Preeti Malakar, Thomas George, et al.
SC 2012
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.
Preeti Malakar, Thomas George, et al.
SC 2012
Michael C. McCord, Violetta Cavalli-Sforza
ACL 2007
David S. Kung
DAC 1998
Limin Hu
IEEE/ACM Transactions on Networking