Current Situation
A company in the media/entertainment industry has to meet the combined challenges of an increase in the demand for its content, including access to previously inactive library content, and the proliferation of rights needed to service a wide variety of new channel platforms. Many companies have struggled to meet the demands of the digital media market restricted by legacy solutions that were only designed to manage one type of right or were only dedicated to addressing a limited set of requirements.
Goals and Objectives
The goal is to deliver a solution that has been designed to cover all types of rights for linear and nonlinear media, offering enterprise-level rights and financial processing functionality across multiple divisions. Media companies and advertisers can then gain control of all intellectual property rights, royalties, availabilities, and contract details so they can ensure it all adds up to more growth in revenue and not just more costs.
Technology Deployed
DRM technology to control access to copyrighted material, to encrypt digital media that can then only be accessed with a decryption key, to enable copyright holders and content creators to manage what users can do with their content (e.g., how many devices they can access media on, whether they can share it, and what they can do with the material), and to use codes that prohibit content copying or limit the number of devices a product can be accessed from.
Use Case Summary
DRM use cases include:
Studios and content providers. Content and rights management; rights in, rights out, and avails; and royalties, finance, and participations
Networks and broadcasters. Same features as previously mentioned
Operators and digital platforms. OTT and VOD, rights management, and supplier payments and royalties
Sales and distribution companies. Titles and contracts, productions and acquisitions, and royalties
Interactive media and video games. Contracts and rights, content management, and supplier payments and royalties
New media. Contracts and rights, content management, and participations