68 Personal Content Experience: Managing Digital Life in the Mobile Age distribute content in digital form. It is technology applied by commer- cial content providers wishing to ensure that the use of copyrighted content can be controlled, and it mainly concerns music, DVD movies, and games. The increased use of distributed computer networks, known as peer-to-peer networks, has boosted the dissemination of copyrighted material without permission. Rights holders have struck back, and the result is a number of trials against network users. An inherent dilemma is that what is good for the rights owner is in many cases not good for the consumer. There are several sad stories related to DRM, such as Sony BMG’s rootkit case in 2005–2006 (Roush 2006). This is how the story goes. In order to prevent the listeners from making illegal copies of the music they had purchased, Sony BMG included DRM software in the music CDs. Upon inserting the disk in the CD drive of a PC, this soft- ware was installed on the user’s hard drive. The software acted as a rootkit, a tool that prevents the operating system from seeing certain kinds of software. Then, without the user knowing, several pieces of additional software were installed in the computer. They prevented the user from making more than three copies of a CD. Furthermore, every time the disk was inserted, the software contacted Sony (without informing the user), reporting that a CD was to be played. Even worse, the installation of a rootkit unintentionally allowed other malicious software to sneak into the user’s computer without the antivirus scan- ner’s knowledge. Once the DRM system was discovered, a huge Inter- net campaign was raised against Sony BMG and its spying software. Indeed, it is in the interest of media houses to secure their invest- ments by applying copyright protection schemes. However, sometimes they may overreact. Electronic Frontier Foundation(EFF),11 founded in 1990, is a body that fi ghts for consumer rights in the digital world. EFF defends free speech, fair use, and privacy. They have successfully fought for the consumer and technology developer rights in courts, for instance, in peer-to-peer network trials. The foundation is targeting especially major entertainment companies, mainly in North America, and seeks, among other tasks, to fi nd alternative ways to making P2P pay artists. We do not take a stand here on how DRM should be taken care of, nor do we advocate any particular approach over the others. What is imperative here is to ensure suffi cient protection for content without sacrifi cing the experience. For discussion related to copyright and censorship in game-related content, refer to section 7.4. 11 http://www.eff.org/

Personal Content Experience - Page 92 Personal Content Experience Page 91 Page 93