Those invested in the technology industries know the term very well, but it is rare to find many outside of that field whom can accurately explain was DRM is and how it is implemented. DRM: we have often heard the acronym passed around idly in conversation or heard expressed on the news in relation to a story, but how much of this acronym do we really know or understand? Digital Rights Management, otherwise known as DRM, is a term attributed to numerous and varied access control technologies that can be used by hardware manufacturers, publishers, copyright holders and individuals in order to impose limitations on the usage of digital content and devices. Upon first glance DRM seems to be the solution to many problems facing certain industries that deem it necessary to protect their content with such a heavy hand, but in reality the use of DRM is the cause of more problems than solutions. In order to understand how a seemingly good-natured technology can be the cause of major problems, it is imperative to look at how DRM works.
DRM works by controlling the access one has to the digital content or item that is was implemented on. There is no solitary way in which DRM is utilized. It can be used to limit the devices digital content can be played on, who can access the information and/or content and even dictate when the consumer can use the product they purchased. In one of the most well known examples, Apple chose to use DRM in their iTunes Music Store and the subsequent Movie, Book, TV Show and App stores. Negating the personal feelings of this author about DRM, this move by Apple was a very intelligent and savvy use of the technology. At a time when there were multiple competing online music stores and competing MP3 devices, Apple needed and edge over the competition. Their use of DRM only allowed purchased products to be used on their iPods, iPhone and other mobile devices produced by them. This easily defeated the competition because of the sheer size of the iTunes store and the eye-catching technology of their products.
They broke away from the pack and today iTunes the number one online entertainment content downloading platform. Apple kept DRM on their music tracks until the beginning of 2009; it was deemed no longer necessary since competition was nonexistent. Although customers are now free to do whatever they want with their purchased music, they are not allowed to do the same with the other media they purchase from iTunes, such as audiobooks. Author, blogger and columnist Cory Doctorow discovered this first hand in his battle to release a DRM free audio version of his latest book “Makers”. It was the wish of Doctorow, the author, to have DRM removed from the book, but Apple staunchly refused. In the end, the good deed Apple achieved by releasing iTunes music from DRM has been partially eclipsed by their need to keep it on everything else they offer in their online store.
DRM is constantly in consumers’ lives. If they are unaware of it’s impact, they need only turn over a DVD case and read the region code. DVD region codes are another type of DRM that is rarely thought about in these same terms, but the effect the code has on the playability of the DVD limits consumer access to their merchandise. If an individual in the UK (region 2) buys a movie from the US (region 1), they would be unable to play their purchased DVD due to the difference in codes. Region 2 DVD players can only play their prescribed codes and no other. This is another technique employed by companies to retain control over their content by deciding what countries are able to receive which DVDs and on what dates they will be released.
DRM technologies have been around since the late 1980s and have continuously proven why they are, in most cases, ineffective, yet the controversy still continues. Just recently Ubisoft, a well-known video gaming company, released updated DRM technologies with their game Silent Hunter 5. This newest implementation requires players of the game to maintain a constant connection with the Internet during game play in order for the game to function. Members of a popular Silent Hunter gaming forum Subsim were asked their opinions on Ubisoft’s decision and results were definitely not what Ubisoft would have imagined.
Of the 1,237 users who responded, 84.56% said they would put their planned purchase of the game on hold or cancel their order entirely if the new DRM was not removed. Only 15.44% said this new development would not hinder their purchase of the game. “This will be the second time I have forfeited a game I am passionate about because the DRM system won’t let me own the game after I have paid for it,” one user responded. This statement mirrors countless others on the forum who also proclaimed their dislike for Ubisoft’s newest innovation. While Ubisoft’s might have thought their new DRM would decrease piracy, not a day later the game was cracked and available on the Internet without the intrusive technology. In the end they only served to alienate their customers and drive them further towards piracy instead of steering them away.
Through the decades since DRM technologies were introduced, companies have refused to abandon the wasted time and effort it requires to be developed. Sony Music learned the hard way when they couples popular CDs with their version of DRM software “Sony RootKit”. This decision would become one of the biggest blunders in history in regards to DRM. Upon insertion of a CD from Sony, the software would be installed automatically, and usually without the customers’ knowledge or permission. The Sony RootKit was later found to be an access point that malware and viruses could easily exploit, often harming the customers computer in the process. Sony lost in nearly all of the lawsuits filed as a result, were required to pay damages and had their DRM technology ruled as illegal.
As the examples written here have shown, controversy is no stranger to DRM, but with that said, it is more remarkable that there have only been a limited amount of studies conducted in regards to this topic. Writers and have publicly stated their opinions and there are decades old studies examining the effectiveness of DRM, but with the evolution of technology, it is advisable that new studies be performed and old ones revisited. Due to the recent development of Ubisoft’s DRM, it would be strongly suggested to conduct a formal study on the effectiveness of DRM in the gaming industry. With the informal Subsim poll garnering a heavily one-sided response against the use of DRM, it would be interesting to see how a formal study done on a large scale would conclude. There are companies other and Ubisoft using DRM, but not everything is known about their technologies or how they choose which ones to implement on their games. Yes, a major reason game companies rely on the fossilized remains of DRM is to offer themselves some small protecting against the growing digital piracy culture, but investigations should be made into other reasons as well.
It may seem as though DRM is limited to music and movies, but in the past two years it is has managed to be applied to digital books as well. eReaders were first invented with the idea that they could replace the increasing weight and price of college textbooks. A student would only need to purchase a reader and then could buy a digital format of the book at a much lower cost than a hardcover book. Instead of spreading across college campuses, the technology was adopted and reworked by numerous booksellers in the hopes that regular consumers would find the idea of having the equivalent of a small bookcase in one portable handheld device appealing. Amazon was one of the first with their Kindle, then followed Sony’s eReader, Barnes and Noble’s Nook and now Apple’s iPad. Of the ones mentioned, only the Sony eReader allows the consumer to purchase books from multiple sources for use on the reader. The other devices have a strict coupling with their online stores and do not allow for cross device sharing. If an individual owns a Kindle and wishes to transfer their books onto the iPad, they will find it impossible without hacking both devices and the subsequent book files. Instead, they are forced to buy the same books from Apple’s online bookstore if they are to be read on the iPad.
In regards to the ethical conundrum detailed in the eReader world, research into the fairness of DRM device coupling would be a high priority. We have seen the growth of Apple’s iTunes over the years because it was coupled with only their products and no other. They have virtually no competition now in terms of digital music sales and their only competition at the time was Microsoft’s Zune MP3 player. It is evident their business model in the early days of the iTunes store was a success, because the Zune vanished for nearly five years and is only now seeing a slight resurgence. Is it truly ethical to allow a company to use such techniques to eliminate all opposing competition until none remain? What areas of the law could they possibly be in violation of because of these practices?
In conclusion, it is highly debatable as to whether or not DRM technologies are still needed or relevant in today’s current digital climate. Out of the cases examined in this paper, only one began as a positive outcome and worked in favor of the company, where all the others are only serve to frustrate consumers to a greater degree. It is time to retire DRM and look towards the next evolution; outdated technology deserves to be put to rest.