Executive Summary
The rise of peer-to-peer (P2P) networks has been an
inevitable outgrowth of the rise of the Internet. Unfortunately, P2P networks
have grown from useful tools in information sharing to havens for trafficking in
unauthorized copies of intellectual property (IP). Owners of IP, meanwhile,
have been pushing for digital rights management (DRM) technologies to control
distribution of IP so that it does not fall into the wrong hands.
Supporters of P2P networks appear to be at odds with
DRM-supporting IP owners, but P2P networks offer a lot to users as well as other
participants in content business models, and they are here to stay. Integration
of DRM into P2P architectures is inevitable, as IP owners try to walk the fine
line between embracing functionality that users want and maintaining control
over their IP.
This white paper explains the motivation for and
inevitability of integrating DRM with P2P. After briefly reviewing how both DRM
and P2P came into being, we explain the need and opportunity to integrate DRM
functionality into P2P networks. We discuss features of DRM technology that
make it especially appropriate for integration with P2P, and we summarize
shortcomings of many existing DRM solutions with respect to those features. We
conclude with some suggestions for how to develop the market for DRM solutions
that are optimal for integration with P2P networks.
Background
Both DRM and P2P are creatures of the Internet era, but
they came into being at different times and for different reasons. Here we will
examine the origins of and motivations for each.
Technologies for peer-to-peer data exchange over networks
have been in existence virtually since the beginning of computer networking in
the 1980s. Nowadays, in its most generic form, the term peer-to-peer is used to
distinguish a network architecture from client-server, which has been a dominant
architecture in both pre-Internet network applications and on the Internet
itself.
The idea of client-server is that resources (such as
files) are on a server computer, and clients can only obtain resources through
servers. If Client C1 wants to get Resource R from Client C2,
then it needs to go through a server to do so, thereby requiring the server to
have a list of resources that includes Resource R and C2 as its
location. In contrast, peer-to-peer networks allow clients to exchange
resources directly among each other.
Peer-to-peer architectures came into being in the
pre-Internet age about ten years ago with technologies such as Microsoft's
Windows for Workgroups (WFW), which enabled PC users to access files on each
others' PCs. Sun Microsystems's Network File System (NFS), which emerged even
earlier and enabled all computers on a network to make their file directories
available in a network-wide hierarchy, can also be considered as a form of
peer-to-peer. When the commercialization of the Internet began in the early-to-mid 1990s, File Transfer Protocol (FTP) -- particularly the variation called "anonymous FTP" that does not require a file user to identify itself to the file owner -- became the most important antecedent to P2P as we know it today.
Internet P2P networks provide services similar to the
likes of NFS, WFW, and FTP, though with more sophisticated searching and browsing
functionality, over the public Internet instead of institutional networks. Most
of the early commercial development of the Internet centered on the World Wide
Web, which is very much a client-server model. P2P networks needed to build on
Internet-based protocols other than the HTTP protocol that powers the Web. The
important thing to understand is that P2P networking is not a new model; at its
core, it is simply an application of well-known networking models to the
Internet.
P2P networking is not a new model; at its core, it
is simply an application of well-known networking models to the Internet.
The first well-known P2P service on the Internet was, of
course, Napster, which came online in June 1999. Napster was actually not a
pure P2P network, because it relied on a central server to act as a catalog of
files on the network and their locations. (Napster's server-based architecture
ultimately led to its shutdown by a judge a year after it started.)
The Napster phenomenon gave rise to post-Napster P2P
networks, such as the proprietary FastTrack network used by KaZaA and Grokster,
and the open-source Gnutella network used by LimeWire and Morpheus. Both of
these networks were designed without central servers so as to avoid Napster's
legal fate, but even FastTrack is not a pure peer-to-peer service: it relies on
so-called supernodes, which constitute the first level of connectivity in the
network and help make request routing decisions. Gnutella, in contrast, is
purely peer-to-peer, with no clients having special distinctions of any kind.
Owners of copyrighted intellectual property (IP) have
seized upon P2P networks because they embody a set of attributes that make them
ideal for unfettered distribution of files:
- Unlike local-network file sharing technologies such as NFS, WFW,
and their successors, they are accessible throughout the Internet, not just on
an institutional network.
- Unlike sending file attachments in email messages, they do not
require that the source of a file actually send it or even know the identity of
the recipient.
- Unlike duplication of physical media such as CDs or DVDs, P2P
networks allow files to be copied instantaneously, with maximum automation, and
without the cost of physical media.
Of course, the same attributes that frighten IP owners
make P2P networks attractive to those who genuinely want to publish information
as easily and widely as possible.
Although P2P on the Internet did not come into being
until 1999, IP owners were concerned with digital networks as conduits for
unauthorized file copying long beforehand. Most industry observers identify
1994 as the year when digital rights management began to emerge as a field on
its own
-- the same year as the beginning of the commercialization of the Internet,
although early contributors to the DRM field did not necessarily see the
Internet as being as dominant as it has become.
IP owners in the mid-1990s looked at online rights
management primarily as a question of emulating business models from the offline
world. As a crude example, the "rights management" properties of a printed book
result directly from its physical characteristics, e.g., it is difficult to copy
books in their entireties and virtually impossible to change their contents in
place. Publishers sought technologies that would bring similar behavior to the
online digital world, and early DRM solutions, such as IBM's Cryptolope and
EPR's (later InterTrust's) DigiBox, attempted to provide this.
Just as P2P is an Internet application of preexisting
network architectures, DRM technology is really an extension of techniques long
used in operating systems to control users' access to system resources. There
are many different types of DRM implementations, but they tend to conform to a
common architecture.
In this architecture, the user receives an encrypted file, containing the
content, along with a license that stipulates what rights the user has to
the content. A piece of software or hardware on the user's client device
interprets the license and, if authorization is successful, decrypts the content
and does what the user intends (play, view, print, copy, etc.).
Variations on the canonical DRM architecture involve such
issues as:
- Whether the authorization is done on the basis of a user's
identity, a device's identity, or both.
- Whether the software doing the authorization is built in to the
playback device or software, built in to the platform on which it runs, or
independent of those.
- Whether the license is bundled in with or separate from the
content.
- How much fine-grained control the IP owner has over specification
of rights.
- Whether or not the user is required to be connected to the network
at all times.
- How financial transactions are integrated with the authorization
process.
IP owners have been using DRM to implement new business
models, which are not just analogs of existing offline models. Such models
represent the brightest future for online content distribution. However, they
have only been modestly successful, because it takes a lot of time and effort to
get users comfortable with new ways of consuming content.
As a result, DRM is starting to take off as a component
of online content models in niche markets, such as the online music distribution
of Apple's iTunes, RealNetworks's Rhapsody, and Napster 2.0; eBooks and
ePeriodicals from various publishers; and online film download services like
MovieLink and CinemaNow.
DRM is starting to take off as a component of online
content models in niche markets.
DRM has had a hard time developing as a market, for
several reasons. Online emulations of offline content models have been very
rough from the perspectives of user convenience and support for some usage modes
that are legally protected or that users have come to expect, which we will
examine later. There is also an ingrained notion in consumer behavior (and,
some feel, in legal precedent as well) that people should be allowed to do what
they wish with digital content products, without fear of being controlled or
monitored -- as DRM technology can do.
Yet at the same time, the networked digital paradigm has
opened up the possibilities of "do what they wish" to include rampant,
unrestricted, perfect copying, and IP owners need to be able to control that.
Therefore, DRM continues to develop toward giving users convenient, seamless
experiences along with guarantees of privacy.
The way various advocacy groups portray it, DRM and P2P
are polar opposites. To IP owners, P2P offers open invitations to copyright
infringement and rampant theft of intellectual property, while DRM is the only
way to keep the Internet from killing the media industry. To consumer advocates
and some others, P2P is natural outgrowth of the "open" functionality of the
Internet, while DRM represents the media industry's attempts at playing "Big
Brother" and controlling user behavior in ways that are inconsistent with the
balance of interests embodied in intellectual property law.
As a result, there is a lot of posturing on both sides of
the issue, as people from both sides work to get sympathetic ears from
technology implementers, legislators, and the news media.
We can hope that everyone will see both DRM and P2P
for what they are and are not, and get on with the business of using
both to their advantage.
The reality, of course, is that both DRM and P2P are sets
of capabilities, and they are far from mutually exclusive. As we will see, P2P
functionality is key to implementing important new business models for content
--
models that IP owners ignore at their long-term peril. At the same time, DRM is
necessary to close at least the larger holes that P2P creates in IP owners'
ability to profit from their IP. We can hope that once both sides finally get
past the rhetoric, everyone will see both DRM and P2P for what they are and
are not, and get on with the business of using both to their advantage.