $0.25 cents. This is because it is a reasonable assumption that you cannot listen to all five devices at once (but also fair to assume you might be giving them to friends, you cannot automatically determine the nature of a copy very well).
Of course, if you upload your file to a file-sharing service, you might be charged tens or hundreds or thousands of dollars. That would significantly deter piracy, without specifically making it harder to play the file anywhere on any device (I am thinking of some take-off on audio-watermarking, I do not pretend to have the audio engineering or programming knowledge to carry that off myself).
The problem, as I see it, with something being absolutely DRM free is not the large scale piracy by any individual organization, but the loss of word-of-mouth advertising, which has always been the main way any product is advertised and succeeds or fails. If one person buys an MP3, five of their friends hear it and say "hey, I should get a copy of that," do we assume the content purchaser will take the high road always and say "well then by all means go to the artists website and buy it." Or do we make the human assumption that he or she will say "oh, glad you like it, here's a copy." It's not any more unusual than sharing popcorn at a movie theater. Much as the theater might like to sell you each an extra large tub, they learned long ago that people will buy one and share it. But that's a loss of five possible sales, without any hope of recouping them. In my passive model, at least there'd be a nickel recouped, and for no additional cost in advertising or distribution on the part of the content provider.
That supplies some minor consistent revenue, which is fair to the creators of content, while still making distribution and playback simple. I do not support DRM in its current form by any means, but I think that the elimination of protections for artists is perilous as well. Please understand the above thoughts are based on the ideal that artists are distributing more or less directly to consumers, I am not seeking to defend the systems or structures put in place by the various agencies and organizations that neither creatively produce or seek to advocate for the consumer.
* Footnote: That is not an arbitrary figure, a 2 hour movie viewed for $7 is approximately 17 cents per minute. 3.5 minutes per song gives you a similar value. I am not saying music and movies are the same cost to produce, I am suggesting the consumer values minutes of entertainment in approximately the same way, and if they prefer one type or another, they will simply seek that out.
Source(s):
Personal familiarity with the issue for use in classes I teach, a general attention to the technology and details involved.
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-DRM was invented to stop pirates from sharing songs and software on the Internet.
-Every time a new DRM scheme comes out, pirates just circumvent it anyway.
-The people who pirate the stuff are completely unaffected, while the people who buy the stuff and want to use it are left scratching their heads and kicking their computers.
-Fail.
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First, what I don't like:
If you buy something, it should be yours to do with as you please, and you shouldn't have to jump through ridiculous hoops to get where you want to be (like burning CDs with iTunes music). You should be able to back up your DVD, or compress it on to your laptop so you can watch it on an airplane without bringing a library of discs along.
If something is yours, some of the DRM schemes have been very restrictive considering this. If they are going to pin you with usage requirements, they'd better offer some sort of value added service to go with it! Only allowing one re-download for a song? Ridiculous. If it has DRM, you should be able to log in on your account anywhere, and play the song or use the software wherever you are.
DRM, however, does have its uses!
First, music subscriptions - these are a fantastic idea. Pay $10-15/month, and listen to as much music as you want as long as you're paying. So, for the cost of purchasing 1-2 albums per month, you can listen to tens and hundreds of new albums per month if you have the time. If we say that the unlimited subscription service is the cost of 2 albums, look at where you are in 5 years (60 months):
Cost: 120 albums ($1200)
Music available to buyer: 120 albums
Music available to subscriber: millions of albums
If you listen to the same music over and over again, you might want to buy it outright, but if you like to try a new stuff, subscriptions are a very good value. Emusic fits in between, which gives you a lot more music for a far lower cost than buying normally, but you need to fill up your quota every month. For $25/month, you can get as much as 10 or so albums worth of music. And it has no DRM. This is the best of both worlds, but not without downsides. I can't re-download everything, nor can I be at a friend's house with no mp3 player at hand, and say "Hey, check this obscure song out that isn't on youtube somewhere".
Let's look at software, now. Specifically games. Console download games use DRM so you can't just copy the files around, but it is handled in a relatively seamless manner. You can even log in on someone else's Xbox and play your own live games... but this functionality is awkward at best.
Steam, however, presents a perfect DRM solution for games. You have an account, and pay for the games. In the US, the prices range from being slightly cheaper or similar to good retail prices, to some amazing deals from time to time (Just over christmas, they had a deal where a large chunk of the store was 50% off - I bought something like 20 games for $100, including quality titles like Civilization 4, Rome: Total War, Left 4 Dead - it wasn't a pile of junk games - this weekend's deal is the all of X-com UFO defense games for $5 - there are 5, and a few of them are older, but one can not deny it is a good deal).
Now, I can log in to any computer with Steam using my account, and I can install, and re-download these games as many times as I want. While 8GB for Bioshock (It was $5 over christmas) might not be realistic, there are a lot of games that are of sizes that can be downloaded pretty quickly. I have used this on more than a few occasions and really like the ability to do this.
Lastly, the price needs to be right. If I am paying for DRM protected content, it had better be priced significantly better than the non DRM'd competition if it offers no or few advantages. Not worse. Why should I pay more for use of a more restricted product? I won't. I won't buy it, and I won't support companies that do this. Would I pay 10 cents for "download once" DRM'd music files that I can play on my three computers, my mp3 players, and nothing extra? Yeah. I might buy a few. But $1? For a song? Forget it. Not when 25-30 cents per non DRM song is the going rate.
DRM done poorly is a horror of horrors. But when used in a non intrusive manner in order to provide the best, most comprehensive service and availability of the DRM laden product, it can be used in a positive manner.
Digital distribution is the future, for better or worse. If it is going to be the future, it is going to be about making anything you own seamlessly available to you where ever you go. It won't be about draconian schemes. It will be about making the things you own to you available to you wherever you might be. People will be a lot less against DRM if they can buy a movie and watch it on any device they own, at any time, AND at a reasonable price. And, yes, this means that something like a movie should be able to be re-downloaded in any appropriate format to watch on any device as many times as you please, forever. Bandwidth will of course be important, but, 20 years from now, I can't see us buying software and media on stupid optical discs at all.
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Answered Question
M$1
January 08, 2009 04:29 PM
What do you think of Digital Rights Management (DRM)?
Digital Rights Management has recently become a hot issue, with the controversy over the intrusive DRM bundled with the computer game Spore. More recently, Apple announced that all music on their iTunes Music Store would be going DRM-free.
DRM causes some DVDs not to play on some players. It means consumers can't read or listen to or view the media they have purchased except in ways that the publisher wants—in direct contravention of fair use rights.
In the past, Sony attempted to maintain security of one of their CDs by, essentially, rootkitting the computers of anyone who played it (including Department of Defense computers!)
Publishers like to claim that they need DRM to prevent their works from being "pirated"—but the thriving trade on peer-to-peer of formerly-protected works (including computer games that are cracked before they're even officially commercially released) seems to give the lie to the idea that it can even be remotely effective.
The Federal Trade Commission is going to be holding a Town Hall Meeting on the subject of DRM on March 25th. They are asking for requests and suggestions for DRM-related issues to be discussed at this meeting, from the general public. The deadline for submitting comments is January 30th.
My own feelings on DRM can be found here: http://www.teleread.org/blog/2008/12/06/drm-a-teleread-primer/
If you feel strongly about DRM, pro or con, I would ask you to write out your own feelings not just in this answer, but also in an email or Word document that you can submit using the FTC's form at https://secure.commentworks.com/ftc-DRMtechnologies/
DRM causes some DVDs not to play on some players. It means consumers can't read or listen to or view the media they have purchased except in ways that the publisher wants—in direct contravention of fair use rights.
In the past, Sony attempted to maintain security of one of their CDs by, essentially, rootkitting the computers of anyone who played it (including Department of Defense computers!)
Publishers like to claim that they need DRM to prevent their works from being "pirated"—but the thriving trade on peer-to-peer of formerly-protected works (including computer games that are cracked before they're even officially commercially released) seems to give the lie to the idea that it can even be remotely effective.
The Federal Trade Commission is going to be holding a Town Hall Meeting on the subject of DRM on March 25th. They are asking for requests and suggestions for DRM-related issues to be discussed at this meeting, from the general public. The deadline for submitting comments is January 30th.
My own feelings on DRM can be found here: http://www.teleread.org/blog/2008/12/06/drm-a-teleread-primer/
If you feel strongly about DRM, pro or con, I would ask you to write out your own feelings not just in this answer, but also in an email or Word document that you can submit using the FTC's form at https://secure.commentworks.com/ftc-DRMtechnologies/
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| January 08, 2009 09:16 PM |
I'll use Spore as the first example. From the gaming podcasts I've been listening to it was the most pirated game of 2008. So, did DRM really help it? I think not. Mostly because the methods of distribution of un-DRM'ed games/music/films are so easy to use now. Joe User just needs a torrent program and broadband. EA can try to put incredibly intricate DRM on their product, but it only needs one hacker group to crack it, upload it to a torrent site, and any average-joe who's set up for torrents is now able to collect it.
You haven't made it any harder for people to pirate it ..because the people downloading the cracked version aren't dealing with your DRM at all. It's aready been removed from your product before it hit the torrent sites.
In the case of Spore, all they will manage to do is punish the honest user. I've bought Spore, (hypothetically) installed it on my PC, installed it on the kids PC (not for use on both at once, but so I can get use of my PC sometimes) :) ..within a year I will have re-installed the OS on both machines because of how much kids and multiple game install can screw-up windows, and now I'm told I've only got one install left. What? I thought I bought the game? I really only have it for a 'limited time'? You never f--ing told me about this EA!
Do you think I'm going to want to buy EA products again? Hell no!
So the pirate gets the better deal. The honest user gets frustrated. (And possibly learns how to pirate when the DRM gets in the way.) This seems to imply EA might be shooting itself in the foot here.
The main problem here is the usage of honest buyers hasn't been properly considered. How is a limited number of installs going to prevent piracy? Joe User can still install it on his and his mates machine. No problem: 3 installs still left, he thinks.
Now, if you consider another method, such as Steam. You can buy a title, download it on Steam ..download it on as many machines as you want. Re-install, re-download .. shift to another country, download it again, and it just keeps working. Main thing is I have to be logged in with *my* username. So if I'm playing Half-Life on my work PC, steam can't be logged in from another machine so my kids or best mate can play my copy. It can only be played in one place at a time. ..I have a login (that I'm encouraged to protect) that ties the game to *me*, not a machine, not an arbitrary number of installs. This method of DRM has been thought through well. I'm not punished. I actually enjoy being freed from physical posession of the disc and those horrid install serial numbers.
Well thought-out methods of DRM can actually allow for new methods of delivery, and more flexible models such as time-locked rentals. Things can be rented and I'm not relied on to return a physical product before the rental period expires, it just stops working automatically.
Overall, I'd really like for DRM not to exist at all. But peoples willingness to pirate software and digital music/films with abandon has kind of made DRM a necessary evil IMHO. It just has to be thought through properly. Tailor it to the persons actual use of the product, not arbitrary numerical limits that will just aggrivate the honest user. The big companies should keep in mind that they're also competing with the torrent sites ..make the product more appealing than a pirated download: put cool trinkets in the game-box, put a cool booklet in there with info about the song-writer, lyrics, photos, etc, add interesting online content tied to the buyers login. And whatever you do, do your very best *not* to punish them for using the product normally, because people really remember it when you burn them.
Source(s):
It's a personal passion of mine, so I've kept myself informed about it for a long time now.
| Asker's Rating: |
• It was hard to pick a "best" answer as a lot of them were really good. But of the two or three long ones, I think this one was the best.
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Other Answers (6)
January 08, 2009 04:38 PM
As most people who are savvy internet users know, DRM is a system that punishes legal users and provides sport for pirates. To my knowledge there is no software that has not been pirated and plenty of users that I know of that have turned to pirated software because they would rather have a full product with no hassle. One success story in the piracy market has been Valve Software. Their source code for Half-Life 2 was stolen and in response Valve delayed the game, and created Steam. Steam has become the most easy to use form of DRM. Most users don't consider it DRM. Steam allows users to join a robust community and buy games off the internet.
I personally think more people would be using legal copies of software if it came in the form of a Steam-like client. This only pertains to gaming of course.
The bottom line though is that many of the techniques used by companies to protect their content often have a detrimental effect on users who buy them legitimately (as in the Sony rootkit). The solution for that music, again, seems to be services like iTunes.
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January 08, 2009 05:08 PM
Consumers who illegally break copyright laws should be prosecuted, period, but by adding DRM to their products, companies are punishing all users, of which only a small percentage are actual criminals. It be like buying a corvette that the manufacturer has altered so that it cannot go over 25 mph because they are afraid that someone will drive 50mph in a 25 zone. Go after the pirates and leave the rest of us alone!
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spoon
January 08, 2009 05:55 PM
That is a wonderful example!
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January 08, 2009 05:32 PM
I understand the idea of DRM, to protect a work from piracy and thereby retain its economic value to the company/publisher/artist. In that regard I do not think there is anything inappropriate or malicious about artists and creators of content seeking to protect their livelihoods. DRM does not work this way in practice however, and its implementation to date has probably forever doomed it in the hearts and minds of consumers. DRM is really nothing more than proactive copyright enforcement. While some people, myself included, feel there are issues with intellectual property law in the United States and elsewhere, the underlying notion that an inventor or artist should have the right to profit from their work, and the means to defend that profit, is a legitimate case in my view.
DRM falls apart because of the pricing structure of content, and the inefficiency of the content distribution channels (meaning the production houses and companies). Let me suggest an alternate theory of DRM, a passive, "tracking" version. You pay $0.60 for a song* and download it once. For every copy you make of that song you pay an additional nickel, because it has internally embedded DRM (we assume some technical miracle to make that happen) which tracks copies made of your instance of the song. You can listen to it on your PC for free. But it will cost you $0.05 more to burn it onto a CD for yourself, or a friend, of $0.50 cents more for 10 friends. If you have 5 MP3 devices that you absolutely have to synchronize for some reason, you should simply count on every song costing an addition $0.25 cents. This is because it is a reasonable assumption that you cannot listen to all five devices at once (but also fair to assume you might be giving them to friends, you cannot automatically determine the nature of a copy very well).
Of course, if you upload your file to a file-sharing service, you might be charged tens or hundreds or thousands of dollars. That would significantly deter piracy, without specifically making it harder to play the file anywhere on any device (I am thinking of some take-off on audio-watermarking, I do not pretend to have the audio engineering or programming knowledge to carry that off myself).
The problem, as I see it, with something being absolutely DRM free is not the large scale piracy by any individual organization, but the loss of word-of-mouth advertising, which has always been the main way any product is advertised and succeeds or fails. If one person buys an MP3, five of their friends hear it and say "hey, I should get a copy of that," do we assume the content purchaser will take the high road always and say "well then by all means go to the artists website and buy it." Or do we make the human assumption that he or she will say "oh, glad you like it, here's a copy." It's not any more unusual than sharing popcorn at a movie theater. Much as the theater might like to sell you each an extra large tub, they learned long ago that people will buy one and share it. But that's a loss of five possible sales, without any hope of recouping them. In my passive model, at least there'd be a nickel recouped, and for no additional cost in advertising or distribution on the part of the content provider.
That supplies some minor consistent revenue, which is fair to the creators of content, while still making distribution and playback simple. I do not support DRM in its current form by any means, but I think that the elimination of protections for artists is perilous as well. Please understand the above thoughts are based on the ideal that artists are distributing more or less directly to consumers, I am not seeking to defend the systems or structures put in place by the various agencies and organizations that neither creatively produce or seek to advocate for the consumer.
* Footnote: That is not an arbitrary figure, a 2 hour movie viewed for $7 is approximately 17 cents per minute. 3.5 minutes per song gives you a similar value. I am not saying music and movies are the same cost to produce, I am suggesting the consumer values minutes of entertainment in approximately the same way, and if they prefer one type or another, they will simply seek that out.
Source(s):
Personal familiarity with the issue for use in classes I teach, a general attention to the technology and details involved.
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January 08, 2009 06:02 PM
- New Source
That's an interesting perspective, bardseyes—the idea that copying and sharing leads to loss of sales. In actual practice, things don't seem to work out that way. Or even if it means a loss of one sale now, it might mean adding several more sales later when the samplee decides he wants to hear more from the artist whose song or book a friend gave him, but doesn't have the friend there to give him more of it.
Eric Flint's "Salvos against Big Brother" columns are worth reading on this matter:
http://baens-universe.com/authors/Eric_Flint
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Eric Flint's "Salvos against Big Brother" columns are worth reading on this matter:
http://baens-universe.com/authors/Eric_Flint
January 08, 2009 07:59 PM
Robotech_master, I appreciate what you're driving at, but when the friend becomes as available as the music store, which will the consumer use? The friend's music sharing server/widget on Facebook/wifi or 3G phone link/, or the for-pay music site? Given the choice between an identical product for free or at cost, the decision is an easy one. I appreciate that at higher levels of morality and maturity of thinking the decision becomes much more nuanced, and an understanding of patronizing the arts may come into being. But for what is now the vast majority of music sales (aka "popular" music by definition), the demographic is for an immature set of listeners with disposable incomes, those tween/teen/young adult listeners who have disposable income they may be reckless with (but also show impressive discernment in shepherding it, choosing the free version over the paid) but who also have the greatest potential to struggle financially, and so are again pressed to choose an avenue free to them rather than one at cost.
The problem is educational or behavioral, not specifically structural or economic. DRM is an attempt to modify or prevent behavior (sharing for free). If every person in the demographic targeted understood the value of what they were consuming and elected to support it themselves, DRM would be meaningless as there would be no value in preventing the behavior.
Here is where I'd argue with your statement about actual practice. My data is not summary for the earth's population, but it is well-researched as a major topic of discourse in my classes. I watch this trend amongst my students. I teach at an institution that actually requires character and moral education. The students spend a fair amount of money on iTunes and similar, and are aware of all the pay services. And yet, on average amongst the students more than half of any collection was acquired free through P2P and other means. This is something we talk about it my classes, and they all raise points I am making. The friends do recommend artists and albums and related content to one another. And if they do not share it outright, then the one seeking content will more frequently seek the information free before seeking it for pay. A frequent statement is "I couldn't find a torrent for it, so I had to get it on iTunes."
These are good kids, well-educated and from middle-class or better households. They describe perhaps the ideal demographic audiene, and they demonstrate why some form of DRM does have value. I would love all data to be free, for content creators to be rewarded spontaneously by their fans to a degree befitting their respective talent and allowing them to go on creating content all their lives. Until we advance to that point, which may be genetic evolution rather than social, I think artists and content creators have a right to support themselves through their efforts and to protect that support.
What I am suggesting is not quite what you said, "the idea that copying and sharing leads to loss of sales," because I stated the value of word-of-mouth advertising. But that does imply lost sales by definition if a file is shaed instead of sold. What I'm suggesting instead is that information should MOVE freely, without DRM linking it to specific accounts or devices, but that the ACT of moving it (sharing, distributing, what have you) should incur a cost, to very partially recoup the by definition lost-sale of the share. This does not undercut the word of mouth advertising, information can still be readily moved. If a consumer cannot afford $0.25 to share a file with five friends, they cannot afford the $0.75 to buy one song anyway, but they could still download it free (pirate it).
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The problem is educational or behavioral, not specifically structural or economic. DRM is an attempt to modify or prevent behavior (sharing for free). If every person in the demographic targeted understood the value of what they were consuming and elected to support it themselves, DRM would be meaningless as there would be no value in preventing the behavior.
Here is where I'd argue with your statement about actual practice. My data is not summary for the earth's population, but it is well-researched as a major topic of discourse in my classes. I watch this trend amongst my students. I teach at an institution that actually requires character and moral education. The students spend a fair amount of money on iTunes and similar, and are aware of all the pay services. And yet, on average amongst the students more than half of any collection was acquired free through P2P and other means. This is something we talk about it my classes, and they all raise points I am making. The friends do recommend artists and albums and related content to one another. And if they do not share it outright, then the one seeking content will more frequently seek the information free before seeking it for pay. A frequent statement is "I couldn't find a torrent for it, so I had to get it on iTunes."
These are good kids, well-educated and from middle-class or better households. They describe perhaps the ideal demographic audiene, and they demonstrate why some form of DRM does have value. I would love all data to be free, for content creators to be rewarded spontaneously by their fans to a degree befitting their respective talent and allowing them to go on creating content all their lives. Until we advance to that point, which may be genetic evolution rather than social, I think artists and content creators have a right to support themselves through their efforts and to protect that support.
What I am suggesting is not quite what you said, "the idea that copying and sharing leads to loss of sales," because I stated the value of word-of-mouth advertising. But that does imply lost sales by definition if a file is shaed instead of sold. What I'm suggesting instead is that information should MOVE freely, without DRM linking it to specific accounts or devices, but that the ACT of moving it (sharing, distributing, what have you) should incur a cost, to very partially recoup the by definition lost-sale of the share. This does not undercut the word of mouth advertising, information can still be readily moved. If a consumer cannot afford $0.25 to share a file with five friends, they cannot afford the $0.75 to buy one song anyway, but they could still download it free (pirate it).
January 08, 2009 11:54 PM
- New Source
Your nickel-and-dime system doesn't work. There is no "technical miracle" that could make it happen. Every DRM system gets cracked. It is physically impossible to make a DRM system that can't be broken, because you're providing the encrypted message and the key at the same time. That's all a hacker needs to figure out how to unlock it. And if it can be, it will be.
And thanks to the Supreme Court, we have the legal right to transfer our music (and other media) to as many of our own devices as we want to. That's fair use. In RIAA vs. Diamond Multimedia, the Supreme Court held that consumers had the right to space-shift.
Anyway, people hate "nickel and dime" payment schemes with a passion. That's why "micropayment," charging some small fee like a penny a page to view a website, never took off—people didn't like feeling like they were being nickel and dimed as those little payments soon added up to huge amounts. If I wanted to delete a thousand songs from my iPod Touch so I could load a movie on temporarily, I'd get charged fifty bucks when I moved them back onto my device? No thank you!
Here's a funny thing: studies have shown that peer-to-peer file trading has no effect on music sales, and may in fact increase them:
http://www.washingtonpost.com/ac2/wp-dyn/A34300-2004Mar29?language=printer
http://www.michaelgeist.ca/content/view/2347/125/
http://arstechnica.com/news.ars/post/20070531-studies-music-industry-overstating-threat-of-p2p-piracy.html
Some artists, such as Janis Ian, have reported selling a LOT more music since they were discovered via peer to peer.
http://www.janisian.com/article-internet_debacle.html
Report
And thanks to the Supreme Court, we have the legal right to transfer our music (and other media) to as many of our own devices as we want to. That's fair use. In RIAA vs. Diamond Multimedia, the Supreme Court held that consumers had the right to space-shift.
Anyway, people hate "nickel and dime" payment schemes with a passion. That's why "micropayment," charging some small fee like a penny a page to view a website, never took off—people didn't like feeling like they were being nickel and dimed as those little payments soon added up to huge amounts. If I wanted to delete a thousand songs from my iPod Touch so I could load a movie on temporarily, I'd get charged fifty bucks when I moved them back onto my device? No thank you!
Here's a funny thing: studies have shown that peer-to-peer file trading has no effect on music sales, and may in fact increase them:
http://www.washingtonpost.com/ac2/wp-dyn/A34300-2004Mar29?language=printer
http://www.michaelgeist.ca/content/view/2347/125/
http://arstechnica.com/news.ars/post/20070531-studies-music-industry-overstating-threat-of-p2p-piracy.html
Some artists, such as Janis Ian, have reported selling a LOT more music since they were discovered via peer to peer.
http://www.janisian.com/article-internet_debacle.html
January 09, 2009 01:57 AM
I'm reporting my observations about how the systems in place currently work (or don't), and a means I see of improving them. Your question said "pro or con" and I'm offering a proponent's perspective, albeit with major modifications from the current system.
In point of fact micro-payments work just fine, which is why txt messaging at a nickel a message generates hundreds of millions of dollars yearly. And why micro-payments via cellular systems, which involve indirect payment charged to an aggregate account (the balance on the number for pay-as-you-go for instance) like voting for American Idol generate millions of dollars, even at $.99 per txt for voting on some programs (which is an arbitrary number, they could charge $0.05, $0.10, but felt they could get away with a dollar per vote). Listen to a parent complain about their child's txt usage bills, the penny-a-page tally would be welcome in comparison to most of them. Micro-payments in the form of pay-per-view, deductions from virtual accounts (even like Mahalo) and similar work just fine systematically.
I am aware that any DRM system can be cracked, I have a computer science degree and understand the flawed logic of packaging lock plus key quite well. But I never suggested an end to piracy, merely a change in behavior might occur if piracy became less attractive compared to "ethical" sharing (because ethical sharing was easier and more seamless). There will always be people who break locks just to break locks, even if there is no profit in it. I support such activities in general, I think you ought to have the option to access places/information. But just because a system of protection can (always) be circumvented does not mean that it should be, or even that most people will. You don't have to lock a door marked "employees only" to keep most people out, the sign is sufficient. I'm suggesting a similarly passive method, involving tracking the movement of files, not preventing their movement (which is the aim of current DRM schemes). I'd also mention, while we're talking about the realities of computer development, that there are already audio watermarking and fingerprinting systems in place, here's a system that takes just a few seconds from an iPhone http://www.tuaw.com/2008/07/10/shazam-for-the-iphone/ Fingerprinting individual audio tracks isn't that difficult with no audible distortion to sound, just like steganography ( http://www.securityfocus.com/infocus/1684 ) doesn't necessarily show visible degradation to the image, despite encrypting potentially quite a bit of data in the file. So while such a technical miracle as I described does not exist to my knowledge, there is no reason I can see that it cannot, and certainly the tendency is that the great majority of people who has said "it will never happen" in relation to technology have been proven wrong, often sooner than they expected.
Current DRM systems are onerous and invasive. On this we agree entirely. I don't feel that all files being free to distribute unchecked will result in a significantly better state of affairs though, because we have not changed the underlying social relationship to or understanding of support for content.
Radiohead's very well-publicized experiment to publish their album with the option to pay (which describes a basically DRM free situation) resulted in 38% of downloaders being willing to pay, which roughly correlates to my own experience with the amount of paid content students have in their possession (my numbers were better at 41%). When less than half the people listening to the music are willing to support it to any degree, even $0.01, it does not seem inappropriate for an artist to instead want to recoup something from a larger percentage of people, even if a very small amount.
http://www.paidcontent.org/entry/419-data-on-radiohead-experiment-38-percent-of-downloaders-choose-to-pay/
Report
In point of fact micro-payments work just fine, which is why txt messaging at a nickel a message generates hundreds of millions of dollars yearly. And why micro-payments via cellular systems, which involve indirect payment charged to an aggregate account (the balance on the number for pay-as-you-go for instance) like voting for American Idol generate millions of dollars, even at $.99 per txt for voting on some programs (which is an arbitrary number, they could charge $0.05, $0.10, but felt they could get away with a dollar per vote). Listen to a parent complain about their child's txt usage bills, the penny-a-page tally would be welcome in comparison to most of them. Micro-payments in the form of pay-per-view, deductions from virtual accounts (even like Mahalo) and similar work just fine systematically.
I am aware that any DRM system can be cracked, I have a computer science degree and understand the flawed logic of packaging lock plus key quite well. But I never suggested an end to piracy, merely a change in behavior might occur if piracy became less attractive compared to "ethical" sharing (because ethical sharing was easier and more seamless). There will always be people who break locks just to break locks, even if there is no profit in it. I support such activities in general, I think you ought to have the option to access places/information. But just because a system of protection can (always) be circumvented does not mean that it should be, or even that most people will. You don't have to lock a door marked "employees only" to keep most people out, the sign is sufficient. I'm suggesting a similarly passive method, involving tracking the movement of files, not preventing their movement (which is the aim of current DRM schemes). I'd also mention, while we're talking about the realities of computer development, that there are already audio watermarking and fingerprinting systems in place, here's a system that takes just a few seconds from an iPhone http://www.tuaw.com/2008/07/10/shazam-for-the-iphone/ Fingerprinting individual audio tracks isn't that difficult with no audible distortion to sound, just like steganography ( http://www.securityfocus.com/infocus/1684 ) doesn't necessarily show visible degradation to the image, despite encrypting potentially quite a bit of data in the file. So while such a technical miracle as I described does not exist to my knowledge, there is no reason I can see that it cannot, and certainly the tendency is that the great majority of people who has said "it will never happen" in relation to technology have been proven wrong, often sooner than they expected.
Current DRM systems are onerous and invasive. On this we agree entirely. I don't feel that all files being free to distribute unchecked will result in a significantly better state of affairs though, because we have not changed the underlying social relationship to or understanding of support for content.
Radiohead's very well-publicized experiment to publish their album with the option to pay (which describes a basically DRM free situation) resulted in 38% of downloaders being willing to pay, which roughly correlates to my own experience with the amount of paid content students have in their possession (my numbers were better at 41%). When less than half the people listening to the music are willing to support it to any degree, even $0.01, it does not seem inappropriate for an artist to instead want to recoup something from a larger percentage of people, even if a very small amount.
http://www.paidcontent.org/entry/419-data-on-radiohead-experiment-38-percent-of-downloaders-choose-to-pay/
January 09, 2009 12:00 AM
DRM is fine as long as its not overused. The problem is, I can't think of anything protected by DRM where the DRM is not overused. iTunes DRM would be fine, but it unfairly limits you to the iPod/iPhone. DRM for music/videos is fine, but only if you are given the option to redownload your music by entering your account information, like the way the iTunes music store works, and only if it will play on any device, not just some overpriced piece of s--t. I'm talking to you, Apple. As for DRM on software/games, it too is fine but you should be given an unlimited number of reinstalls. As for iTunes going completely DRM free, it is going to take awhile.
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January 09, 2009 01:38 AM
How I see it is... -DRM was invented to stop pirates from sharing songs and software on the Internet.
-Every time a new DRM scheme comes out, pirates just circumvent it anyway.
-The people who pirate the stuff are completely unaffected, while the people who buy the stuff and want to use it are left scratching their heads and kicking their computers.
-Fail.
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January 10, 2009 08:27 PM
In general, I am strongly against DRM as, but it has some very good uses, too. First, what I don't like:
If you buy something, it should be yours to do with as you please, and you shouldn't have to jump through ridiculous hoops to get where you want to be (like burning CDs with iTunes music). You should be able to back up your DVD, or compress it on to your laptop so you can watch it on an airplane without bringing a library of discs along.
If something is yours, some of the DRM schemes have been very restrictive considering this. If they are going to pin you with usage requirements, they'd better offer some sort of value added service to go with it! Only allowing one re-download for a song? Ridiculous. If it has DRM, you should be able to log in on your account anywhere, and play the song or use the software wherever you are.
DRM, however, does have its uses!
First, music subscriptions - these are a fantastic idea. Pay $10-15/month, and listen to as much music as you want as long as you're paying. So, for the cost of purchasing 1-2 albums per month, you can listen to tens and hundreds of new albums per month if you have the time. If we say that the unlimited subscription service is the cost of 2 albums, look at where you are in 5 years (60 months):
Cost: 120 albums ($1200)
Music available to buyer: 120 albums
Music available to subscriber: millions of albums
If you listen to the same music over and over again, you might want to buy it outright, but if you like to try a new stuff, subscriptions are a very good value. Emusic fits in between, which gives you a lot more music for a far lower cost than buying normally, but you need to fill up your quota every month. For $25/month, you can get as much as 10 or so albums worth of music. And it has no DRM. This is the best of both worlds, but not without downsides. I can't re-download everything, nor can I be at a friend's house with no mp3 player at hand, and say "Hey, check this obscure song out that isn't on youtube somewhere".
Let's look at software, now. Specifically games. Console download games use DRM so you can't just copy the files around, but it is handled in a relatively seamless manner. You can even log in on someone else's Xbox and play your own live games... but this functionality is awkward at best.
Steam, however, presents a perfect DRM solution for games. You have an account, and pay for the games. In the US, the prices range from being slightly cheaper or similar to good retail prices, to some amazing deals from time to time (Just over christmas, they had a deal where a large chunk of the store was 50% off - I bought something like 20 games for $100, including quality titles like Civilization 4, Rome: Total War, Left 4 Dead - it wasn't a pile of junk games - this weekend's deal is the all of X-com UFO defense games for $5 - there are 5, and a few of them are older, but one can not deny it is a good deal).
Now, I can log in to any computer with Steam using my account, and I can install, and re-download these games as many times as I want. While 8GB for Bioshock (It was $5 over christmas) might not be realistic, there are a lot of games that are of sizes that can be downloaded pretty quickly. I have used this on more than a few occasions and really like the ability to do this.
Lastly, the price needs to be right. If I am paying for DRM protected content, it had better be priced significantly better than the non DRM'd competition if it offers no or few advantages. Not worse. Why should I pay more for use of a more restricted product? I won't. I won't buy it, and I won't support companies that do this. Would I pay 10 cents for "download once" DRM'd music files that I can play on my three computers, my mp3 players, and nothing extra? Yeah. I might buy a few. But $1? For a song? Forget it. Not when 25-30 cents per non DRM song is the going rate.
DRM done poorly is a horror of horrors. But when used in a non intrusive manner in order to provide the best, most comprehensive service and availability of the DRM laden product, it can be used in a positive manner.
Digital distribution is the future, for better or worse. If it is going to be the future, it is going to be about making anything you own seamlessly available to you where ever you go. It won't be about draconian schemes. It will be about making the things you own to you available to you wherever you might be. People will be a lot less against DRM if they can buy a movie and watch it on any device they own, at any time, AND at a reasonable price. And, yes, this means that something like a movie should be able to be re-downloaded in any appropriate format to watch on any device as many times as you please, forever. Bandwidth will of course be important, but, 20 years from now, I can't see us buying software and media on stupid optical discs at all.
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