This paper presents the findings of a research on DRM (digital rights management) and its effect on users and pirates of digital media. It gives a definition of DRM and lists the various kinds of DRM present in each type of media. It gives alternatives and evaluates their effectiveness as a alternative and lists their positives and negatives. It closes by giving the best type of protection for each media and explains why it is the best solution for media creators and consumers.
Ben Holcomb
Professor Michael Parsons
College Writing II
9 December 2010
Digital Rights Management
DRM is a controversial form of copyright protection that is present in nearly every type of digital media in existence. DRM stands for digital rights management and is a way to allow users to play their media files through certain authorized means while preventing unauthorized use and copying. It was created primarily as a way to combat piracy, since digital media by its very nature can be copied and distributed infinitely. Supporters of DRM argue that it is necessary to prevent revenue loss due to piracy. Opponents, however, claim that it prevents the consumer from “fair-use”, such as making backup copies and selling. Opponents refer to DRM as “digital restrictions management,” as seen in Figure 1 (Brendan McGuigan).
The most common (and controversial) type of DRM is the type present in digital music. At one time audio CDs also had DRM present in them, but since 2007 it has become all but nonexistent. This is because the DRM was easily circumventable, which meant that the results were not worth the cost (Sander Marechal). In reality, the only effective way to implement DRM in a CD is to encrypt the disc and create special CD players that can decrypt and play it. This would be costly and require users to purchase all new CD players. Because CDs have been around for a long time, this change would restrict and cost the user without offering him any new benefits. It is therefore unlikely that any type of DRM will ever be imposed on audio CDs again, although it is very possible that an entirely new, more advanced form of media could arise that offers enough benefits (increased audio quality, more content) to entice buyers.
Unlike audio CDs it is relatively common to see DRM in digital music files. The DRM in audio files are usually a type of built-in authorization that allows users to play the files on their computer and on portable media players, such as iPods. The files can only be played on authorized players, however, which contain keys necessary to decrypt the files (“Features of Windows Media DRM”). This often means that only portable music players manufactured by the same company that sold the music can play the files. This creates an inconvenience for users who wish to use different players or who switch from one brand to another. Often times the user will be unable to play those formats and will be forced to either lose his music or decrypt it using illegal software (Michael Kordahi).
Another problem with audio DRM is that it does not allow the user fair-use rights over the music he owns. It is considered legal in the United States (as well as in most countries) to create and use a personal backup copy of legally owned media. If a person owns a CD, he has the right to make and play backup copies of that CD, provided he does so for himself and not for others. He may also takes the songs off of that CD and play them in a personal media player. He also has the right to sell that CD and transfer all of those rights to another party. Two of those fair-uses are impossible with DRM. While a user can create a copy of the music file, he cannot change the file into another format because that would require cracking the encryption, which is illegal (Rita Lewis). He can use what is called the “analog hole” to copy the music, which involves recording the sound that is played when he plays the file using legal means, but that reduces the audio quality (Liza Daly). He also has no ability to sell or transfer the rights to the music, which is completely different from all other forms of traditional media.
DRM in music files is not all bad, however, as it does give rise to some very interesting and useful licenses for users. For instance, Microsoft sells what is called a “Zune Pass” which allows consumers download as much music as they desire from Microsoft’s website for a monthly fee of $14.99. They can effectively listen to anything they want and can download new songs as often as they desire. They are, in reality, only purchasing a license to use the music freely for that month, and the music will become unplayable once they leave the program. They are also given the ability to keep a certain amount of songs at the every of every month permanently (Jason Chen). This type of program is only possible with DRM because Microsoft would have no way of stopping users from listening to the music if they used a traditional audio format. Users would be able to join the program for a month, download all the songs they wanted, and then leave the program, gaining an entire music library for only $14.99. This would obviously be very bad for business and cause the recording industry even more harm.
Opponents of DRM in audio files offer several possible alternatives. One is to completely remove DRM and use free formats such as MP3s for music. This would allow purchasers to completely own the music files and effectively do anything they wish to it. The problem is that it would make piracy easier and allow people to make copies to give to friends. While anti-DRM groups such as Tech Mediums claim that removing DRM allows for more widespread use and therefore makes artists more popular and increases revenue in other areas, this has not been supported by any real studies and is pure conjecture (“DRM Opposition”).
Another possible solution is called digital watermarking. Digital watermarking is the processing of encoding licensing data into the audio file itself. Ideally this could be used to put the personal information of the buyer in the file so that pirates could be tracked down and prosecuted or sued. It still allows consumers the ability to convert and play the file in any player, but it also discourages piracy. There are two downsides to this: the audio quality may be decreased and theft victims could be blamed for piracy. To make the watermark powerful it is difficult to embed it into the audio without making it audible to human ears. This problem may be solved as time goes on, however (David Berlind). The other problem is very real and has no obvious solution. If a person’s computer was hacked into and his audio files stolen and put up on the internet, he may be blamed for it since the files contain his personal information. A similar alternative is to implant the user’s information in the file itself, separate from the audio, as metadata. Metadata is extra information for a file that is not required for playback. Metadata is much easier to remove than a watermark, but it is also much easier to embed and has even been implemented (Kelly Fiveash).
Some more common forms of DRM are present in various types of digital video. DVDs and Blu-Rays both contain forms of DRM. DVDs are encrypted and all DVD players have decryption keys which allow them to decode the disc (Peter Brown). While this does allow users to sell their used DVDs, it makes it impossible to make backups without cracking the encryption, which is illegal (Rita Lewis). Users can legally make backups using the “analog hole,” but doing so will reduce the quality just like with digital audio (Liza Daly). To correct this problem (and increase revenue) sellers now regularly include digital copies with DVDs which allow users to create a digital copy that can be played on their computer and portable media player. The problem with this is that they require the user to connect to the internet to do so and only allow it to be done once (“Frequently Asked Questions”). The video file also has its own DRM, which will be discussed later. To increase sales movie companies will often sell the user additional digital downloads or, in some cases, not include a free download at all (Jon Healey).
There is no effective solution to the DVD encryption since DVDs have been a long-established format and changing them would require all new players. One alternative to the backup problem, however, is to include digital copies that still require internet authorization but that allow for a realistic number of backups instead of only one. The DRM aspect of the video file itself will be discussed later.
Another type of video DRM is present in Blu-Rays. Blu-Rays have several unique forms of DRM such as HDCP, AACS, and BD+. HDCP prevents high-definition copying by ensuring that the output of a digital connection is authorized. AACS allows Blu-Ray companies to track down individual devices that were used to pirate discs and make it so that future manufactured discs will not be playable in that device. BD+ is a system that prevents Blu-Rays from being played on unauthorized or modified devices (“In-Depth”). All of these types of DRM make it more difficult for copies to made of Blu-Ray content. While this does reduce piracy, it also makes it so that users cannot make backup copies without illegally breaking encryption (Rita Lewis). Blu-Rays do offer digital copies which fix some of the problems, but they have the same problems associated with them as do DVDs. Like DVDs, changing the DRM would be difficult since Blu-Rays have become more commonplace, although it is more feasible than DVDs since Blu-Rays players are designed to be connected to the internet. Still, no reasonable alternatives to the DRM in Blu-Rays have been put forth.
The final type of video DRM is found in digital video files, often purchased from an online store or downloaded as part of a digital copy included with a DVD or Blu-Ray. Digital video DRM is almost identical to audio DRM. It only allows usage on authorized players and devices, and cannot be converted (excepting the “analog hole”) without illegally breaking the encryption (Liza Daly ; Rita Lewis). The alternatives to video DRM are all virtually identical to the alternatives to audio DRM. The first is to eliminate DRM completely, which has the same positives and negatives associated with it as audio DRM. The second is digital watermarking, which is performed in a slightly different way than the way it is in audio files. Digital watermarking in video actually embeds the purchaser’s information in the video and can be done in such a way that it is not detectable by the naked eye. When done properly it is very difficult to remove, like with audio, but it is less intrusive and can be done with current technology. Like with audio, it prevents piracy by making the file traceable (David Berlind). The final alternative is metadata, and is identical to the way metadata is used in audio (Kelly Fiveash).
A type of media that has more recently grown in popularity that includes DRM is the e-book. There are many varieties of DRM in e-books, but most have one thing in common: all can only be read by specific devices and software. One format cannot be converted to another, which means that a user who switches from one brand to another may be unable to read their old books on their new device. This is not as serious a problem as in music as some devices can read multiple DRM formats, but it is still completely possible for a user to be unable to read their old books if they switch devices (“Digital Rights Management”). DRM also exists in documents such as PDFs, but because PDFs are usually used in a business environment they are done more for security than to prevent piracy.
E-books have the same advantages to DRM that audio and video do. It prevents unauthorized backups and reduces piracy. Unfortunately, it also has the same negatives, plus a few more. Unlike audio and video, text does not lose quality from one form to another. The most that can be lost is formatting, and sometimes even that can be preserved. This means that pirates can use different means such as copying and pasting or printing to make illegal copies. To counteract this, some DRM e-books do not allow copying of text or printing. This further limits the user’s usage of the e-book. Another problem is that e-book companies have too much power over the users. On one notable occasion, Amazon deleted copies of George Orwell’s Animal Farm and 1984 from their customers’ e-readers. In doing so they also deleted any notes that the users had written about the books which, in one case, caused a student to lose the work he was doing for school. In commenting about this, the boy said: “they didn’t just take a book back, they stole my work. (Brad Stone)”
There are only two alternatives to DRM in e-books: complete removal of protection and metadata. Like in video and music, removal of all protection does nothing to combat piracy and allows normal people to make and share copies. Metadata is also about as effective as it is in music and video, being circumventable but still stopping piracy from the average user.
The final, most broad form of media that contains DRM is the video game. Video game DRM can be either something implemented on the disc to prevent copying or something in the software itself for validation. Many games, primarily those on the PC, contain both. Most console video games contain a form of anti-copy protection on the disc itself. Oftentimes it is something extra that individuals would not be able to put on the disc without special equipment. This is very effective as it forces pirates to either modify their console, which can be costly and dangerous, or emulate the console, which is difficult and outside the scope of this discussion. In the past, there was no way to create a backup copy of a game that could be played on the console without modification. On modern consoles, however, some systems have hard drives that can backup the game. The only restriction is that the disc be in the drive to prevent users from borrowing or renting games and then permanently saving them on their hard drives (Daniel Nations).
While modern console video game DRM is effective and unrestrictive to the user, PC video game DRM is not. Because PCs can have completely different types of equipment and operating systems, copy protection on discs is hard to implement effectively. There are two main types of copy protection on discs: TAGES and SecuROM. TAGES is designed to simply make it more difficult for pirates to make copies of the information on the disc. By doing so it also prevents users from making legitimate backup copies (“What is TAGES?”). SecuROM is much more intrusive. SecuROM installs software on the user’s computer without notifying him. The software intrudes whenever the user tries to make a copy of the disc. Not only does it prevent the user from making legitimate backups, it also installs software without his permission. The software also does not uninstall itself when the game is removed (K. Minger). The only real alternative to copy protection DRM in PC games is to remove it altogether. While this would allow for illegal copies of the disc itself, most games include software DRM which make actual piracy more difficult.
The other type of DRM in video games is software DRM. Software DRM is almost exclusively found in PC games and can come in several varieties. One very common type is to connect to the internet to validate the install using a serial number included with the game. Depending on the game, the number of activations may be limited. In these instances, it is sometimes possible for a user to “regain” his activation by uninstalling the game (Talkjack). This type of DRM discourages users from making illegal copies while still allowing for legal backups. Unfortunately, it also can also prevent resale if the manufacturer limits the number of activations. It can also make the user lose his activation if he must reinstall his operating system due to system failure. It also forces the user to be connected to the internet, although manufacturers usually allow phone activations to circumvent this problem. One final problem is that if the manufacturer goes out of business or their servers go down, users will be unable to install the game. SecuROM can also be used to implement this activation, but doing so only adds the negative of having extra software installed on the user’s computer.
Another type of software DRM that is particularly restrictive is one that requires the user to be online at all times to play the game. This is done in a new type of DRM by Ubisoft called Uplay. It works by downloading only a small portion of the game at a time as the user progresses through the game. The main problem with this is that only users that have internet access can play the game. If the internet goes down, the user will also be kicked out of the game (Ryan B.). In one instance, hackers attacked Uplay’s servers and users were unable to play the game for about seven hours, as shown in Figure 2 (Graham Cluley). While it does have many negatives associated with it, it does allow games to be resold. Unfortunately it also means that if the servers are ever taken down permanently or if Ubisoft goes out of business, users will be unable to play the game.
For downloaded games, meta-data is a very real alternative (although it does not seem to have been implemented yet for games). For disc-based games, however, meta-data is impossible since burned data is effectively static. Removing DRM completely is also not a realistic solution in this case. Games that use offline serial numbers have no real way to combat piracy, and illegal downloading of video games is a very real occurrence.
There is no universal method of effectively preventing or discouraging piracy. Each type of media requires a different solution that meets that protects the creator without punishing the user. For audio files, metadata is likely the best method to prevent piracy and still allow customers fair-use. DRM is too restrictive and controversial, and presents very legitimate concerns about transferring music from one device to another. And while watermarking would offer all of the benefits of metadata plus increased anti-piracy protection, it is also costly and is not currently possible to do effectively without more research (David Berlind). Also, since audio sales involve millions of small transactions instead of fewer larger ones and since it is realistically impossible to prevent all piracy, it is a waste of resources to develop protection that is more difficult to crack. Metadata discourages the average user from piracy for a very small amount of resources and therefore is the wisest solution. iTunes has already implemented metadata in their songs and eliminated DRM, and other companies would be wise to follow suit (Kelly Fiveash).
For video files, both watermarking and metadata are good ways to enforce copyright protection without restricting users. Since it is reasonably impossible to prevent all piracy, and since only one successful pirated copy must be made to spread around the world, watermarking and metadata can be used to allow users to make backup copies and still discourage piracy. Digital copies included with DVDs and Blu-Rays allow for legitimate backups, and if watermarking or metadata were used instead of DRM then film companies would have no reason to limit the number of copies a user could make (other than to save bandwidth). This would solve all of the problems and allow users to make legitimate backups, convert the files, and sell their used discs. In this case watermarking is likely a better solution than metadata because it can be done with relative ease with current technology and is still relatively difficult to remove (David Berlind).
For e-books, metadata is without a doubt the best method to combating piracy. Metadata allows the user to make his own personal backup copies and read the files on any device or program. It discourages piracy without restricting the user too much. It is also very easy to implement and in some cases, such as the Microsoft Reader, it is already being used (“Support for PC”).
For video games copy protection is perfectly acceptable and effective in modern console games. Most consoles have a backup feature that prevents piracy but allows for legal backups. For PC games, however, it is redundant and restricts the user. By having software DRM instead the user can make backup copies of the disc and piracy can still be prevented. The only problem with software DRM is that it always requires some sort of internet connection, which means that bankrupt companies’ games would become impossible to install. There is no real solution to that problem that also prevents the casual user from making illegal copies. It is possible, however, for the developer to release a patch after a few years that allows users to install the game without accessing a server. The patch would eventually be distributed all over the internet and allow users to install the game even after the company ceases to exist. The only flaw is that the user would have no way of being notified about the patch unless the developer placed a time-sensitive message in the installer for the game in advance. This is quite a lengthy solution that requires much foresight, however, and it is unlikely to ever be implemented. The best realistic solution is software DRM that verifies an installation and does not limit the number of installations, except when the game is being installed from different locations within a short space of time. This would allow users fair-use on all their computers while still fighting piracy.
It is very difficult to find a balance between security and fair-use. There is nothing wrong with trying to combat piracy and ensure that creators and artists are paid for the work they have done. It is also understandable, however, that consumers would desire to use the media they have legally purchased without unfair time limits, restrictive policies, and intervention by the manufacturer. It is clear that DRM is very unpopular among users and presents many problems. Hopefully in the future more media distributors will turn to solutions like the ones discussed and find the balance necessary to protect their product and please their customers.
Figure 1 (“Welcome to DRM.info”)
Works Cited
B, Ryan. "The Video Game Industry and DRM – Time for a Change." Yale Law & Technology. Yale Law & Technology, 18 Mar. 2010. Web. 8 Dec. 2010.
Berlind, David. "Watermarks: A Better DRM Than DRM Itself?" ZDNet. CBS Interactive, 30 Nov. 2005. Web. 8 Dec. 2010.
Brown, Peter. "What Is DRM? Digital Restrictions Management." Defective by Design. Free Software Foundation, Inc. Web. 8 Dec. 2010.
Chen, Jason. "Zune Pass Subscription Service Adds Ten Free Keeper Tracks a Month." Gizmodo. Gawker Media, 20 Nov. 2008. Web. 8 Dec. 2010.
Cluley, Graham. "Plug Pulled On Video Game Players, as Ubisoft DRM Servers Attacked." Naked Security. Sophos Ltd., 8 Mar. 2010. Web. 8 Dec. 2010.
Daly, Liza. "The Analog Hole: Another Argument Against DRM." O'Reilly Radar. O'Reilly Media, Inc., 23 Oct. 2008. Web. 8 Dec. 2010.
"Digital Rights Management." Electronic Frontier Foundation. Electronic Frontier Foundation. Web. 08 Dec. 2010.
"DRM Opposition." Big URL Pro. 2005. Web. 8 Dec. 2010.
"Features of Windows Media DRM." Microsoft.com. Microsoft Corporation, 2010. Web. 8 Dec. 2010.
Fiveash, Kelly. "ITunes Plus - Plus User Details That Is." The Register. Situation Publishing, 31 May 2007. Web. 8 Dec. 2010.
"Frequently Asked Questions." Sony Pictures Home Entertainment Inc., 2008. Web. 8 Dec. 2010.
Healey, Jon. "Wal-Mart's Not-so-Super Downloads." Los Angeles Times. Tribune Interactive, Inc., 29 Nov. 2006. Web. 8 Dec. 2010.
"In-Depth." Dr. Madness. DRMadness.com, 2005. Web. 8 Dec. 2010.
Kordahi, Michael. "Why DRM Is Currently a Bad Thing." Delicate Genius Blog. Delicate Genius Blog, 21 Mar. 2006. Web. 8 Dec. 2010.
Lewis, Rita. "What Is DRM and Why Should I Care?" Firefox News. Firefox News, 8 Jan. 2008. Web. 8 Dec. 2010.
Marechal, Sander. "DRM On Audio CD's Abolished." LXer: Linux News. WebMarket, 9 Jan. 2007. Web. 8 Dec. 2010.
McGuigan, Brendan. "What Is DRM?" WiseGEEK. Conjecture Corporation, 19 Aug. 2010. Web. 8 Dec. 2010.
Minger, K. "A Caution Before Buying - SecuROM Included." Amazon.com. Amazon.com, Inc., 5 June 2008. Web. 8 Dec. 2010.
Nations, Daniel. "How to Install Xbox 360 Games to the Hard Drive." Examiner. Clarity Digital Group LLC. Web. 8 Dec. 2010.
Stone, Brad. "Amazon Erases Orwell Books From Kindle." The New York Times 18 July 2009: B1. The New York Times. The New York Times Company, 17 July 2009. Web. 8 Dec. 2010.
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"What Is TAGES? The AAA Copy Protection System." TAGESProtection.com. TAGES SA. Web. 8 Dec. 2010.
I believe you and I were the only computer related technology majors in our writing class. I found your paper very interesting as it deals with my particular field also. You showed extensive and quality research throughout your entire paper. The overall flow was nice and the transitions between paragraphs were smooth and easy to understand. I found the topic you chose to be a very good one because it is a major problem amongst our country. I have some knowledge of digital watermarking and other precautions to prevent piracy. It was interesting to learn all the different types of digital rights management amongst many different media types. I enjoyed how you mentioned the problems of some DRM. It was easy to follow through in your paper because you listed the forms of DRM each media type had, then explained in further detail possible solutions to problems that existed. One example that I found very key in your paper was that of E-Book’s. These are recently new in our technology and many new gadgets are being released to view these E-Books. It was interesting to see what type of DRM these new media types consist of and possible alternatives too. Towards the end of your paper you revisited each of the media types you mentioned earlier. You gave your personal expert opinion on to which types of Digital Rights Management should be used and which is the best method. It was very helpful to include this part of your paper because it shows that you have a complete understanding of your topic. By evaluating the advantages and disadvantages of each solution to piracy, you were able to determine which methods are the best at preventing it without completely destroying personal interest in the media. I agree with your ending statement in hoping that more and more media distributors will turn to solutions that find the balance necessary to protect their product and please their customers. Piracy is a huge problem and there is no way to completely prevent it, but I believe the solutions you mentioned are ones that should be followed.
ReplyDeleteI thought that your paper was very interesting to read. It was very easy to understand, especially for someone like me who doesn’t understand anything about computers or technology for that matter, I was easily able to follow what you were saying. I like how you started out saying what DRM was and then giving examples of where you could find it. I had no idea that things like e books were something that could have a copyright and were something that is easily stolen. I also thought it was interesting that there is such intricate pirate defenses used on the blue rays, and I never really knew how that all worked. But it makes sense to me why some of the pirated dvd’s look and sound the way that they do. I definitely agree that there needs to be stricter laws for piracy and more effective ways of finding out who is making copies of these things. Because it is stealing and the music and entertainment business is going to suffer in the long run. Even though a lot of people believe that music, especially, should be free. Either way the musician and everyone that works for them is going to suffer if it is all free. And it is true that because people have bought the material, they should be able to use what they want and how they want it. Which might include making copies of the software. But the problem with this more than anything is that there is no way that this will ever be regulated, due to way too many selfish people that are just going to try and make fast money. Their needs to stricter laws for those who decide to steal music and movies. But there has to be a better and more efficient way to prevent that from happening.
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ReplyDeleteI found this discussion of Digital Rights Management to be compelling and well constructed. The piece presented well-grounded, up to date research that addressed various electronic media utilizing DRM. The discussion I found most interesting was constructed regarding DRM in music today.
ReplyDeleteAs a person who has gone through the process of having music put online, both through a record label, and through more hands-on, DIY-approaches, I have seen witnessed first hand the complications of DRM. The complaints aired by musicians often stems from the desire to spread music quickly and efficiently, disregarding the aspect of profits. While musicians simply want music to be heard, the sometimes dirty, but necessary business of music comes in when the record label wants to see profits from the flow of songs. In the modern world of file sharing, where bands submit new records to music blogs instead of magazines, requires a band to transfer music with the knowledge that the submitted track will be “given away” to various blog readers, with the hopes of these readers returning to purchase the full length record. Although there is a movement towards modification of the system to accept this reality, many record labels stand firmly by DRM restrictions on these tracks, rejecting the new social aspect of online music.
Mr. Holcomb spoke of the possibility of “an entirely new, more advanced form of media could arise that offers enough benefits (increased audio quality, more content) to entice buyers.” It is ironic that this “new” form of audio sporting increased audio quality appears to be the Vinyl Record. The tangibility of the medium, coupled with the retro-feel of the large album art (along with sentimentality baby boomers associate with the product) has given the unlikely Vinyl record a second wind. Successful record stores selling Vinyl records, as well as Vinyl pressing plants, such as Gotta Groove in Cleveland, have been popping up as a possible answer to piracy issues.
Thanks to the nearly unstoppable online file-sharing mentioned in this paper, labels have opted to attract a crowd that wants a tangible product that doesn’t sound static-y. Instead, crowds of youth who already have 50,000 low-fidelity mp3 files are showing their dedication to acts by buying these LPs, know for their crisp, pronounced sound and throw-back appeal. It is ironic that this abandoned format would have a second birth in 2010… and yet here we are.
Well I just realized I didn't have to respond to this. Oh.
ReplyDeleteI believe you are right and that it is hard to find a balance between security and fair-use. I have seen many new things being added to media to try to prevent piracy as well as more warnings and ads. It is a problem in our world today and there are many programs that allow you to get past the security measures. I have found many recordings I have heard from people that were illegally downloaded are of poor quality, no doubt that it was because they used analog. It would be impossible to eliminate pirating all together but all we can do is use measures to prevent it and let the public know it is wrong. No matter what companies do to make security measures there will always be a problem they come across later or someone that says they do not have fair-use of their media. It is almost impossible to satisfy the public anymore and since copying media has become so easy any extreme measures against pirating would not go well with the public.
ReplyDeleteOverall, media security is probably the best we can do for now until our technology advances and there are new ways to let someone have fair-use of their media without giving them too much freedom over it. There will always be the problem of piracy and someone will always be able to crack the code and spread the media once again. We may just need to leave it in the publics’ hands one day and hope that they know illegal downloading and pirating is wrong. I think it would be hard to prevent it, especially now, since it has become so easy for anyone to download whatever they want. Finding a great balance would be ideal but there will always be the option for someone to crack the code and then spread the media to the world. Also, the temptation of knowing you could get something for free instead of paying $20 is there and it can sometimes be hard to resist when each $20 you can, or did save will eventually add up.
Wow, it's pretty obvious that this is a topic that was heavily researched. It's odd to think that music was once upon a time free to hear everywhere and now we pay for the rights to listen to something that was created for the publics entertainment. I agree with Shaila that basically until technology advances and there's a way to truly block things from being shared freely, the security measures will have to do for now. I understand that businesses and artists need to make money and that sites like Limewire and other sharing sites are hurting them, but it still irks me to buy music online, no matter how cheap it is. I would much rather go to a store and pick up a cd than give my debit card information online to buy an album. And I'm willing to admit that I have illegally downloaded songs before, just so I can listen to them when I want to. I remember the Napster crisis back in the day and how that was when illegally sharing music/movies became a big deal. It's just a little bleak as to where things are going. There's always going to be some tech geek (not to be an insult!) who is going to be able to crack encryption codes and share files freely, I just don't know what can be done to stop them.
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