It's primarily to protect the content itself. The biggest challenge we have when people discuss tying the notion of circumvention to infringement—because the issue is that we prohibit circumvention of these digital locks, these TPMs—is that from an enforcement perspective, which is the practical way we are looking at it, it makes the provisions almost useless to us. The problem is that there are these services that exist out there that literally hack the Xbox. They hack the various devices, and basically do so for money, to enable people to play pirated games. People can go onto the Internet, download a free copy of the game, and play that instead of actually going to the digital retail store to download the proper, legitimate copy of it.
By tying those two together, the people who offer those services will basically just say that they don't know what anyone is doing with this product; they're just doing the hacking and not enabling anything. It basically makes it impossible for us to actually enforce. That's the biggest challenge. So it's a matter of trying to hold that line and find where the balance is there.
In our view, the TPM provisions, the anti-circumvention provisions, in legislation as crafted actually are balanced, because they do include a wide array of specific exceptions to deal with specific circumstances. They have a regulation-making power that allows additional exceptions to be added as needed.
The important things is that the big challenge for all of the content industry is that we're in a massive period of transition, which your first question highlights. As we move into the online environment, the notion of actually having to make a backup copy or transfer is actually fading away.
When you are a Netflix subscriber, for example, you have access to Netflix across all devices. You pay a subscription. You get access to it everywhere. It doesn't matter that you need to make a transfer or don't have to transfer, because there's nothing to transfer any more. You literally are just watching the movie and downloading it or streaming it as you go. Similarly with the digital distribution platforms for games, what happens is that you buy the game online. You get the digital copy of the game that can sit on your PlayStation or Xbox. You can delete it and you can download it again. There's no notion of needing to make a backup, because you have a perpetual backup. It's stored in the cloud. In fact, it means you don't have to worry about the physical media any more. It's already permanently stored for you because you bought that game. As a result, a lot of—