Furor Over Sony Patent

Technology that could prevent resale of games and other digital goods raises
speculation, fears.

By Dawn C. Chmielewski, Times Staff Writer
July 10, 2006 

http://www.latimes.com/business/la-fi-sony10jul10,1,2184518.story?ctrack=1&c
set=true

Sony Corp. has patented technology that would prevent its PlayStation
consoles from playing used, rented or borrowed video games - raising
questions about whether the electronics and entertainment giant may attempt
to redefine what it means to own something in the digital age.

Sony has said little about the technology, patented in Japan in 2000, or how
it might be deployed. But speculation over Sony's plans has sparked a furor
online as game fans and consumer advocates fret that the company may
incorporate it into the upcoming PlayStation 3 console, due to hit stores
this fall.

They worry that it would wipe out the $1-billion-a-year market for used
games and could even prevent someone from playing their games at a friend's
house.

It is not unusual for technology companies to patent innovations and then
never incorporate them into products.

Documents filed in April 2000 with the U.S. Patent Office describe a method
of copy protection by which the game system would verify a disc as
legitimate, register the disc to that particular game console, then wipe out
verification data so the disc would be rendered unreadable in other
PlayStations.

"Since only titles for which legitimate software has actually been purchased
and which have been initially registered in the machine table can be used,
resale (so-called used software purchase) after purchase by an end user
becomes practically impossible," according to the patent documents.

Although Sony has been vague about its plans for the technology, "I actually
think they're toying with this idea," said Michael Pachter, a game industry
analyst for Wedbush Morgan Securities. 

Pachter said he thought Sony probably would not tighten the software locks
on PlayStation 3 games but might employ bolstered copy protection on other
forms of entertainment downloaded to the console over the Internet. 

"Maybe they'll copy protect movies or music downloads," he said.

Whatever Sony's plans, the tempest illustrates the changing nature of
ownership as millions of people accumulate vast collections of digital
entertainment. Few people realize that when they buy software, music or
movies, they are actually buying a license to use, listen or watch.

That's why it violates copyright laws for people to sell copies of their
music collection.

Sony was attacked this year for including software on some of its music CDs
that surreptitiously installed itself on computers playing the disc. The
software was intended to prevent unauthorized copying. Sony later
apologized.

Taking that sort of copy protection one step further would be, in the words
of one analyst, "crazy."

"What does Sony get from that?" said John Taylor of Arcadia Investment Corp.
"Sony gets a black eye. It doesn't make sense to me."

Several analysts said the patent appeared to principally be aimed at
deterring game piracy. Indeed, Sony's patent notes that through the
complexity of its copy-protection scheme "manufacture of counterfeit
software becomes extremely difficult."

And it's not unusual for technology companies such as Sony to register
patents either in anticipation of one day collecting royalties from someone
seeking to license the technology or to prevent someone else from deploying
it. 

"These are all things technologically possible to do in any computing
device," said one cryptographer, who requested anonymity. "In the video game
business, it would be suicide for someone to do this. It's actually possible
Sony filed this because they wanted to keep people from doing that."

Nonetheless, online speculation that Sony would use technological or other
means to ban the sale of used PlayStation 3 video games prompted one
analyst, P.J. McNealy of American Technology Research, to study its
potential effect on the industry. 

"While we believe it is unlikely that SNE will ban PS3 pre-owned games from
being sold by the same chains that sell new PS3 games, we believe this issue
remains under consideration," McNealy wrote in a research note issued June
23. 

McNealy estimated that game fans spent about $990 million buying used games,
primarily from GameStop or through EBay. Much of that spending - about $620
million - is for used PlayStation 2 games.

Were Sony to ban the sale of used games for its next-generation PS3, the
effect on independent video game publishers would be negligible, McNealy
said.

Used-game sales are a growing source of irritation for game publishers,
which receive no proceeds from the resale of games. Executives privately
complain that cheaper secondhand games are available for sale shortly after
a new game's release; publishers, which give retailers marketing money to
promote games, end up competing with discounted versions of their own
titles. 

Major independent game publishers Electronic Arts Inc., Activision Inc. and
THQ Inc. declined to comment.

Meanwhile, used games are a lucrative source of revenue for retailer
GameStop, which began reporting pre-owned game sales after its acquisition
of competitor EB. Last year, secondhand game sales accounted for $930
million in revenue and $418 million in profit. The profit margin was 45%,
compared with 21% for new games, according to Arcadia Investment Corp. 

Analysts say used-game sales contribute to the overall growth of the video
game market, in the same way that the ability to trade in a used vehicle
fuels the new-car market.

"A used-car market creates currency to buy new cars. Same with games.
Everybody acknowledges that," Pachter said. "The problem is if the used game
is available a week after the new game is out for a $5 discount."

Gregory S. Williams
[EMAIL PROTECTED]



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