S. Sattanathan, N.C. Narendra, et al.
CONTEXT 2005
In this paper we review the state of the art in content protection for video games by describing the capabilities and shortcomings of currently deployed solutions. In an attempt to address some of the open issues, we present two novel approaches. The first approach uses branch-based software watermarking to discourage and detect piracy through a registration-based system. In the second approach, based on the parallels between games and premium audio and video content, we propose the use of current physical-media copy-protection technologies for gaming content. In particular, we focus on broadcast encryption technology. The use of an open, standard-based architecture enables the development of a more restrictive protection system for games. Finally, we demonstrate how the proposed protection mechanisms can be applied to video-game copy protection through five scenarios. © Copyright 2006 by International Business Machines Corporation.
S. Sattanathan, N.C. Narendra, et al.
CONTEXT 2005
Fan Zhang, Junwei Cao, et al.
IEEE TETC
Yigal Hoffner, Simon Field, et al.
EDOC 2004
Sonia Cafieri, Jon Lee, et al.
Journal of Global Optimization