DRM - Digital Rights Mismanagement
Authors:Ana Castillo, Kevin Ferris, Jeff Fredericks, Grace Jaen, Wilson Lieu, Evan Rovin
Mentor:Ruth Guthrie, CIS Professor, California State Polytechnic University Pomona
DRM or Digital Rights Management, unlike copy protection, “allows the issuer of the media or file to control in detail what can and cannot be done with a single instance.” DRM is essentially technology that controls what you can do with the digital media and devices you already own. Established companies such as Sony and Apple are turning to DRM in an attempt to protect their content from copyright infringement. But in the process consumers are losing the ability to use their own media freely and as a result consumer dissatisfaction is on the rise. For example, when you purchase a DVD, you do not have full ownership access to the contents of the disk; you can read the files on a DVD player to watch the media, but cannot burn a copy of the disks contents into itunes so that you may watch the media on the go because of DRM. A more extreme example would be the popular video game Diablo 3. Masses of gamers are in riot over the use of DRM that requires the game to always be connected to Blizzard’s servers in order to play the game, regardless if you are playing an online multiplayer game or not. Are businesses hurting or increasing their revenue by following the current trend of increasing DRM usage in their products and services? In this research project, we will explore how DRM, piracy, and anti-piracy legislation has changed throughout the years, how customers feel about current DRM usage, and finally how company image and revenue is affected. Based off our findings, we will conclude with a recommended course of action for the industry in order to adapt to this rapidly changing media market.