tag:blogger.com,1999:blog-8735500751419060368.post2265110165774879609..comments2023-07-24T11:02:49.028-04:00Comments on Twisted Arm of Illegal Youth: Furthering the DRM Debateillegal youthhttp://www.blogger.com/profile/08246955798132082637noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-8735500751419060368.post-2555148741131178452008-09-26T10:16:00.000-04:002008-09-26T10:16:00.000-04:00Doug,Thanks for the comment. I think your point a...Doug,<BR/><BR/>Thanks for the comment. I think your point about the book industry also applies to PC gaming (that there is no natural author/audience interaction); however, I don't think long term copyright is the answer, as that has other consequences outside of the immediate discussion here. Read Siva Vaidhyanathan's <I>Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity</I>. Vaidhyanathan makes a compelling argument that the extension of the length of copyright has had a negative effect of the ability of the public to interact with their culture, as well as create further culture from existing works.<BR/><BR/>I also don't think the market approach will work for PC gaming, much in the same way that it doesn't work for books. That doesn't mean developers haven't tried -- the use of micro-transactions (paying for additional in-game content at very low prices) and subscription-based business models are becoming more common. I don't think that these approaches will work outside of a few narrow game genres (MMOs), mainly because gamers are accustomed to buying full games for a one-time cost.<BR/><BR/>I think we'll need to address digital content with law -- Lawrence Lessig argues in <I>Code v2.0</I> that within copyright law and the Constitution there exist latent ambiguities. These ambiguities exist because the nature of digital content was not something that the authors of the Constitution or lawmakers had in mind when addressing the issue of copyright. Recent attempts to address digital content (the DMCA) do so clumsily.<BR/><BR/>Ultimately, we need to decide what values of physical content (Fair Use, First-Sale, etc.) we want to retain in digital content. The direction that content industries appear to be going is one of more protection of content and less freedom for consumers to interact with that content. I don't think this bodes well for creativity and innovation in general.illegal youthhttps://www.blogger.com/profile/08246955798132082637noreply@blogger.comtag:blogger.com,1999:blog-8735500751419060368.post-11953440062222380042008-09-25T08:56:00.000-04:002008-09-25T08:56:00.000-04:00Excelent debate.Just to through in my two cents he...Excelent debate.<BR/><BR/>Just to through in my two cents here, David Pogue continued a discussion of e-books and his struggle between copy protection vs unfettetered access to creative works. The story line is very poignant for him due to the unauthorized release of some of his work. In his email he cited a well reasoned post about copy protection on Future Lab, a strategy web site, and I decided to chime in...<BR/><BR/>http://dougist.com/index.php?p=3<BR/><BR/>Thought you might like it.<BR/><BR/>Again very good debate.<BR/>Doug<BR/>www.dougist.comAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-8735500751419060368.post-60852256265241853892008-09-24T10:54:00.000-04:002008-09-24T10:54:00.000-04:00Very well done. I think any who were on the fence...Very well done. I think any who were on the fence about this issue would have their doubts addressed quite easily by reading this single page.Montyhttps://www.blogger.com/profile/07401703711371010070noreply@blogger.com