With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop? The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game. Even more extreme measures has been taken, consisting of the installation of an external software to verify the license key and ensure that no illegal actions were taken. Distributors have shown through the years that the use of DRM is a must to protect their games from piracy. With the years that gone by, the DRM-system has developed into a more advanced software protection system and with this more problems have begun to emerge affecting the legal consumers, like errors preventing the users from playing the game. At the same time Distributors show little interest to remove or lower the usage of DRM. Users believe that the removal of DRM is the perfect solution, but discard the fact that a software without any kind of copy protection would risk not to generate any income at all for the developers. When we consider now and then, we can see distinct patterns of continuing development of DRM-methods that do not create the same amount of issues for the consumers. The problem however previously addressed by DRM to stop illegal copies has now shifted to whether the consumers have the right to modify or change their purchased games.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-207699 |
Date | January 2013 |
Creators | Lövgren, Alexander |
Publisher | Högskolan på Gotland, Institutionen för speldesign, teknik och lärande |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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