Always-on DRM
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Always-on DRM
Always-on DRM or always-online DRM is a form of digital rights management (DRM) that requires a consumer to remain connected to a Server (computing), server, especially through an internet connection, to use a particular product. The practice is also referred to as persistent online authentication. The technique is meant to prevent copyright infringement of software. Like other DRM methods, always-on DRM has proven controversial, mainly because it has failed to stop pirates from illegally using the product, while causing severe inconvenience to people who bought the product legally due to the single point of failure it inherently introduces. Usage and criticism Popular video games such as ''Diablo III'', ''Super Mario Run'', and ''Starcraft 2'' employ always-on DRM by requiring players to connect to the internet to play, even in Single-player video game, single-player mode. Reviews of ''Diablo III'' criticized its use of always-on DRM. As with ''Diablo III'', ''SimCity (2013 video ...
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Digital Rights Management
Digital rights management (DRM) is the management of legal access to digital content. Various tools or technological protection measures, such as access control technologies, can restrict the use of proprietary hardware and copyrighted works. DRM technologies govern the use, modification and distribution of copyrighted works (e.g. software, multimedia content) and of systems that enforce these policies within devices. DRM technologies include licensing agreements and encryption. Laws in many countries criminalize the circumvention of DRM, communication about such circumvention, and the creation and distribution of tools used for such circumvention. Such laws are part of the United States' Digital Millennium Copyright Act (DMCA), and the European Union's Information Society Directive – with the French DADVSI an example of a member state of the European Union implementing that directive. Copyright holders argue that DRM technologies are necessary to protect intellectual proper ...
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