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

S. Landau, Renée Stratulate, Doug Twilleager
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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.
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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。
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