Digital rights management
Digital rights management (DRM) is the management of legal access to digital content. Various tools or technological protection measures (TPM),[1] such as access control technologies, can restrict the use of proprietary hardware and copyrighted works.[2] DRM technologies govern the use, modification and distribution of copyrighted works (e.g. software, multimedia content) and of systems that enforce these policies within devices.[3] DRM technologies include licensing agreements[4] and encryption.[5]
Laws in many countries criminalize the circumvention of DRM, communication about such circumvention, and the creation and distribution of tools used for such circumvention. Such laws are part of the United States' Digital Millennium Copyright Act (DMCA),[6] and the European Union's Information Society Directive[7] – with the French DADVSI an example of a member state of the European Union implementing that directive.[8]
Copyright holders argue that DRM technologies are necessary to protect intellectual property, just as physical locks prevent personal property from theft.[1] For examples, they can help the copyright holders for maintaining artistic controls,[9] and supporting licenses' modalities such as rentals.[10] Industrial users (i.e. industries) have expanded the use of DRM technologies to various hardware products, such as Keurig's coffeemakers,[11][12] Philips' light bulbs,[13][14] mobile device power chargers,[15][16][17] and John Deere's tractors.[18] For instance, tractor companies try to prevent farmers from making repairs via DRM.[19]
DRM is controversial. There is an absence of evidence about the DRM capability in preventing copyright infringement, some complaints by legitimate customers for caused inconveniences, and a suspicion of stifling innovation and competition.[20] Furthermore, works can become permanently inaccessible if the DRM scheme changes or if a required service is discontinued.[21] DRM technologies have been criticized for restricting individuals from copying or using the content legally, such as by fair use or by making backup copies. DRM is in common use by the entertainment industry (e.g., audio and video publishers).[22] Many online stores such as OverDrive use DRM technologies, as do cable and satellite service operators. Apple removed DRM technology from iTunes around 2009.[23] Typical DRM also prevents lending materials out through a library, or accessing works in the public domain.[1]
Introduction
The rise of digital media and analog-to-digital conversion technologies has increased the concerns of copyright-owners, particularly within the music and video industries. While analog media inevitably lose quality with each copy generation and during normal use, digital media files may be duplicated without limit with no degradation. Digital devices make it convenient for consumers to convert (rip) media originally in a physical, analog or broadcast form into a digital form for portability or later use. Combined with the Internet and file-sharing tools, made unauthorized distribution of copyrighted content (digital piracy) much easier.
Shortcomings
Availability
Many DRM systems require online authentication. Whenever the server goes down, or a territory experiences an Internet outage, it locks out people from registering or using the material. This is especially true for products that require a persistent online connection, where, for example, a successful DDoS attack on the server essentially makes the material unusable.
Usability
Compact discs (CDs) with DRM schemes are not standards-compliant, and are labeled CD-ROMs. CD-ROMs cannot be played on all CD players or personal computers.[144]
Performance
Certain DRM systems have been associated with reduced performance: some games implementing Denuvo Anti-Tamper performed better without DRM.[145][146] However, in March 2018, PC Gamer tested Final Fantasy XV for the performance effects of Denuvo, which was found to cause no negative gameplay impact despite a little increase in loading time.[147]
Robustness
DRM copy-prevention schemes can never be wholly secure since the logic needed to decrypt the content is present either in software or hardware and implicitly can be hacked. An attacker can extract this information, decrypt and copy the content, bypassing the DRM.[128]
Satellite and cable systems distribute their content widely and rely on hardware DRM systems. Such systems can be hacked by reverse engineering the protection scheme.
Analog hole
Audio and visual material (excluding interactive materials, e.g., video games) are subject to the analog hole, namely that in order to view the material, the digital signal must be turned into an analog signal. Post-conversion, the material can be then be copied and reconverted to a digital format.
The analog hole cannot be filled without externally imposed restrictions, such as legal regulations, because the vulnerability is inherent to all analog presentation.[148] The conversion from digital to analog and back reduces recording quality. The HDCP attempt to plug the analog hole was largely ineffective.[149][150]