Consumers, fans, and control: what the games industry can teach Hollywood about DRM

S. Landau, Renée Stratulate, Doug Twilleager
{"title":"Consumers, fans, and control: what the games industry can teach Hollywood about DRM","authors":"S. Landau, Renée Stratulate, Doug Twilleager","doi":"10.1145/1179509.1179511","DOIUrl":null,"url":null,"abstract":"Through legislation and technology the film industry has been seeking to fully control usage of the bits it creates; their model is \"restrictive\" digital-rights management (DRM) that only allows the user to view the film rather than copy, edit, or create new content. Meanwhile, the experience that the Internet generation has of interacting with, rather than consuming, content, could be the basis for a new business for Hollywood: films that enable users to interact directly by putting themselves (and others) into the movie. In this paper we examine massive multi-player online role-playing games (MMORPGs), in which players exercise design technologies and tools that further their roles and play. MMORPGs are rapidly gaining audience share. We posit that non-restrictive, or exible, digital-rights management is in the movie industry's economic interest.","PeriodicalId":124354,"journal":{"name":"ACM Digital Rights Management Workshop","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Digital Rights Management Workshop","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1179509.1179511","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7

Abstract

Through legislation and technology the film industry has been seeking to fully control usage of the bits it creates; their model is "restrictive" digital-rights management (DRM) that only allows the user to view the film rather than copy, edit, or create new content. Meanwhile, the experience that the Internet generation has of interacting with, rather than consuming, content, could be the basis for a new business for Hollywood: films that enable users to interact directly by putting themselves (and others) into the movie. In this paper we examine massive multi-player online role-playing games (MMORPGs), in which players exercise design technologies and tools that further their roles and play. MMORPGs are rapidly gaining audience share. We posit that non-restrictive, or exible, digital-rights management is in the movie industry's economic interest.
消费者,粉丝和控制:游戏产业可以教给好莱坞关于DRM的什么
通过立法和技术,电影业一直在寻求完全控制对其创造的比特的使用;他们的模式是“限制性”数字版权管理(DRM),只允许用户观看电影,而不能复制、编辑或创建新内容。与此同时,互联网一代拥有的与内容互动而不是消费内容的体验,可能成为好莱坞新业务的基础:让用户通过将自己(和他人)放入电影中来直接互动的电影。在本文中,我们研究了大型多人在线角色扮演游戏(mmorpg),在这些游戏中,玩家运用设计技术和工具来推进他们的角色和玩法。mmorpg正在迅速获得用户份额。我们认为,非限制性或灵活的数字版权管理符合电影行业的经济利益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信