Digitaaliset rajoitukset tietokonepelien suojauksessa

Digitaalinen käyttöoikeuksien hallinta — lyhennettynä DRM — on ollut yksi peliteollisuuden kiistellyimmistä keinoista hillitä piratismia Internetin kaupallistumisen jälkeen. Vaikka menetelmää pidettiin alunperin välttämättömyytenä pelialalle, pelaajat ja jopa pelinkehittäjät ovat väittäneet menetelm...

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Main Author: Oksanen, Oskari
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, University of Jyväskylä, Jyväskylän yliopisto
Format: Bachelor's thesis
Language:fin
Published: 2015
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/46154
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author Oksanen, Oskari
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_facet Oksanen, Oskari Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto Oksanen, Oskari Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_sort Oksanen, Oskari
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description Digitaalinen käyttöoikeuksien hallinta — lyhennettynä DRM — on ollut yksi peliteollisuuden kiistellyimmistä keinoista hillitä piratismia Internetin kaupallistumisen jälkeen. Vaikka menetelmää pidettiin alunperin välttämättömyytenä pelialalle, pelaajat ja jopa pelinkehittäjät ovat väittäneet menetelmän olevan vain haitaksi laillisille pelaajille ja pikemminkin houkuttelevan käyttäjiä piratoimaan pelinsä sen seurauksena. Tässä tutkielmassa käsitellään aluksi digitaalista käyttöoikeuksien hallintaa yleisesti, Internetin yleistymistä edeltäneitä tietokonepelien suojausmenetelmiä ja lopuksi neljää DRM-pohjaista suojausmenetelmää tietokonepelialalta. Digital rights management — DRM for short — has been one of gaming industry’s most controversial methods to combat piracy since the commercialization of the Internet. While DRM was initially deemed as a necessity for the industry, gamers and even game developers have claimed that the method only serves as a hindrance for legal customers and that it tempts people to pirate their games because of that. This thesis first examines digital rights management in general, computer game protection methods used before the widespread usage of the Internet, and lastly four DRM methods used in the computer games.
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spellingShingle Oksanen, Oskari Digitaaliset rajoitukset tietokonepelien suojauksessa drm digital rights management tietokonepelit piratismi kopiosuojaus Tietotekniikka Mathematical Information Technology
title Digitaaliset rajoitukset tietokonepelien suojauksessa
title_full Digitaaliset rajoitukset tietokonepelien suojauksessa
title_fullStr Digitaaliset rajoitukset tietokonepelien suojauksessa Digitaaliset rajoitukset tietokonepelien suojauksessa
title_full_unstemmed Digitaaliset rajoitukset tietokonepelien suojauksessa Digitaaliset rajoitukset tietokonepelien suojauksessa
title_short Digitaaliset rajoitukset tietokonepelien suojauksessa
title_sort digitaaliset rajoitukset tietokonepelien suojauksessa
title_txtP Digitaaliset rajoitukset tietokonepelien suojauksessa
topic drm digital rights management tietokonepelit piratismi kopiosuojaus Tietotekniikka Mathematical Information Technology
topic_facet Mathematical Information Technology Tietotekniikka digital rights management drm kopiosuojaus piratismi tietokonepelit
url https://jyx.jyu.fi/handle/123456789/46154 http://www.urn.fi/URN:NBN:fi:jyu-201506022146
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