Katana VentraIP

Copy protection

Copy protection, also known as content protection, copy prevention and copy restriction, describes measures to enforce copyright by preventing the reproduction of software, films, music, and other media.[1]

Copy protection is most commonly found on videotapes, DVDs, Blu-ray discs, HD-DVDs, computer software discs, video game discs and cartridges, audio CDs and some VCDs. It also may be incorporated into digitally distributed versions of media and software.


Some methods of copy protection have also led to criticism because it caused inconvenience for paying consumers or secretly installed additional or unwanted software to detect copying activities on the consumer's computer. Making copy protection effective while protecting consumer rights remains a problem with media publication.

Business rationale[edit]

Unauthorized copying and distribution accounted for $2.4 billion per year in lost revenue in the United States alone in 1990,[4] and is assumed to be causing impact on revenues in the music and the video game industry, leading to proposal of stricter copyright laws such as PIPA.


Copy protection is most commonly found on videotapes, DVDs, computer software discs, video game discs and cartridges, audio CDs and some VCDs.


Many media formats are easy to copy using a machine, allowing consumers to distribute copies to their friends, a practice known as "casual copying".


Companies publish works under copyright protection because they believe that the cost of implementing the copy protection will be less than the revenue produced by consumers who buy the product instead of acquiring it through casually copied media.


Opponents of copy protection argue that people who obtain free copies only use what they can get for free and would not purchase their own copy if they were unable to obtain a free copy. Some even argue that free copies increase profit; people who receive a free copy of a music CD may then go and buy more of that band's music, which they would not have done otherwise.


Some publishers have avoided copy-protecting their products on the theory that the resulting inconvenience to their users outweighs any benefit of frustrating "casual copying".


From the perspective of the end user, copy protection is always a cost. DRM and license managers sometimes fail, are inconvenient to use, and may not afford the user all of the legal use of the product they have purchased.


The term copy protection refers to the technology used to attempt to frustrate copying, and not to the legal remedies available to publishers or authors whose copyrights are violated. Software usage models range from node locking to floating licenses (where a fixed number licenses can be concurrently used across an enterprise), grid computing (where multiple computers function as one unit and so use a common license) and electronic licensing (where features can be purchased and activated online). The term license management refers to broad platforms which enable the specification, enforcement and tracking of software licenses. To safeguard copy protection and license management technologies themselves against tampering and hacking, software anti-tamper methods are used.


Floating licenses are also being referred to as Indirect Licenses, and are licenses that at the time they are issued, there is no actual user who will use them. That has some technical influence over some of their characteristics. Direct Licenses are issued after a certain user requires it. As an example, an activated Microsoft product, contains a Direct License which is locked to the PC where the product is installed.


From business standpoint, on the other hand, some services now try to monetize on additional services other than the media content so users can have better experience than simply obtaining the copied product.[5]

Technical challenges[edit]

From a technical standpoint, it seems impossible to completely prevent users from making copies of the media they purchase, as long as a "writer" is available that can write to blank media. All types of media require a "player"—a CD player, DVD player, videotape player, computer or video game console—which must be able to read the media in order to display it to a human. Logically, a player could be built that reads the media and then writes an exact copy of what was read to the same type of media.


At a minimum, digital copy protection of non-interactive works is subject to the analog hole: regardless of any digital restrictions, if music can be heard by the human ear, it can also be recorded (at the very least, with a microphone and tape recorder); if a film can be viewed by the human eye, it can also be recorded (at the very least, with a video camera and recorder). In practice, almost-perfect copies can typically be made by tapping into the analog output of a player (e.g. the speaker output or headphone jacks) and, once redigitized into an unprotected form, duplicated indefinitely. Copying text-based content in this way is more tedious, but the same principle applies: if it can be printed or displayed, it can also be scanned and OCRed. With basic software and some patience, these techniques can be applied by a typical computer-literate user.


Since these basic technical facts exist, it follows that a determined individual will definitely succeed in copying any media, given enough time and resources. Media publishers understand this; copy protection is not intended to stop professional operations involved in the unauthorized mass duplication of media, but rather to stop "casual copying".


Copying of information goods which are downloaded (rather than being mass-duplicated as with physical media) can be inexpensively customized for each download, and thus restricted more effectively, in a process known as "traitor tracing". They can be encrypted in a fashion which is unique for each user's computer, and the decryption system can be made tamper-resistant.


Copyright protection in content platforms also cause increased market concentration and a loss in aggregate welfare. According to research on the European Directive on copyright in the Digital Single Market on platform competition, only users of large platforms will be allowed to upload content if the content is sufficiently valuable and network effects are strong.[6]

The most common method was requiring the player to enter a specific word (often chosen at random) from the manual. A variant of this technique involved matching a picture provided by the game to one in the manual and providing an answer pertaining to the picture (, 4D Boxing and James Bond 007; the Stealth Affair used this technique). Buzz Aldrin's Race Into Space (in the floppy version but not the CD version) required the user to input an astronaut's total duration in space (available in the manual) before the launch of certain missions. If the answer were incorrect, the mission would suffer a catastrophic failure.

Ski or Die

Manuals containing information and hints vital to the completion of the game, like answers to riddles (, King's Quest 6), recipes of spells (King's Quest 3), keys to deciphering non-Latin writing systems (Ultima series, see also Ultima writing systems), maze guides (Manhunter), dialogue spoken by other characters in the game (Wasteland, Dragon Wars), excerpts of the storyline (most Advanced Dungeons and Dragons games and Wing Commander I), or a radio frequency to use to communicate with a character to further a game (Metal Gear Solid).

Conquests of Camelot

Some sort of code with symbols, not existing on the keyboard or the code. This code was arranged in a grid, and had to be entered via a virtual keyboard at the request "What is the code at line 3 row 2?". These tables were printed on dark paper (Maniac Mansion, Uplink), or were visible only through a red transparent layer (Indiana Jones and the Last Crusade), making the paper very difficult to photocopy. Another variant of this method—most famously used on the ZX Spectrum version of Jet Set Willy—was a card with color sequences at each grid reference that had to be entered before starting the game. This also prevented monochrome photocopying. It had been thought that the codes in the tables were based on a mathematical formula which could be calculated by using the row, line and page number if the formula was known, a function of the disk space requirement of the data. Later research proved that this was not the case.[21]

ASCII

offered a rotating wheel with halves of pirate's faces. The game showed a face composed of two different parts and asked when this pirate was hanged on a certain island. The player then had to match the faces on the wheel, and enter the year that appeared on the island-respective hole. Its sequel had the same concept, but with magic potion ingredients. Other games that employed the code wheel system include Star Control.

The Secret of Monkey Island

games such as Beyond Zork and Zork Zero came with "feelies" which contained information vital to the completion of the game. For example, the parchment found from Zork Zero contained clues vital to solving the final puzzle. However, whenever the player attempts to read the parchment, they are referred to the game package.

Zork

The system used a plastic prismatic device, shipped with the game, which was used to descramble a code displayed on screen.[22][23]

Lenslok

Early copies of from Broderbund Software included a game called "What is Missing?" in which every fifth time the program was booted up, the player would see a pattern and have to refer to the back of the manual to find which of 12 objects from the spinner counting game would match the pattern seen on the back of the manual in order to open the game.

The Playroom

Superior Soccer had no outward signs of copy protection, but if it decided it was not a legitimate copy, it made the in the game invisible, making it impossible to play the game.

soccer ball

In , if the player entered in the wrong information, they could still play the game, but with substantially increased difficulty.

Sid Meier's Pirates

As a more satirical nod to the issue, if the thriller-action game detects that the game is cracked or a pirated copy, it will replace tips in loading screens with messages telling the player to buy the game. If a new game is created on the copied game, an additional effect will take place. As a more humorous nod to "piracy", Alan Wake will gain a black Eyepatch over his right eye, complete with a miniature Jolly Roger.

Alan Wake

While the copy protection in was not hidden as such, the repercussions of missing the codes was unusual: the player ended up in jail (permanently), and the police officer gave a lengthy and condescending speech about software copying.

Zak McKracken and the Alien Mindbenders

In case of copied versions of , the iron smelters only produced pigs (a play on pig iron); weaponsmiths require iron to produce weapons, so players could not amass arms.[28]

The Settlers III

Bohemia Interactive Studio

Operation Flashpoint: Cold War Crisis

Over time, software publishers (especially in the case of video games) became creative about crippling the software in case it was duplicated. These games would initially show that the copy was successful, but eventually render themselves unplayable via subtle methods. Many games use the "code checksumming" technique to prevent alteration of code to bypass other copy protection. Important constants for the game - such as the accuracy of the player's firing, the speed of their movement, etc. - are not included in the game but calculated from the numbers making up the machine code of other parts of the game. If the code is changed, the calculation yields a result which no longer matches the original design of the game and the game plays improperly.


The usage of copy protection payloads which lower playability of a game without making it clear that this is a result of copy protection is now generally considered unwise, due to the potential for it to result in unaware players with unlicensed copies spreading word-of-mouth that a game is of low quality. The authors of FADE explicitly acknowledged this as a reason for including the explicit warning message.

Anti-counterfeiting and gun control[edit]

The EURion constellation is used by many countries to prevent color photocopiers from producing counterfeit currency. The Counterfeit Deterrence System is used to prevent counterfeit bills from being produced by image editing software.[45] Similar technology has been proposed[46] to prevent 3D printing of firearms, for reasons of gun control rather than copyright.

Copyright infringement § Preventive measures

Core dump

Digital rights management

Digital watermarking

Floating licensing

Cheat cartridge

License manager

List of copy protection schemes

Software anti-tamper

Sony BMG CD copy protection scandal

Tamper resistance

Trade group efforts against file sharing

V-Max Copy Protection on the C64

Copy Protection in depth

Evaluating New Copy-Prevention Techniques for Audio CDs

Discusses and analyzes protections used on old floppy-based systems.

Disk Preservation Project

Comprehensive article on video game piracy and its prevention.

Several algorithms used to generate serial keys

Copy Protection Analysis on the C64

Details on the RapidLok tracks copy protection system used on many releases