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About Me
Sunday, January 6, 2013
Sony Patent Application Takes On Used Game Sales, Piracy With Embedded RFID Chips In Game Discs
The argument used game sales negatively affect the profitability of the games seems to be contradicted by record sales each year, but publishers leaders are still somehow able to convince should not be allowed to buy games for nothing less than the retail price. It also ignores the fact that the income from trade-ins typically spend to buy new games -. And it gives new purchases on the secondary market additional value because they can be traded on the road
A recently filed patent application published by Sony presents a content protection system using RFID tags embedded in the small game discs to prevent used games are played on their systems, without requiring an internet connection. Approval filed in September and still pending by the United States Patent Office, the patent for a "system processing electronic content, the method of processing electronic content package of electronic content, and permission use devices "describes" a reliable system that restricts the use of electronic media content negotiated flea markets. "
Ars Technica reports that Sony seems to have found a way to prevent selling second hand, without having to rely on the use of a unique code or an online component that could be avoided. Details Sony patent applications that deploy RFID tags embedded as a weapon against the sale of used goods.
approach blocking the game described in the patent requires a" tag radio frequency "and type memory chip programmable ROM that mate with each game disc and can communicate wirelessly with the game system and the label the chip can be used to store "unique information" on each console has been played in the match . example, when the game is used in a system other hand, the information is stored on the disk can be compared with the information stored inside the new material, and in turn checked against the "permit use "data stored on the EEPROM chip itself. As described in the patent, this" information only "could be a system identifier or some sort of user code that is portable between systems a bit.
as Ars Technica points out, this could work as an anti-piracy, which excludes off-the-shelf media to copy. In addition, the patent mentions the use of RFID to "decrypt content" on the disk, which could be used to block content until payment. In theory, this would allow the sale of second hand, but allow the publisher to charge for buyers to unlock the full game. Loading
two concerns appear immediately. It is possible that the RFID system is still theoretical games unplayable if loaned to others or transported to a friend's house and play on your system. That seems a bit extreme, but publishers actively seeking to destroy the second hand market, probably would not mind if these options have been removed from the table. This brings us to the second problem: creating albums that are "locked" to a particular system seems to violate the right of first sale. That is to sell or lend the game would no longer be an option, both of which are currently permitted by law. (Although in the debate at the moment ...) As Ars Technica points out, however, there are ways for publishers and developers along this question:
While the resale apparently blocking technology would be contrary to the doctrine of first sale codified in U.S. law, legal experts seem to be certain that this doctrine would be sufficient to overcome the end-user license agreements to sell common to video games. After all, the practice of restricting the resale takes root through the widespread adoption of digital distribution, which prevents players from the resale of downloadable games in almost all cases.
If the patent is granted and the results in one of the above scenarios, we finally reached a point where physical objects are so ethereal (in terms of rights recognized the purchaser) that "licenses" sold today under the name of "e-book," download "digital" and "mp3". This is great news for owners of copyright too far, not so much for the rest of the population who are required to spend large amounts of AAA titles each generation of consoles.
seems unlikely that Sony will continue this hard line against the sale of used, but not like it has not been a series of bad decisions in the recent past. Not only that, but the other "anti-piracy" features of the system, as well as limiting sales opportunity from receiving anything, maybe just too irresistible to refuse.
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