igital media is a killer appli-
cation for the Internet. How-
ever, concerns about the tech-
nology have limited the
commercial distribution of
digital video, audio, and images. Most
notably, content producers worry that
purchasers will copy and give away or
resell their products in ways that the
providers don’t want and that violate
their licenses.
In light of this, companies have
developed digital rights management
(DRM) technology for products and
media players to let content producers
enforce licensing restrictions by limit-
ing the use of their materials.
However, this has led to a critical
problem for the digital-media industry:
Most DRM technologies are not inter-
operable. Most vendors have created
proprietary technologies not available
for license or use by third-party ven-
dors, thereby making interoperability
difficult.
Because they may not have a com-
patible DRM system, consumers can-
not always play digital media they buy
from one source, such as an online
store, on their own player or on multi-
ple players. In fact, media players fre-
quently can play only content down-
loaded from specific online stores. This
has upset many consumers, who want
to play purchased media anywhere.
With digital content becoming a big
business, the industry is concerned
about interoperability. And industry
members fear that still more incompat-
ibility will occur unless hardware, soft-
ware, and content owners and distribu-
tors begin working together to make
sure DRM products interoperate.
A series of initiatives are under way
to address DRM interoperability.
However, it has been difficult to get
some major players, who are making
money from their own proprietary
technologies, to participate.