DRM
Digital Rights Management (DRM) systems use a combination of encryption, digital signatures, and access control mechanisms to "protect" copyrighted content. It often imposes restrictions on how, when, and where users can access digital content. For example, if a service goes offline or changes its DRM policies, users may lose access to content they have purchased.
This proprietary nature also means that users have to rely on third-party code that operates behind the scenes, which runs counter to the ideals of transparency and control we advocate for.
It exists in...
Video streaming platforms
Subscription models grant you a license to view content rather than owning it. As a result, your access can vanish at any moment depending on the service provider's decisions, such as removing titles or altering subscription terms.
Widevine is a widely used DRM system developed by Google. It's integrated into various platforms, including Netflix, Disney+, Prime Video and many more.
Instead of streaming the media files, you instead stream a file that is decrypted on the fly by this proprietary program. You can't copy the media away on a USB drive or your phone.
Games
This practice is often referred to as "always-online" DRM, where the game requires a constant internet connection to verify the user's license and authenticate the game.
If a company decides to shut down its servers or revoke licenses, games may become unavailable for play.
E-books
DRM also creates complications around the devices and platforms you can use. Many e-books are restricted to specific reading apps or devices, limiting your ability to switch to a new reader or app of your choice. The Kindle format is proprietary, meaning that you can't easily transfer your Kindle books to other devices or reading apps that don't support Amazon's DRM.
Devices
Hardware sold today can also have DRM. We explain this in planned obsolescence.