GBGames
11-12-2004, 11:02 AM
I was reading about the ESA on their website, and I came across their positions on things like DMCA legislation. I note that the members of the ESA are major industry members, like Activision, Microsoft, and the like.
Here is something I found interesting:
In describing their opposition to "harmful" changes to copyright law:
The bills’ supporters argue that consumers expect to be able to shift the platforms they use to access entertainment products, and make multiple copies of products for their personal use. But there is not a shred of evidence to support that proposition when it comes to entertainment software consumers. All entertainment software consumers, whether they are buying games for console or PCs, are fully aware that the games can only be played on the platform for which they are published. Therefore, the platform shifting argument simply does not apply to the entertainment software industry.
Well, isn't that the point of platform shifting as fair use? If buy a music CD, I know that I can't use it in a tape player. That's why I can transfer it to a casette tape.
I think it is relevent to games. It is currently possible to play your older console games on your PC using emulators and the like. That's platform shifting. I can buy a game for the SNES now, knowing that I can't play it on my PC, convert it to a rom file, and now do so.
If I buy a game for Windows, I can play it on Linux if it works in Wine or if someone writes a port for it.
Platform shifting therefore can apply to the entertainment industry.
H.R. 1066 and H.R. 107 would allow consumers to circumvent, or hack, a product’s technological protection measures for various purposes which are not currently allowed under law. In addition, devices that are currently illegal circumvention devices would be legalized, a pirate’s dream come true. For the entertainment software industry, this is not some theoretical danger but a problem our member companies face daily. Video game consoles have built-in access controls designed to prevent the playing of counterfeit versions of the games. Today, there are illegal devices (“mod chips,” “game copiers,” etc.) which circumvent these access controls, and allow for play of counterfeit games. These bills would legalize many such devices, opening the floodgates to massive game piracy.
H.R. 1066 would also apply the “first sale” doctrine to digital works, a step which would invite widespread illegal reproduction and distribution of entertainment software and other works. The traditional first sale doctrine allows, for example, an individual who has a lawfully acquired copy of a work to give or sell the copy to a friend or family member. We have no problem there. The problem arises because H.R. 1066 would create a “digital first sale” right that would permit lawful owners to transmit a copyrighted work over the Internet if they delete their own copy. However, no technology exists to ensure such deletion occurs, and it defies logic and ignores the unfortunate experience of copyright owners with file sharing to believe owners will voluntarily dispose of their copy after a single transmission. The Copyright Office even rejected the plausibility of a “digital first sale” and called the analogy to the physical world “flawed and unconvincing.” The reality is that, unlike in the physical world, owners of copyrighted material do not delete the original after distributing a copy online. Therefore, the likely result is that there will be mass illegal reproduction and distribution of copyrighted works via the Internet.
Here they demonstrate that they believe that the only reason why their customers are not being criminals is because they are preventing it. I'm not sure how to enforce digital first sale, but you can't very easily enforce first sale either. It may cost money for someone to make a copy of a book, but scanning it and then selling it is something that can be done as well. Music CDs can be ripped before selling to someone else. To look at digital first sale as something uniquely dangerous is a bit of a stretch, I think (I'm open to hearing arguments saying otherwise).
I'm personally offended by the assumption that they take it upon themselves to assume that they represent the entertainment software industry. I don't want to believe that my customers are criminals first, customers second. I believe that the DMCA is being abused and needs reforms, some of which the ESA opposes. I can't be alone here.
That all said, I would like to know what everyone else's views are on this. I know some people here support the DMCA. I know that it has been agreed that casual copying happens and so small copyprotection measures keep people honest. Still, does anyone here support the ESA whole-heartedly? Oppose it vehemently?
On a side note, where do they get their figures when they calculate the losses due to piracy? They never cite actual reports. It is always, "It's been calculated that..." Where has it been calculated? Who calculated it?
Here is something I found interesting:
In describing their opposition to "harmful" changes to copyright law:
The bills’ supporters argue that consumers expect to be able to shift the platforms they use to access entertainment products, and make multiple copies of products for their personal use. But there is not a shred of evidence to support that proposition when it comes to entertainment software consumers. All entertainment software consumers, whether they are buying games for console or PCs, are fully aware that the games can only be played on the platform for which they are published. Therefore, the platform shifting argument simply does not apply to the entertainment software industry.
Well, isn't that the point of platform shifting as fair use? If buy a music CD, I know that I can't use it in a tape player. That's why I can transfer it to a casette tape.
I think it is relevent to games. It is currently possible to play your older console games on your PC using emulators and the like. That's platform shifting. I can buy a game for the SNES now, knowing that I can't play it on my PC, convert it to a rom file, and now do so.
If I buy a game for Windows, I can play it on Linux if it works in Wine or if someone writes a port for it.
Platform shifting therefore can apply to the entertainment industry.
H.R. 1066 and H.R. 107 would allow consumers to circumvent, or hack, a product’s technological protection measures for various purposes which are not currently allowed under law. In addition, devices that are currently illegal circumvention devices would be legalized, a pirate’s dream come true. For the entertainment software industry, this is not some theoretical danger but a problem our member companies face daily. Video game consoles have built-in access controls designed to prevent the playing of counterfeit versions of the games. Today, there are illegal devices (“mod chips,” “game copiers,” etc.) which circumvent these access controls, and allow for play of counterfeit games. These bills would legalize many such devices, opening the floodgates to massive game piracy.
H.R. 1066 would also apply the “first sale” doctrine to digital works, a step which would invite widespread illegal reproduction and distribution of entertainment software and other works. The traditional first sale doctrine allows, for example, an individual who has a lawfully acquired copy of a work to give or sell the copy to a friend or family member. We have no problem there. The problem arises because H.R. 1066 would create a “digital first sale” right that would permit lawful owners to transmit a copyrighted work over the Internet if they delete their own copy. However, no technology exists to ensure such deletion occurs, and it defies logic and ignores the unfortunate experience of copyright owners with file sharing to believe owners will voluntarily dispose of their copy after a single transmission. The Copyright Office even rejected the plausibility of a “digital first sale” and called the analogy to the physical world “flawed and unconvincing.” The reality is that, unlike in the physical world, owners of copyrighted material do not delete the original after distributing a copy online. Therefore, the likely result is that there will be mass illegal reproduction and distribution of copyrighted works via the Internet.
Here they demonstrate that they believe that the only reason why their customers are not being criminals is because they are preventing it. I'm not sure how to enforce digital first sale, but you can't very easily enforce first sale either. It may cost money for someone to make a copy of a book, but scanning it and then selling it is something that can be done as well. Music CDs can be ripped before selling to someone else. To look at digital first sale as something uniquely dangerous is a bit of a stretch, I think (I'm open to hearing arguments saying otherwise).
I'm personally offended by the assumption that they take it upon themselves to assume that they represent the entertainment software industry. I don't want to believe that my customers are criminals first, customers second. I believe that the DMCA is being abused and needs reforms, some of which the ESA opposes. I can't be alone here.
That all said, I would like to know what everyone else's views are on this. I know some people here support the DMCA. I know that it has been agreed that casual copying happens and so small copyprotection measures keep people honest. Still, does anyone here support the ESA whole-heartedly? Oppose it vehemently?
On a side note, where do they get their figures when they calculate the losses due to piracy? They never cite actual reports. It is always, "It's been calculated that..." Where has it been calculated? Who calculated it?